bsnes/ruby/audio/alsa.cpp

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#include <alsa/asoundlib.h>
struct AudioALSA : AudioDriver {
AudioALSA& self = *this;
AudioALSA(Audio& super) : AudioDriver(super) {}
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() { terminate(); }
auto create() -> bool override {
super.setDevice(hasDevices().first());
super.setChannels(2);
super.setFrequency(48000);
super.setLatency(20);
return initialize();
}
auto driver() -> string override { return "ALSA"; }
auto ready() -> bool override { return _ready; }
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
auto hasBlocking() -> bool override { return true; }
Update to v104r06 release. byuu says: Changelog: - gba,ws: removed Thread::step() override¹ - processor/m68k: move.b (a7)+ and move.b (a7)- adjust a7 by two, not by one² - tomoko: created new initialize(Video,Audio,Input)Driver() functions³ - ruby/audio: split Audio::information into Audio::available(Devices,Frequencies,Latencies,Channels)³ - ws: added Model::(WonderSwan,WonderSwanColor,SwanCrystal)() functions for consistency with other cores ¹: this should hopefully fix GBA Pokemon Pinball. Thanks to SuperMikeMan for pointing out the underlying cause. ²: this fixes A Ressaha de Ikou, Mega Bomberman, and probably more games. ³: this is the big change: so there was a problem with WASAPI where you might change your device under the audio settings panel. And your new device may not support the frequency that your old device used. This would end up not updating the frequency, and the pitch would be distorted. The old Audio::information() couldn't tell you what frequencies, latencies, or channels were available for all devices simultaneously, so I had to split them up. The new initializeAudioDriver() function validates you have a correct driver, or it defaults to none. Then it validates a correct device name, or it defaults to the first entry in the list. Then it validates a correct frequency, or defaults to the first in the list. Then finally it validates a correct latency, or defaults to the first in the list. In this way ... we have a clear path now with no API changes required to select default devices, frequencies, latencies, channel counts: they need to be the first items in their respective lists. So, what we need to do now is go through and for every audio driver that enumerates devices, we need to make sure the default device gets added to the top of the list. I'm ... not really sure how to do this with most drivers, so this is definitely going to take some time. Also, when you change a device, initializeAudioDriver() is called again, so if it's a bad device, it will disable the audio driver instead of continuing to send samples at it and hoping that the driver blocked those API calls when it failed to initialize properly. Now then ... since it was a decently-sized API change, it's possible I've broken compilation of the Linux drivers, so please report any compilation errors so that I can fix them.
2017-08-26 01:15:49 +00:00
auto hasDevices() -> vector<string> override {
vector<string> devices;
char** list;
if(snd_device_name_hint(-1, "pcm", (void***)&list) == 0) {
uint index = 0;
while(list[index]) {
char* deviceName = snd_device_name_get_hint(list[index], "NAME");
if(deviceName) devices.append(deviceName);
free(deviceName);
index++;
}
}
Update to 20180728 release. byuu says: Sigh, I seem to be spiraling a bit here ... but the work is very important. Hopefully I can get a solid WIP together soon. But for now... I've integrated dynamic rate control into ruby::Audio via setDynamic(bool) for now. It's very demanding, as you would expect. When it's not in use, I realized the OSS driver's performance was pretty bad due to calling write() for every sample for every channel. I implemented a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my FreeBSD desktop. It may be possible to do the same buffering with DRC, but for now, I'm not doing so, and adjusting the audio input frequency on every sample. I also added ruby::Video::setFlush(bool), which is available only in the OpenGL drivers, and this causes glFinish() to be called after swapping display buffers. I really couldn't think of a good name for this, "hard GPU sync" sounds kind of silly. In my view, flush is what commits queued events. Eg fflush(). OpenGL of course treats glFlush differently (I really don't even know what the point of it is even after reading the manual ...), and then has glFinish ... meh, whatever. It's setFlush(bool) until I come up with something better. Also as expected, this one's a big hit to performance. To implement the DRC, I started putting helper functions into the ruby video/audio/input core classes. And then the XVideo driver started crashing. It took hours and hours and hours to track down the problem: you have to clear XSetWindowAttributes to zero before calling XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`, etc will make Xlib be even remotely helpful in debugging errors like this. The GLX, GLX2, and XVideo drivers basically worked by chance before. If the stack frame had the right memory cleared, it worked. Otherwise it'd crash with BadValue, and my changing things broke that condition on the XVideo driver. So this has been fixed in all three now. Once XVideo was running again, I realized that non-power of two video sizes were completely broken for the YUV formats. It took a while, but I managed to fix all of that as well. At this point, most of ruby is going to be broken outside of FreeBSD, as I still need to finish updating all the drivers.
