bsnes/ruby/audio/alsa.cpp

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#include <alsa/asoundlib.h>
struct AudioALSA : Audio {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
AudioALSA() { initialize(); }
~AudioALSA() { terminate(); }
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto ready() -> bool { return _ready; }
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
auto information() -> Information {
Information information;
information.devices = queryDevices();
information.frequencies = {44100.0, 48000.0, 96000.0};
information.latencies = {20, 40, 60, 80, 100};
information.channels = {2};
return information;
}
auto device() -> string { return _device; }
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto blocking() -> bool { return _blocking; }
auto channels() -> uint { return 2; }
auto frequency() -> double { return _frequency; }
auto latency() -> uint { return _latency; }
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
auto setDevice(string device) -> bool {
if(_device == device) return true;
_device = device;
return initialize();
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto setBlocking(bool blocking) -> bool {
if(_blocking == blocking) return true;
_blocking = blocking;
return true;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto setFrequency(double frequency) -> bool {
if(_frequency == frequency) return true;
_frequency = frequency;
return initialize();
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto setLatency(uint latency) -> bool {
if(_latency == latency) return true;
_latency = latency;
return initialize();
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto output(const double samples[]) -> void {
if(!ready()) return;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
_buffer[_offset++] = uint16_t(samples[0] * 32768.0) << 0 | uint16_t(samples[1] * 32768.0) << 16;
if(_offset < _periodSize) return;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
snd_pcm_sframes_t available;
do {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
available = snd_pcm_avail_update(_interface);
if(available < 0) snd_pcm_recover(_interface, available, 1);
if(available < _offset) {
if(!_blocking) {
_offset = 0;
return;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
int error = snd_pcm_wait(_interface, -1);
if(error < 0) snd_pcm_recover(_interface, error, 1);
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
} while(available < _offset);
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
uint32_t* output = _buffer;
int i = 4;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
while(_offset > 0 && i--) {
snd_pcm_sframes_t written = snd_pcm_writei(_interface, output, _offset);
if(written < 0) {
//no samples written
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
snd_pcm_recover(_interface, written, 1);
} else if(written <= _offset) {
_offset -= written;
output += written;
}
}
if(i < 0) {
Update to v103r23 release. byuu says: Changelog: - gb: added accelerometer X-axis, Y-Axis inputs¹ - gb: added rumble input¹ - gb/mbc5: added rumble support² - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get - gb/mbc7: added mostly complete driver (only missing EEPROM), but it doesn't boot Kirby Tilt 'n' Tumble - gb/tama: added leap year assignment - tomoko: fixed macOS compilation [MerryMage] - hiro/cocoa: fix table cell redrawing on updates and automatic column resizing [ncbncb] - hiro/cocoa: fix some weird issue with clicking table view checkboxes on Retina displays [ncbncb] - icarus: enhance Game Boy heuristics³ - nall: fix three missing return statements [Jonas Quinn] - ruby: hopefully fixed all compilation errors reported by Screwtape et al⁴ ¹: because there's no concept of a controller for cartridge inputs, I'm attaching to the base platform for now. An idea I had was to make separate ports for each cartridge type ... but this would duplicate the rumble input between MBC5 and MBC7. And would also be less discoverable. But it would be more clean in that users wouldn't think the Game Boy hardware had this functionality. I'll think about it. ²: it probably won't work yet. Rumble isn't documented anywhere, but I dug through an emulator named GEST and discovered that it seems to use bit 3 of the RAM bank select to be rumble. I don't know if it sets the bit for rumbling, then clears when finished, or if it sets it and then after a few milliseconds it stops rumbling. I couldn't test on my FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist on FreeBSD, and nobody has ever posted any working code for how to use evdev (or whatever it's called) on FreeBSD. ³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since it's not really static RAM. ⁴: if possible, please test all drivers if you can. I want to ensure they're all working. Especially let me know if the following work: macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao) If I can confirm these are working, I'm going to then remove them from being included with stock higan builds. I'm also considering dropping SDL video on Linux/BSD. XShm is much faster and supports blurring. I may also drop SDL input on Linux, since udev works better. That will free a dependency on SDL 1.2 for building higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
if(_buffer == output) {
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
_offset--;
output++;
}
