2016-07-10 05:28:26 +00:00
|
|
|
#include <md/md.hpp>
|
|
|
|
|
|
|
|
namespace MegaDrive {
|
|
|
|
|
|
|
|
PSG psg;
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
#include "io.cpp"
|
Update to v102r10 release.
byuu says:
Changelog:
- removed Emulator::Interface::Capabilities¹
- MS: improved the PSG emulation a bit
- MS: added cheat code support
- MS: added save state support²
- MD: emulated the PSG³
¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.
²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.
³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.
Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-22 21:25:01 +00:00
|
|
|
#include "tone.cpp"
|
|
|
|
#include "noise.cpp"
|
2016-07-10 05:28:26 +00:00
|
|
|
|
|
|
|
auto PSG::Enter() -> void {
|
|
|
|
while(true) scheduler.synchronize(), psg.main();
|
|
|
|
}
|
|
|
|
|
|
|
|
auto PSG::main() -> void {
|
Update to v102r10 release.
byuu says:
Changelog:
- removed Emulator::Interface::Capabilities¹
- MS: improved the PSG emulation a bit
- MS: added cheat code support
- MS: added save state support²
- MD: emulated the PSG³
¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.
²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.
³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.
Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-22 21:25:01 +00:00
|
|
|
tone0.run();
|
|
|
|
tone1.run();
|
|
|
|
tone2.run();
|
|
|
|
noise.run();
|
|
|
|
|
|
|
|
int output = 0;
|
Update to v102r15 release.
byuu says:
Changelog:
- nall: added DSP::IIR::OnePole (which is a first-order IIR filter)
- FC/APU: removed strong highpass, weak hipass filters (and the
dummied out lowpass filter)
- MS,GG,MD/PSG: removed lowpass filter
- MS,GG,MD/PSG: audio was not being centered properly; removed
centering for now
- MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14
signed bits (-0x2000 to +0x1fff) [Cydrak]
- MD/YM2612: removed lowpass filter
- PCE/PSG: audio was not being centered properly; removed centering
for now
First thing is that I've removed all of the ad-hoc audio filtering.
Emulator::Stream intrinsically provides a three-pass, second-order
biquad IIR butterworth lowpass filter that clips frequencies above 20KHz
with very good attenuation (as good as IIR gets, anyway.)
It doesn't really make sense to have the various cores running
additional lowpass filters. If we want to filter frequencies below
20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff
frequency value, and we can do it all at once, with much better quality.
Right now, I don't know what frequencies are best to cut off the various
other audio cores, so they're just gone for now.
As for the highpass filters for the Famicom core, well ... you don't get
aliasing from resampling low frequencies. And generally speaking, too
low a frequency will be inaudible anyway. All these were doing was
killing possible bass (if they were too strong.) We can add them again,
but only if someone can convert Ryphecha's ad-hoc magic integers into a
frequency cutoff. In which case, I'll use my biquad IIR filter to do it
even better. On this note, it may prove useful to do this for the MD PSG
as well, to try and head off unnecessary clamping when mixing with the
YM2612.
Finally, there was the audio centering issue that affected the
MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which
was resulting in extremely heavy distortion if you tried listening to
higan and, say, audacious at the same time. Without the botched
centering, this distortion is completely gone now.
However, without any centering, we've halved the potential volume range.
This means the audio slider in higan's audio settings panel will start
clamping twice as quickly. So ultimately, we need to figure out how to
fix the centering. This isn't as simple as just subtracting less. We
will probably have to center every individual audio channel before
summing them to do this properly.
Results:
On the Mega Drive, Altered Beast sounds quite a bit better, a lot less
distortion now. But it's still not perfect, especially sound effects.
Further, Bare Knuckle / Streets of Rage still has really bad sound
effects. It looks like I broke something in Cydrak's code when trying to
adapt it to my style =(
2017-03-06 20:23:22 +00:00
|
|
|
output += levels[tone0.volume] * tone0.output;
|
|
|
|
output += levels[tone1.volume] * tone1.output;
|
|
|
|
output += levels[tone2.volume] * tone2.output;
|
|
|
|
output += levels[noise.volume] * noise.output;
|
Update to v102r10 release.
byuu says:
Changelog:
- removed Emulator::Interface::Capabilities¹
- MS: improved the PSG emulation a bit
- MS: added cheat code support
- MS: added save state support²
- MD: emulated the PSG³
¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.
²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.
³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.
Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-22 21:25:01 +00:00
|
|
|
|
Update to v102r15 release.
byuu says:
Changelog:
- nall: added DSP::IIR::OnePole (which is a first-order IIR filter)
- FC/APU: removed strong highpass, weak hipass filters (and the
dummied out lowpass filter)
- MS,GG,MD/PSG: removed lowpass filter
- MS,GG,MD/PSG: audio was not being centered properly; removed
centering for now
- MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14
signed bits (-0x2000 to +0x1fff) [Cydrak]
- MD/YM2612: removed lowpass filter
- PCE/PSG: audio was not being centered properly; removed centering
for now
First thing is that I've removed all of the ad-hoc audio filtering.