2018-07-28 11:21:39 +00:00
snd_device_name_free_hint((void**)list);
return devices;
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 hasChannels() -> vector<uint> override {
return {2};
Update to 20180728 release. byuu says: Sigh, I seem to be spiraling a bit here ... but the work is very important. Hopefully I can get a solid WIP together soon. But for now... I've integrated dynamic rate control into ruby::Audio via setDynamic(bool) for now. It's very demanding, as you would expect. When it's not in use, I realized the OSS driver's performance was pretty bad due to calling write() for every sample for every channel. I implemented a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my FreeBSD desktop. It may be possible to do the same buffering with DRC, but for now, I'm not doing so, and adjusting the audio input frequency on every sample. I also added ruby::Video::setFlush(bool), which is available only in the OpenGL drivers, and this causes glFinish() to be called after swapping display buffers. I really couldn't think of a good name for this, "hard GPU sync" sounds kind of silly. In my view, flush is what commits queued events. Eg fflush(). OpenGL of course treats glFlush differently (I really don't even know what the point of it is even after reading the manual ...), and then has glFinish ... meh, whatever. It's setFlush(bool) until I come up with something better. Also as expected, this one's a big hit to performance. To implement the DRC, I started putting helper functions into the ruby video/audio/input core classes. And then the XVideo driver started crashing. It took hours and hours and hours to track down the problem: you have to clear XSetWindowAttributes to zero before calling XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`, etc will make Xlib be even remotely helpful in debugging errors like this. The GLX, GLX2, and XVideo drivers basically worked by chance before. If the stack frame had the right memory cleared, it worked. Otherwise it'd crash with BadValue, and my changing things broke that condition on the XVideo driver. So this has been fixed in all three now. Once XVideo was running again, I realized that non-power of two video sizes were completely broken for the YUV formats. It took a while, but I managed to fix all of that as well. At this point, most of ruby is going to be broken outside of FreeBSD, as I still need to finish updating all the drivers.
2018-07-28 11:21:39 +00:00
}
auto hasFrequencies() -> vector<uint> override {
return {44100, 48000, 96000};
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 hasLatencies() -> vector<uint> override {
return {20, 40, 60, 80, 100};
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 setDevice(string device) -> bool override { return initialize(); }
auto setBlocking(bool blocking) -> bool override { return true; }
auto setChannels(uint channels) -> bool override { return true; }
auto setFrequency(uint frequency) -> bool override { return initialize(); }
auto setLatency(uint latency) -> bool override { return initialize(); }
auto level() -> double override {
snd_pcm_sframes_t available = snd_pcm_avail_update(_interface);
if(available < 0) return 0.5;
return (double)(_bufferSize - available) / _bufferSize;
}
Update to 20180728 release. byuu says: Sigh, I seem to be spiraling a bit here ... but the work is very important. Hopefully I can get a solid WIP together soon. But for now... I've integrated dynamic rate control into ruby::Audio via setDynamic(bool) for now. It's very demanding, as you would expect. When it's not in use, I realized the OSS driver's performance was pretty bad due to calling write() for every sample for every channel. I implemented a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my FreeBSD desktop. It may be possible to do the same buffering with DRC, but for now, I'm not doing so, and adjusting the audio input frequency on every sample. I also added ruby::Video::setFlush(bool), which is available only in the OpenGL drivers, and this causes glFinish() to be called after swapping display buffers. I really couldn't think of a good name for this, "hard GPU sync" sounds kind of silly. In my view, flush is what commits queued events. Eg fflush(). OpenGL of course treats glFlush differently (I really don't even know what the point of it is even after reading the manual ...), and then has glFinish ... meh, whatever. It's setFlush(bool) until I come up with something better. Also as expected, this one's a big hit to performance. To implement the DRC, I started putting helper functions into the ruby video/audio/input core classes. And then the XVideo driver started crashing. It took hours and hours and hours to track down the problem: you have to clear XSetWindowAttributes to zero before calling XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`, etc will make Xlib be even remotely helpful in debugging errors like this. The GLX, GLX2, and XVideo drivers basically worked by chance before. If the stack frame had the right memory cleared, it worked. Otherwise it'd crash with BadValue, and my changing things broke that condition on the XVideo driver. So this has been fixed in all three now. Once XVideo was running again, I realized that non-power of two video sizes were completely broken for the YUV formats. It took a while, but I managed to fix all of that as well. At this point, most of ruby is going to be broken outside of FreeBSD, as I still need to finish updating all the drivers.