Update to v103r23 release. byuu says: Changelog: - gb: added accelerometer X-axis, Y-Axis inputs¹ - gb: added rumble input¹ - gb/mbc5: added rumble support² - gb/mbc6: added skeleton driver, but it doesn't boot Net de Get - gb/mbc7: added mostly complete driver (only missing EEPROM), but it doesn't boot Kirby Tilt 'n' Tumble - gb/tama: added leap year assignment - tomoko: fixed macOS compilation [MerryMage] - hiro/cocoa: fix table cell redrawing on updates and automatic column resizing [ncbncb] - hiro/cocoa: fix some weird issue with clicking table view checkboxes on Retina displays [ncbncb] - icarus: enhance Game Boy heuristics³ - nall: fix three missing return statements [Jonas Quinn] - ruby: hopefully fixed all compilation errors reported by Screwtape et al⁴ ¹: because there's no concept of a controller for cartridge inputs, I'm attaching to the base platform for now. An idea I had was to make separate ports for each cartridge type ... but this would duplicate the rumble input between MBC5 and MBC7. And would also be less discoverable. But it would be more clean in that users wouldn't think the Game Boy hardware had this functionality. I'll think about it. ²: it probably won't work yet. Rumble isn't documented anywhere, but I dug through an emulator named GEST and discovered that it seems to use bit 3 of the RAM bank select to be rumble. I don't know if it sets the bit for rumbling, then clears when finished, or if it sets it and then after a few milliseconds it stops rumbling. I couldn't test on my FreeBSD box because SDL 1.2 doesn't support rumble, udev doesn't exist on FreeBSD, and nobody has ever posted any working code for how to use evdev (or whatever it's called) on FreeBSD. ³: I'm still thinking about specifying the MBC7 RAM as EEPROM, since it's not really static RAM. ⁴: if possible, please test all drivers if you can. I want to ensure they're all working. Especially let me know if the following work: macOS: input.carbon Linux: audio.pulseaudiosimple, audio.ao (libao) If I can confirm these are working, I'm going to then remove them from being included with stock higan builds. I'm also considering dropping SDL video on Linux/BSD. XShm is much faster and supports blurring. I may also drop SDL input on Linux, since udev works better. That will free a dependency on SDL 1.2 for building higan. FreeBSD is still going to need it for joypad support, however.
2017-07-30 13:00:31 +00:00
memory::move(_buffer, output, _offset * sizeof(uint32_t));
}
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
private:
auto initialize() -> bool {
terminate();
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
string device = "default";
if(queryDevices().find(_device)) device = _device;
if(snd_pcm_open(&_interface, device, SND_PCM_STREAM_PLAYBACK, SND_PCM_NONBLOCK) < 0) return terminate(), false;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
uint rate = (uint)_frequency;
uint bufferTime = _latency * 1000;
uint periodTime = _latency * 1000 / 4;
snd_pcm_hw_params_t* hardwareParameters;
snd_pcm_hw_params_alloca(&hardwareParameters);
if(snd_pcm_hw_params_any(_interface, hardwareParameters) < 0) return terminate(), false;
if(snd_pcm_hw_params_set_access(_interface, hardwareParameters, SND_PCM_ACCESS_RW_INTERLEAVED) < 0
|| snd_pcm_hw_params_set_format(_interface, hardwareParameters, SND_PCM_FORMAT_S16_LE) < 0
|| snd_pcm_hw_params_set_channels(_interface, hardwareParameters, 2) < 0
|| snd_pcm_hw_params_set_rate_near(_interface, hardwareParameters, &rate, 0) < 0
|| snd_pcm_hw_params_set_period_time_near(_interface, hardwareParameters, &periodTime, 0) < 0
|| snd_pcm_hw_params_set_buffer_time_near(_interface, hardwareParameters, &bufferTime, 0) < 0
) return terminate(), false;
if(snd_pcm_hw_params(_interface, hardwareParameters) < 0) return terminate(), false;
if(snd_pcm_get_params(_interface, &_bufferSize, &_periodSize) < 0) return terminate(), false;
snd_pcm_sw_params_t* softwareParameters;
snd_pcm_sw_params_alloca(&softwareParameters);
if(snd_pcm_sw_params_current(_interface, softwareParameters) < 0) return terminate(), false;
if(snd_pcm_sw_params_set_start_threshold(_interface, softwareParameters,
(_bufferSize / _periodSize) * _periodSize) < 0
) return terminate(), false;
if(snd_pcm_sw_params(_interface, softwareParameters) < 0) return terminate(), false;
_buffer = new uint32_t[_periodSize]();
_offset = 0;
return _ready = true;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
auto terminate() -> void {
_ready = false;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
if(_interface) {
//snd_pcm_drain(_interface); //prevents popping noise; but causes multi-second lag
snd_pcm_close(_interface);
_interface = nullptr;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
if(_buffer) {
delete[] _buffer;
_buffer = nullptr;
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
}
}
auto queryDevices() -> string_vector {
string_vector devices;
const char** list;
if(snd_device_name_hint(-1, "pcm", (void***)&list) == 0) {
uint index = 0;
while(list[index]) {
const char* deviceName = snd_device_name_get_hint(list[index], "NAME");
if(deviceName) devices.append(deviceName);
free(deviceName);
index++;
}
}
snd_device_name_free_hint((void**)list);
return devices;
}
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
bool _ready = false;
