bsnes/higan/gba/apu/sequencer.cpp

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auto APU::runsequencer() -> void {
auto& r = sequencer;
if(r.base == 0) { //512hz
if(r.step == 0 || r.step == 2 || r.step == 4 || r.step == 6) { //256hz
square1.clocklength();
square2.clocklength();
wave.clocklength();
noise.clocklength();
}
if(r.step == 2 || r.step == 6) { //128hz
square1.clocksweep();
}
if(r.step == 7) { //64hz
square1.clockenvelope();
square2.clockenvelope();
noise.clockenvelope();
}
r.step++;
}
r.base++;
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
if(square1.enable) square1.run();
if(square2.enable) square2.run();
if(wave.enable) wave.run();
if(noise.enable) noise.run();
}
auto APU::Sequencer::read(uint addr) const -> uint8 {
switch(addr) {
case 0: return (rvolume << 0) | (lvolume << 4);
case 1: return (
(renable[0] << 0)
| (renable[1] << 1)
| (renable[2] << 2)
| (renable[3] << 3)
| (lenable[0] << 4)
| (lenable[1] << 5)
| (lenable[2] << 6)
| (lenable[3] << 7)
);
Update to v096r07 release. byuu says: Changelog: - configuration files are now stored in localpath() instead of configpath() - Video gamma/saturation/luminance sliders are gone now, sorry - added Video Filter->Blur Emulation [1] - added Video Filter->Scanline Emulation [2] - improvements to GBA audio emulation (fixes Minish Cap) [Jonas Quinn] [1] For the Famicom, this does nothing. For the Super Famicom, this performs horizontal blending for proper pseudo-hires translucency. For the Game Boy, Game Boy Color, and Game Boy Advance, this performs interframe blending (each frame is the average of the current and previous frame), which is important for things like the GBVideoPlayer. [2] Right now, this only applies to the Super Famicom, but it'll come to the Famicom in the future. For the Super Famicom, this option doesn't just add scanlines, it simulates the phosphor decay that's visible in interlace mode. If you observe an interlaced game like RPM Racing on a real SNES, you'll notice that even on perfectly still screens, the image appears to shake. This option emulates that effect. Note 1: the buffering right now is a little sub-optimal, so there will be a slight speed hit with this new support. Since the core is now generating native ARGB8888 colors, it might as well call out to the interface to lock/unlock/refresh the video, that way it can render directly to the screen. Although ... that might not be such a hot idea, since the GBx interframe blending reads from the target buffer, and that tends to be a catastrophic option for performance. Note 2: the balanced and performance profiles for the SNES are completely busted again. This WIP took 6 1/2 hours, and I'm exhausted. Very much not looking forward to working on those, since those two have all kinds of fucked up speedup tricks for non-interlaced and/or non-hires video modes. Note 3: if you're on Windows and you saved your system folders somewhere else, now'd be a good time to move them to %localappdata%/higan
2016-01-15 10:06:51 +00:00
case 2: return (
(apu.square1.enable << 0)
| (apu.square2.enable << 1)
| (apu.wave.enable << 2)
| (apu.noise.enable << 3)
| (masterenable << 7)
);
}
}
auto APU::Sequencer::write(uint addr, uint8 byte) -> void {
switch(addr) {
case 0: //NR50
rvolume = byte >> 0;
lvolume = byte >> 4;
break;
case 1: //NR51
renable[0] = byte >> 0;
renable[1] = byte >> 1;
renable[2] = byte >> 2;
renable[3] = byte >> 3;
lenable[0] = byte >> 4;
lenable[1] = byte >> 5;
lenable[2] = byte >> 6;
lenable[3] = byte >> 7;
break;
case 2: //NR52
masterenable = byte >> 7;
break;
}
}
auto APU::Sequencer::power() -> void {
lvolume = 0;
rvolume = 0;
for(auto& n : lenable) n = 0;
for(auto& n : renable) n = 0;
masterenable = 0;
base = 0;
step = 0;
lsample = 0;
rsample = 0;
}