Emulator::Stream intrinsically provides a three-pass, second-order
biquad IIR butterworth lowpass filter that clips frequencies above 20KHz
with very good attenuation (as good as IIR gets, anyway.)
It doesn't really make sense to have the various cores running
additional lowpass filters. If we want to filter frequencies below
20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff
frequency value, and we can do it all at once, with much better quality.
Right now, I don't know what frequencies are best to cut off the various
other audio cores, so they're just gone for now.
As for the highpass filters for the Famicom core, well ... you don't get
aliasing from resampling low frequencies. And generally speaking, too
low a frequency will be inaudible anyway. All these were doing was
killing possible bass (if they were too strong.) We can add them again,
but only if someone can convert Ryphecha's ad-hoc magic integers into a
frequency cutoff. In which case, I'll use my biquad IIR filter to do it
even better. On this note, it may prove useful to do this for the MD PSG
as well, to try and head off unnecessary clamping when mixing with the
YM2612.
Finally, there was the audio centering issue that affected the
MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which
was resulting in extremely heavy distortion if you tried listening to
higan and, say, audacious at the same time. Without the botched
centering, this distortion is completely gone now.
However, without any centering, we've halved the potential volume range.
This means the audio slider in higan's audio settings panel will start
clamping twice as quickly. So ultimately, we need to figure out how to
fix the centering. This isn't as simple as just subtracting less. We
will probably have to center every individual audio channel before
summing them to do this properly.
Results:
On the Mega Drive, Altered Beast sounds quite a bit better, a lot less
distortion now. But it's still not perfect, especially sound effects.
Further, Bare Knuckle / Streets of Rage still has really bad sound
effects. It looks like I broke something in Cydrak's code when trying to
adapt it to my style =(
2017-03-06 20:23:22 +00:00
|
|
|
stream->sample(sclamp<16>(output) / 32768.0);
|
Update to v101r04 release.
byuu says:
Changelog:
- pulled the (u)intN type aliases into higan instead of leaving them
in nall
- added 68K LINEA, LINEF hooks for illegal instructions
- filled the rest of the 68K lambda table with generic instance of
ILLEGAL
- completed the 68K disassembler effective addressing modes
- still unsure whether I should use An to decode absolute
addresses or not
- pro: way easier to read where accesses are taking place
- con: requires An to be valid; so as a disassembler it does a
poor job
- making it optional: too much work; ick
- added I/O decoding for the VDP command-port registers
- added skeleton timing to all five processor cores
- output at 1280x480 (needed for mixed 256/320 widths; and to handle
interlace modes)
The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and
syncing; which is the pathological worst case for libco. But they also
have no logic inside of them. With all the above, I'm averaging around
250fps with just the 68K core actually functional, and the VDP doing a
dumb "draw white pixels" loop. Still way too early to tell how this
emulator is going to perform.
Also, the 320x240 mode of the Genesis means that we don't need an aspect
correction ratio. But we do need to ensure the output window is a
multiple 320x240 so that the scale values work correctly. I was
hard-coding aspect correction to stretch the window an additional \*8/7.
But that won't work anymore so ... the main higan window is now 640x480,
960x720, or 1280x960. Toggling aspect correction only changes the video
width inside the window.
It's a bit jarring ... the window is a lot wider, more black space now
for most modes. But for now, it is what it is.
2016-08-12 01:07:04 +00:00
|
|
|
step(1);
|
2016-07-10 05:28:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto PSG::step(uint clocks) -> void {
|
Update to v101r04 release.
byuu says:
Changelog:
- pulled the (u)intN type aliases into higan instead of leaving them
in nall
- added 68K LINEA, LINEF hooks for illegal instructions
- filled the rest of the 68K lambda table with generic instance of
ILLEGAL
- completed the 68K disassembler effective addressing modes
- still unsure whether I should use An to decode absolute
addresses or not
- pro: way easier to read where accesses are taking place
- con: requires An to be valid; so as a disassembler it does a
poor job
- making it optional: too much work; ick
- added I/O decoding for the VDP command-port registers
- added skeleton timing to all five processor cores
- output at 1280x480 (needed for mixed 256/320 widths; and to handle
interlace modes)
The VDP, PSG, Z80, YM2612 are all stepping one clock at a time and
syncing; which is the pathological worst case for libco. But they also
have no logic inside of them. With all the above, I'm averaging around
250fps with just the 68K core actually functional, and the VDP doing a
dumb "draw white pixels" loop. Still way too early to tell how this
emulator is going to perform.