2018-07-28 11:21:39 +00:00
auto output(const double samples[]) -> void override {
Update to v105 release. byuu says: This release provides several major improvements to Mega Drive emulation which enhances compatibility a good deal. It also includes important Super Famicom mosaic emulation improvements, plus a much-needed SuperFX save state issue fix. Changelog (since v104): - higan: many improvements to Emulator::Interface to support forks/frontends - higan: refreshed program icon - icarus: new program icon - Game Boy Advance: slight emulation speedup over v104 - Game Boy Advance: synchronize APU FIFO updates better - Mega Drive: added automatic region detection [hex_usr] - Mega Drive: support 8-bit SRAM - Game Boy Advance: fixed bug when changing to THUMB mode via MSR [MerryMage] - Master System: fix bug in backdrop color and background 0 priority [hex_usr] - Mega Drive: backgrounds always update output priority bit [Cydrak] - Mega Drive: emulated interlaced video output - Mega Drive: emulated shadow/highlight mode [Cydrak] - Super Famicom: auto joypad polling clears the shift register when starting - Super Famicom: added new low-entropy RAM initialization mode to more closely match hardware - Game Boy Advance: rumble will now time out after being left on for 500ms - ruby: improved rumble support in udev input driver [ma_rysia] - M68K: `move.b (a7)[+/-]` adjust a7 by two - M68K: illegal/lineA/lineF opcodes do not modify the stack register - Mega Drive: emulate VIP status bit - uPD7725: improved emulation of OV1/S1 flags [byuu, AWJ, Lord Nightmare] - uPD7725: improved handling of DP, RP updates [Jonas Quinn] - Super Famicom: improved emulation of mosaic effects in hires, interlace, and offset-per-tile modes [byuu, Cydrak] - ruby: improved Direct3D exclusive mode monitor selection [Cydrak] - Super Famicom: fixed save state bug affecting SuperFX games [Cydrak] - Mega Drive: added workaround for Clang compiler bug; allowing this core to work on macOS [Cydrak, Sintendo] - higan: hotkeys now also trigger when the main window lacks focus yet higan is set to allow input on focus loss - higan: fixed an edge case where `int16_t` ↔ `double` audio conversion could possibly result in overflows - higan: fixed a crash on macOS when choosing quit from the application menu [ncbncb] Changelog (since the previous WIP): - higan: restored `make console=true` - tomoko: if you allow input when main window focus is lost, hotkeys can now be triggered without focus as well - hiro/cocoa: fix crash on exit from menu [ncbncb] - ruby: smarter `double` → `int16_t` conversion to prevent underflow/overflow
2017-10-07 07:28:12 +00:00
_buffer[_offset] = (uint16_t)sclamp<16>(samples[0] * 32767.0) << 0;
_buffer[_offset] |= (uint16_t)sclamp<16>(samples[1] * 32767.0) << 16;
_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
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(!self.blocking) {
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 = 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++;
}
memory::move<uint32_t>(_buffer, output, _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
private:
auto initialize() -> bool {
terminate();
if(!hasDevices().find(self.device)) self.device = hasDevices().first();
if(snd_pcm_open(&_interface, self.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 = self.frequency;
uint bufferTime = self.latency * 1000;
uint periodTime = self.latency * 1000 / 8;
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_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 / 2) < 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
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
}
}
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 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;
};