Update to v103r24 release. byuu says: Changelog: - gb/mbc6: mapper is now functional, but Net de Get has some text corruption¹ - gb/mbc7: mapper is now functional² - gb/cpu: HDMA syncs other components after each byte transfer now - gb/ppu: LY,LX forced to zero when LCDC.d7 is lowered (eg disabled), not when it's raised (eg enabled) - gb/ppu: the LCD does not run at all when LCDC.d7 is clear³ - fixes graphical corruption between scene transitions in Legend of Zelda - Oracle of Ages - thanks to Cydrak, Shonumi, gekkio for their input on the cause of this issue - md/controller: renamed "Gamepad" to "Control Pad" per official terminology - md/controller: added "Fighting Pad" (6-button controller) emulation [hex\_usr] - processor/m68k: fixed TAS to set data.d7 when EA.mode==DataRegisterDirect; fixes Asterix - hiro/windows: removed carriage returns from mouse.cpp and desktop.cpp - ruby/audio/alsa: added device driver selection [SuperMikeMan] - ruby/audio/ao: set format.matrix=nullptr to prevent a crash on some systems [SuperMikeMan] - ruby/video/cgl: rename term() to terminate() to fix a crash on macOS [Sintendo] ¹: The observation that this mapper split $4000-7fff into two banks came from MAME's implementation. But their implementation was quite broken and incomplete, so I didn't actually use any of it. The observation that this mapper split $a000-bfff into two banks came from Tauwasser, and I did directly use that information, plus the knowledge that $0400/$0800 are the RAM bank select registers. The text corruption is due to a race condition with timing. The game is transferring font letters via HDMA, but the game code ends up setting the bank# with the font a bit too late after the HDMA has already occurred. I'm not sure how to fix this ... as a whole, I assumed my Game Boy timing was pretty good, but apparently it's not that good. ²: The entire design of this mapper comes from endrift's notes. endrift gets full credit for higan being able to emulate this mapper. Note that the accelerometer implementation is still not tested, and probably won't work right until I tweak the sensitivity a lot. ³: So the fun part of this is ... it breaks the strict 60fps rate of the Game Boy. This was always inevitable: certain timing conditions can stretch frames, too. But this is pretty much an absolute deal breaker for something like Vsync timing. This pretty much requires adaptive sync to run well without audio stuttering during the transition. There's currently one very important detail missing: when the LCD is turned off, presumably the image on the screen fades to white. I do not know how long this process takes, or how to really go about emulating it. Right now as an incomplete patch, I'm simply leaving the last displayed image on the screen until the LCD is turned on again. But I will have to output white, as well as add code to break out of the emulation loop periodically when the LCD is left off eg indefinitely, or bad things would happen. I'll work something out and then implement. Another detail is I'm not sure how long it takes for the LCD to start rendering again once enabled. Right now, it's immediate. I've heard it's as long as 1/60th of a second, but that really seems incredibly excessive? I'd like to know at least a reasonably well-supported estimate before I implement that.
2017-08-01 11:41:27 +00:00
string _device;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
bool _blocking = true;
double _frequency = 48000.0;
uint _latency = 40;
Update to v103r22 release. byuu says: Changelog: - ruby: ported all remaining drivers to new API¹ - ruby/wasapi: fix for dropping one sample per period [SuperMikeMan] - gb: emulated most of the TAMA RTC; but RTC state is still volatile² ¹: the new ports are: - audio/{directsound, alsa, pulseaudio, pulseaudiosimple, ao} - input/{udev, quartz, carbon} It's pretty much guaranteed many of them will have compilation errors. Please paste the error logs and I'll try to fix them up. It may take a WIP or two to get there. It's also possible things broke from the updates. If so, I could use help comparing the old file to the new file, looking for mistakes, since I can't test on these platforms apart from audio/directsound. Please report working drivers in this list, so we can mark them off the list. I'll need both macOS and Linux testers. audio/directsound.cpp:112:    if(DirectSoundCreate(0, &_interface, 0) != DS_OK) return terminate(), false; ²: once I get this working, I'll add load/save support for the RTC values. For now, the RTC data will be lost when you close the emulator. Right now, you can set the date/time in real-time mode, and when you start the game, the time will be correct, and the time will tick forward. Note that it runs off emulated time instead of actual real time, so if you fast-forward to 300%, one minute will be 20 seconds. The really big limitation right now is that when you exit the game, and restart it, and resume a new game, the hour spot gets corrupted, and this seems to instantly kill your pet. Fun. This is crazy because the commands the game sends to the TAMA interface are identical between starting a new game and getting in-game versus loading a game. It's likely going to require disassembling the game's code and seeing what in the hell it's doing, but I am extremely bad at LR35092 assembly. Hopefully endrift can help here :|
2017-07-28 11:42:24 +00:00
snd_pcm_t* _interface = nullptr;
snd_pcm_uframes_t _bufferSize;
snd_pcm_uframes_t _periodSize;
uint32_t* _buffer = nullptr;
uint _offset = 0;
};