Also, the 320x240 mode of the Genesis means that we don't need an aspect
correction ratio. But we do need to ensure the output window is a
multiple 320x240 so that the scale values work correctly. I was
hard-coding aspect correction to stretch the window an additional \*8/7.
But that won't work anymore so ... the main higan window is now 640x480,
960x720, or 1280x960. Toggling aspect correction only changes the video
width inside the window.
It's a bit jarring ... the window is a lot wider, more black space now
for most modes. But for now, it is what it is.
2016-08-12 01:07:04 +00:00
|
|
|
Thread::step(clocks);
|
|
|
|
synchronize(cpu);
|
Update to v102r12 release.
byuu says:
Changelog:
- MD/PSG: fixed 68K bus Z80 status read address location
- MS, GG, MD/PSG: channels post-decrement their counters, not
pre-decrement [Cydrak]¹
- MD/VDP: cache screen width registers once per scanline; screen
height registers once per frame
- MD/VDP: support 256-width display mode (used in Shining Force, etc)
- MD/YM2612: implemented timers²
- MD/YM2612: implemented 8-bit PCM DAC²
- 68000: TRAP instruction should index the vector location by 32 (eg
by 128 bytes), fixes Shining Force
- nall: updated hex(), octal(), binary() functions to take uintmax
instead of template<typename T> parameter³
¹: this one makes an incredible difference. Sie noticed that lots of
games set a period of 0, which would end up being a really long period
with pre-decrement. By fixing this, noise shows up in many more games,
and sounds way better in games even where it did before. You can hear
extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in
Sonic The Hedgehog (Mega Drive) sounds better, etc.
²: this also really helps sound. The timers allow PSG music to play
back at the correct speed instead of playing back way too quickly. And
the PCM DAC lets you hear a lot of drum effects, as well as the
"Sega!!" sound at the start of Sonic the Hedgehog, and the infamous,
"Rise from your grave!" line from Altered Beast.
Still, most music on the Mega Drive comes from the FM channels, so
there's still not a whole lot to listen to.
I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100%
certain on how the extended DAC bit worked, so I'd like to play it a
little conservative and get sound working, then I'll go back and add a
toggle or something to enable undocumented registers, that way we can
use that to detect any potential problems they might be causing.
³: unfortunately we lose support for using hex() on nall/arithmetic
types. If I have a const Pair& version of the function, then the
compiler gets confused on whether Natural<32> should use uintmax or
const Pair&, because compilers are stupid, and you can't have explicit
arguments in overloaded functions. So even though either function would
work, it just decides to error out instead >_>
This is actually really annoying, because I want hex() to be useful for
printing out nall/crypto keys and hashes directly.
But ... this change had to be made. Negative signed integers would crash
programs, and that was taking out my 68000 disassembler.
2017-02-27 08:45:51 +00:00
|
|
|
synchronize(apu);
|
2016-07-10 05:28:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
auto PSG::power() -> void {
|
Update to v102r08 release.
byuu says:
Changelog:
- PCE: restructured VCE, VDCs to run one scanline at a time
- PCE: bound VDCs to 1365x262 timing (in order to decouple the VDCs
from the VCE)
- PCE: the two changes above allow save states to function; also
grants a minor speed boost
- PCE: added cheat code support (uses 21-bit bus addressing; compare
byte will be useful here)
- 68K: fixed `mov *,ccr` to read two bytes instead of one [Cydrak]
- Z80: emulated /BUSREQ, /BUSACK; allows 68K to suspend the Z80
[Cydrak]
- MD: emulated the Z80 executing instructions [Cydrak]
- MD: emulated Z80 interrupts (triggered during each Vblank period)
[Cydrak]
- MD: emulated Z80 memory map [Cydrak]
- MD: added stubs for PSG, YM2612 accesses [Cydrak]
- MD: improved bus emulation [Cydrak]
The PCE core is pretty much ready to go. The only major feature missing
is FM modulation.
The Mega Drive improvements let us start to see the splash screens for
Langrisser II, Shining Force, Shining in the Darkness. I was hoping I
could get them in-game, but no such luck. My Z80 implementation is
probably flawed in some way ... now that I think about it, I believe I
missed the BusAPU::reset() check for having been granted access to the
Z80 first. But I doubt that's the problem.
Next step is to implement Cydrak's PSG core into the Master System
emulator. Once that's in, I'm going to add save states and cheat code
support to the Master System core.
Next, I'll add the PSG core into the Mega Drive. Then I'll add the
'easy' PCM part of the YM2612. Then the rest of the beastly YM2612 core.
Then finally, cap things off with save state and cheat code support.
Should be nearing a new release at that point.
