2012-03-23 10:43:39 +00:00
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struct APU : Thread {
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Update to v098r06 release.
byuu says:
Changelog:
- emulation cores now refresh video from host thread instead of
cothreads (fix AMD crash)
- SFC: fixed another bug with leap year months in SharpRTC emulation
- SFC: cleaned up camelCase on function names for
armdsp,epsonrtc,hitachidsp,mcc,nss,sharprtc classes
- GB: added MBC1M emulation (requires manually setting mapper=MBC1M in
manifest.bml for now, sorry)
- audio: implemented Emulator::Audio mixer and effects processor
- audio: implemented Emulator::Stream interface
- it is now possible to have more than two audio streams: eg SNES
+ SGB + MSU1 + Voicer-Kun (eventually)
- audio: added reverb delay + reverb level settings; exposed balance
configuration in UI
- video: reworked palette generation to re-enable saturation, gamma,
luminance adjustments
- higan/emulator.cpp is gone since there was nothing left in it
I know you guys are going to say the color adjust/balance/reverb stuff
is pointless. And indeed it mostly is. But I like the idea of allowing
some fun special effects and configurability that isn't system-wide.
Note: there seems to be some kind of added audio lag in the SGB
emulation now, and I don't really understand why. The code should be
effectively identical to what I had before. The only main thing is that
I'm sampling things to 48000hz instead of 32040hz before mixing. There's
no point where I'm intentionally introducing added latency though. I'm
kind of stumped, so if anyone wouldn't mind taking a look at it, it'd be
much appreciated :/
I don't have an MSU1 test ROM, but the latency issue may affect MSU1 as
well, and that would be very bad.
2016-04-22 13:35:51 +00:00
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shared_pointer<Emulator::Stream> stream;
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2015-12-05 05:44:49 +00:00
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APU();
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2011-09-12 10:30:44 +00:00
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2016-02-09 11:51:12 +00:00
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static auto Enter() -> void;
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2015-12-05 05:44:49 +00:00
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auto main() -> void;
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auto tick() -> void;
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auto set_irq_line() -> void;
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auto set_sample(int16 sample) -> void;
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2011-09-12 10:30:44 +00:00
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2015-12-05 05:44:49 +00:00
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auto power() -> void;
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auto reset() -> void;
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2011-09-12 10:30:44 +00:00
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Update to v099r04 release.
byuu says:
Changelog:
- lots of code cleanups to processor/r6502 (the switch.cpp file is only
halfway done ...)
- lots of code cleanups to fc/cpu
- removed fc/input
- implemented fc/controller
hex_usr, you may not like this, but I want to keep the controller port
and expansion port interface separate, like I do with the SNES. I realize
the NES' is used more for controllers, and the SNES' more for hardware
expansions, but ... they're not compatible pinouts and you can't really
connect one to the other.
Right now, I've only implemented the controller portion. I'll have to
get to the peripheral portion later.
Also, the gamepad implementation there now may be wrong. It's based off
the Super Famicom version obviously. I'm not sure if the Famicom has
different behavior with latching $4016 writes, or not. But, it works in
Mega Man II, so it's a start.
Everyone, be sure to remap your controls, and then set port 1 -> gamepad
after loading your first Famicom game with the new WIP.
2016-06-18 06:04:32 +00:00
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auto readIO(uint16 addr) -> uint8;
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auto writeIO(uint16 addr, uint8 data) -> void;
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2015-12-05 05:44:49 +00:00
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auto serialize(serializer&) -> void;
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2011-09-15 12:33:26 +00:00
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2011-09-26 11:38:57 +00:00
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struct Filter {
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2015-12-05 05:44:49 +00:00
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auto run_hipass_strong(int sample) -> int;
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auto run_hipass_weak(int sample) -> int;
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auto run_lopass(int sample) -> int;
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auto serialize(serializer&) -> void;
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enum : int { HiPassStrong = 225574, HiPassWeak = 57593, LoPass = 86322413 };
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2011-09-26 11:38:57 +00:00
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int64 hipass_strong;
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int64 hipass_weak;
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int64 lopass;
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2015-12-05 05:44:49 +00:00
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};
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2011-09-26 11:38:57 +00:00
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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#include "envelope.hpp"
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#include "sweep.hpp"
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#include "pulse.hpp"
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#include "triangle.hpp"
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#include "noise.hpp"
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#include "dmc.hpp"
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2011-09-15 12:33:26 +00:00
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struct FrameCounter {
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2015-12-05 05:44:49 +00:00
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auto serialize(serializer&) -> void;
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enum : uint { NtscPeriod = 14915 }; //~(21.477MHz / 6 / 240hz)
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2011-09-16 11:44:07 +00:00
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bool irq_pending;
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2011-09-15 12:33:26 +00:00
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uint2 mode;
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uint2 counter;
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2015-12-05 05:44:49 +00:00
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int divider;
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};
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2011-09-23 11:13:57 +00:00
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2015-12-05 05:44:49 +00:00
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auto clock_frame_counter() -> void;
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auto clock_frame_counter_divider() -> void;
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2011-09-15 12:33:26 +00:00
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2015-12-05 05:44:49 +00:00
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Filter filter;
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FrameCounter frame;
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2011-09-15 12:33:26 +00:00
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uint8 enabled_channels;
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2011-09-26 11:27:06 +00:00
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int16 cartridge_sample;
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2011-09-15 12:33:26 +00:00
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Update to v082r33 release.
byuu says:
Added MMC2, MMC4, VRC4, VRC7 (no audio.)
Split NES audio code up into individual modules.
Fixed libsnes to compile: Themaister, can you please test to make sure
it works? I don't have a libsnes client on my work PC to test it.
Added about / license information to bottom of advanced settings screen
for now (better than nothing, I guess.)
Blocked PPU reads/writes while rendering for now, easier than coming up
with a bus address locking thing :/
I can't seem to fix MMC5 graphics during the intro to Uchuu Keibitai.
Without that, trying to implement vertical-split screen mode doesn't
make sense.
So as far as special audio chips go ...
* VRC6 is completed
* Sunsoft 5B has everything the only game to use it uses, but there are
more unused channels I'd like to support anyway (they aren't
documented, though.)
* MMC5 audio unsupported for now
* VRC7 audio unsupported, probably for a long time (hardest audio driver
of all. More complex than core NES APU.)
* audio PCM games (Moero Pro Yakyuu!) I probably won't ever support
(they require external WAV packs.)
2011-10-12 12:03:58 +00:00
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int16 pulse_dac[32];
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2011-09-15 12:33:26 +00:00
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int16 dmc_triangle_noise_dac[128][16][16];
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static const uint8 length_counter_table[32];
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static const uint16 ntsc_dmc_period_table[16];
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static const uint16 pal_dmc_period_table[16];
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2011-09-15 12:41:49 +00:00
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static const uint16 ntsc_noise_period_table[16];
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static const uint16 pal_noise_period_table[16];
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2011-09-12 10:30:44 +00:00
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};
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extern APU apu;
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