2017-02-20 08:13:10 +00:00
|
|
|
create(PSG::Enter, system.colorburst() / 16.0);
|
Update to v102r10 release.
byuu says:
Changelog:
- removed Emulator::Interface::Capabilities¹
- MS: improved the PSG emulation a bit
- MS: added cheat code support
- MS: added save state support²
- MD: emulated the PSG³
¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.
²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.
³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.
Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-22 21:25:01 +00:00
|
|
|
stream = Emulator::audio.createStream(1, frequency());
|
|
|
|
|
|
|
|
select = 0;
|
|
|
|
for(auto n : range(15)) {
|
Update to v102r15 release.
byuu says:
Changelog:
- nall: added DSP::IIR::OnePole (which is a first-order IIR filter)
- FC/APU: removed strong highpass, weak hipass filters (and the
dummied out lowpass filter)
- MS,GG,MD/PSG: removed lowpass filter
- MS,GG,MD/PSG: audio was not being centered properly; removed
centering for now
- MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14
signed bits (-0x2000 to +0x1fff) [Cydrak]
- MD/YM2612: removed lowpass filter
- PCE/PSG: audio was not being centered properly; removed centering
for now
First thing is that I've removed all of the ad-hoc audio filtering.
Emulator::Stream intrinsically provides a three-pass, second-order
biquad IIR butterworth lowpass filter that clips frequencies above 20KHz
with very good attenuation (as good as IIR gets, anyway.)
It doesn't really make sense to have the various cores running
additional lowpass filters. If we want to filter frequencies below
20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff
frequency value, and we can do it all at once, with much better quality.
Right now, I don't know what frequencies are best to cut off the various
other audio cores, so they're just gone for now.
As for the highpass filters for the Famicom core, well ... you don't get
aliasing from resampling low frequencies. And generally speaking, too
low a frequency will be inaudible anyway. All these were doing was
killing possible bass (if they were too strong.) We can add them again,
but only if someone can convert Ryphecha's ad-hoc magic integers into a
frequency cutoff. In which case, I'll use my biquad IIR filter to do it
even better. On this note, it may prove useful to do this for the MD PSG
as well, to try and head off unnecessary clamping when mixing with the
YM2612.
Finally, there was the audio centering issue that affected the
MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which
was resulting in extremely heavy distortion if you tried listening to
higan and, say, audacious at the same time. Without the botched
centering, this distortion is completely gone now.
However, without any centering, we've halved the potential volume range.
This means the audio slider in higan's audio settings panel will start
clamping twice as quickly. So ultimately, we need to figure out how to
fix the centering. This isn't as simple as just subtracting less. We
will probably have to center every individual audio channel before
summing them to do this properly.
Results:
On the Mega Drive, Altered Beast sounds quite a bit better, a lot less
distortion now. But it's still not perfect, especially sound effects.
Further, Bare Knuckle / Streets of Rage still has really bad sound
effects. It looks like I broke something in Cydrak's code when trying to
adapt it to my style =(
2017-03-06 20:23:22 +00:00
|
|
|
levels[n] = 0x2000 * pow(2, n * -2.0 / 6.0) + 0.5;
|
Update to v102r10 release.
byuu says:
Changelog:
- removed Emulator::Interface::Capabilities¹
- MS: improved the PSG emulation a bit
- MS: added cheat code support
- MS: added save state support²
- MD: emulated the PSG³
¹: there's really no point to it anymore. I intend to add cheat codes
to the GBA core, as well as both cheat codes and save states to the Mega
Drive core. I no longer intend to emulate any new systems, so these
values will always be true. Further, the GUI doesn't respond to these
values to disable those features anymore ever since the hiro rewrite, so
they're double useless.
²: right now, the Z80 core is using a pointer for HL-\>(IX,IY)
overrides. But I can't reliably serialize pointers, so I need to convert
the Z80 core to use an integer here. The save states still appear to
work fine, but there's the potential for an instruction to execute
incorrectly if you're incredibly unlucky, so this needs to be fixed as
soon as possible. Further, I still need a way to serialize
array<T, Size> objects, and I should also add nall::Boolean
serialization support.
³: I don't have a system in place to share identical sound chips. But
this chip is so incredibly simple that it's not really much trouble to
duplicate it. Further, I can strip out the stereo sound support code
from the Game Gear portion, so it's even tinier.
Note that the Mega Drive only just barely uses the PSG. Not at all in
Altered Beast, and only for a tiny part of the BGM music on Sonic 1,
plus his jump sound effect.
2017-02-22 21:25:01 +00:00
|
|
|
}
|
|
|
|
levels[15] = 0;
|
|
|
|
|
|
|
|
tone0.power();
|
|
|
|
tone1.power();
|
|
|
|
tone2.power();
|
|
|
|
noise.power();
|
2016-07-10 05:28:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|