Update to v097 release.
byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
2016-01-17 08:59:25 +00:00
|
|
|
auto APU::Sequencer::run() -> void {
|
Update to v075r06 release.
byuu says:
Removed the floating-point volume adjustments from the wave channel and
the left/right speaker mixers. Also, against my better judgment I'm
backing out of left/right computation when they are both turned off.
This basically makes non-stereo games run faster, but will make stereo
games appear to run slower. I don't like it when end-users experience
mystery slowdowns.
Anyway, it appears that the audio calculation is really fucking
demanding. Knocks FPS from 800 down to 300. I thought it might be libco,
so I took it out and it only went up to 305fps o.O
There is also some sort of problem with bsnes/Super Game Boy audio. The
latency is really great when you first start, but it seems to drift
apart over time until it is well over 500ms, and then it either pops or
fades back to very low, sub-50ms latency again. The way I handle mixing
is that the coprocessor audio samples go into a resampler to the native
SNES rate, and fed to an output buffer. SNES audio samples go there
untouched. When there is a sample in each, I add them together and
average the result (I still don't understand why we divide by two since
these are signed integers), and output it immediately. It's just-in-time
sampling, so as long as DSP v Coprocessor do not drift very far, it
should have very low latency. And I make the CPU sync DSP and
Coprocessor once per scanline, which is something like 15 samples or so.
2011-02-03 11:17:35 +00:00
|
|
|
if(enable == false) {
|
|
|
|
center = 0;
|
|
|
|
left = 0;
|
|
|
|
right = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2015-11-21 07:36:48 +00:00
|
|
|
int sample = 0;
|
Update to v075r05 release.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
2011-02-02 10:38:28 +00:00
|
|
|
sample += apu.square1.output;
|
|
|
|
sample += apu.square2.output;
|
|
|
|
sample += apu.wave.output;
|
|
|
|
sample += apu.noise.output;
|
2011-10-28 09:51:43 +00:00
|
|
|
center = (sample * 512) - 16384;
|
Update to v075r06 release.
byuu says:
Removed the floating-point volume adjustments from the wave channel and
the left/right speaker mixers. Also, against my better judgment I'm
backing out of left/right computation when they are both turned off.
This basically makes non-stereo games run faster, but will make stereo
games appear to run slower. I don't like it when end-users experience
mystery slowdowns.
Anyway, it appears that the audio calculation is really fucking
demanding. Knocks FPS from 800 down to 300. I thought it might be libco,
so I took it out and it only went up to 305fps o.O
There is also some sort of problem with bsnes/Super Game Boy audio. The
latency is really great when you first start, but it seems to drift
apart over time until it is well over 500ms, and then it either pops or
fades back to very low, sub-50ms latency again. The way I handle mixing
is that the coprocessor audio samples go into a resampler to the native
SNES rate, and fed to an output buffer. SNES audio samples go there
untouched. When there is a sample in each, I add them together and
average the result (I still don't understand why we divide by two since
these are signed integers), and output it immediately. It's just-in-time
sampling, so as long as DSP v Coprocessor do not drift very far, it
should have very low latency. And I make the CPU sync DSP and
Coprocessor once per scanline, which is something like 15 samples or so.
2011-02-03 11:17:35 +00:00
|
|
|
|
Update to v075r05 release.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
2011-02-02 10:38:28 +00:00
|
|
|
sample = 0;
|
2016-01-12 11:08:34 +00:00
|
|
|
if(square1.leftEnable) sample += apu.square1.output;
|
|
|
|
if(square2.leftEnable) sample += apu.square2.output;
|
|
|
|
if( wave.leftEnable) sample += apu.wave.output;
|
|
|
|
if( noise.leftEnable) sample += apu.noise.output;
|
2012-04-07 08:17:49 +00:00
|
|
|
sample = (sample * 512) - 16384;
|
2016-01-12 11:08:34 +00:00
|
|
|
sample = (sample * (leftVolume + 1)) / 8;
|
2013-12-10 12:12:54 +00:00
|
|
|
left = sample;
|
2011-02-02 10:37:31 +00:00
|
|
|
|
Update to v075r05 release.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
2011-02-02 10:38:28 +00:00
|
|
|
sample = 0;
|
2016-01-12 11:08:34 +00:00
|
|
|
if(square1.rightEnable) sample += apu.square1.output;
|
|
|
|
if(square2.rightEnable) sample += apu.square2.output;
|
|
|
|
if( wave.rightEnable) sample += apu.wave.output;
|
|
|
|
if( noise.rightEnable) sample += apu.noise.output;
|
2012-04-07 08:17:49 +00:00
|
|
|
sample = (sample * 512) - 16384;
|
2016-01-12 11:08:34 +00:00
|
|
|
sample = (sample * (rightVolume + 1)) / 8;
|
2012-04-07 08:17:49 +00:00
|
|
|
right = sample;
|
2013-12-10 12:12:54 +00:00
|
|
|
|
|
|
|
//reduce audio volume
|
|
|
|
center >>= 1;
|
|
|
|
left >>= 1;
|
|
|
|
right >>= 1;
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
Update to v097 release.
byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
2016-01-17 08:59:25 +00:00
|
|
|
auto APU::Sequencer::read(uint16 addr) -> uint8 {
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff24) { //NR50
|
2016-01-12 11:08:34 +00:00
|
|
|
return leftEnable << 7 | leftVolume << 4 | rightEnable << 3 | rightVolume;
|
2016-01-11 10:31:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(addr == 0xff25) { //NR51
|
2016-01-12 11:08:34 +00:00
|
|
|
return noise.leftEnable << 7
|
|
|
|
| wave.leftEnable << 6
|
|
|
|
| square2.leftEnable << 5
|
|
|
|
| square1.leftEnable << 4
|
|
|
|
| noise.rightEnable << 3
|
|
|
|
| wave.rightEnable << 2
|
|
|
|
| square2.rightEnable << 1
|
|
|
|
| square1.rightEnable << 0;
|
2016-01-11 10:31:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(addr == 0xff26) { //NR52
|
|
|
|
return enable << 7 | 0x70
|
|
|
|
| apu.noise.enable << 3
|
|
|
|
| apu.wave.enable << 2
|
|
|
|
| apu.square2.enable << 1
|
|
|
|
| apu.square1.enable << 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0xff;
|
|
|
|
}
|
|
|
|
|
Update to v097 release.
byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
2016-01-17 08:59:25 +00:00
|
|
|
auto APU::Sequencer::write(uint16 addr, uint8 data) -> void {
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff24) { //NR50
|
2016-02-16 09:32:49 +00:00
|
|
|
leftEnable = data.bit (7);
|
|
|
|
leftVolume = data.bits(6,4);
|
|
|
|
rightEnable = data.bit (3);
|
|
|
|
rightVolume = data.bits(2,0);
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff25) { //NR51
|
2016-02-16 09:32:49 +00:00
|
|
|
noise.leftEnable = data.bit(7);
|
|
|
|
wave.leftEnable = data.bit(6);
|
|
|
|
square2.leftEnable = data.bit(5);
|
|
|
|
square1.leftEnable = data.bit(4);
|
|
|
|
noise.rightEnable = data.bit(3);
|
|
|
|
wave.rightEnable = data.bit(2);
|
|
|
|
square2.rightEnable = data.bit(1);
|
|
|
|
square1.rightEnable = data.bit(0);
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff26) { //NR52
|
2016-02-16 09:32:49 +00:00
|
|
|
if(enable != data.bit(7)) {
|
|
|
|
enable = data.bit(7);
|
2016-01-15 10:28:51 +00:00
|
|
|
|
|
|
|
if(!enable) {
|
|
|
|
//power(bool) resets length counters when true (eg for CGB only)
|
Update to v102r04 release.
byuu says:
Changelog:
- Super Game Boy support is functional once again
- new GameBoy::SuperGameBoyInterface class
- system.(dmg,cgb,sgb) is now Model::(Super)GameBoy(Color) ala the PC
Engine
- merged WonderSwanInterface, WonderSwanColorInterface shared
functions to WonderSwan::Interface
- merged GameBoyInterface, GameBoyColorInterface shared functions to
GameBoy::Interface
- Interface::unload() now calls Interface::save() for Master System,
Game Gear, Mega Drive, PC Engine, SuperGrafx
- PCE: emulated PCE-CD backup RAM; stored per-game as save.ram (2KiB
file)
- this means you can now save your progress in games like Neutopia
- the PCE-CD I/O registers like BRAM write protect are not
emulated yet
- PCE: IRQ sources now hold the IRQ line state, instead of the CPU
holding it
- this fixes most SuperGrafx games, which were fighting over the
VDC IRQ line previously
- PCE: CPU I/O $14xx should return the pending IRQ bits even if IRQs
are disabled
- PCE: VCE and the VDCs now synchronize to each other; fixes pixel
widths in all games
- PCE: greatly increased the accuracy of the VPC priority selection
code (windows may be buggy still)
- HuC6280: PLA, PLX, PLY should set Z, N flags; fixes many game bugs
[Jonas Quinn]
The big thing I wanted to do was enslave the VDC(s) to the VCE. But
unfortunately, I forgot about the asynchronous DMA channels that each
VDC supports, so this isn't going to be possible I'm afraid.
In the most demanding case, Daimakaimura in-game, we're looking at 85fps
on my Xeon E3 1276v3. So ... not great, and we don't even have sound
connected yet.
We are going to have to profile and optimize this code once sound
emulation and save states are in.
Basically, think of it like this: the VCE, VDC0, and VDC1 all have the
same overhead, scheduling wise (which is the bulk of the performance
loss) as the dot-renderer for the SNES core. So it's like there's three
bsnes-accuracy PPU threads running just for video.
-----
Oh, just a fair warning ... the hooks for the SGB are a work in
progress.
If anyone is working on higan or a fork and want to do something similar
to it, don't use it as a template, at least not yet.
Right now, higan looks like this:
- Emulator::Video handles the platform→videoRefresh calls
- Emulator::Audio handles the platform→audioSample calls
- each core hard-codes the platform→inputPoll, inputRumble calls
- each core hard-codes calls to path, open, load to process files
- dipSettings and notify are specialty hacks, neither are even hooked
up right now to anything
With the SGB, it's an emulation core inside an emulation core, so
ideally you want to hook all of those functions. Emulator::Video and
Emulator::Audio aren't really abstractions over that, as the GB core
calls them and we have to special case not calling them in SGB mode.
The path, open, load can be implemented without hooks, thanks to the UI
only using one instance of Emulator::Platform for all cores. All we have
to do is override the folder path ID for the "Game Boy.sys" folder, so
that it picks "Super Game Boy.sfc/" and loads its boot ROM instead.
That's just a simple argument to GameBoy::System::load() and we're done.
dipSettings, notify and inputRumble don't matter. But we do also have to
hook inputPoll as well.
The nice idea would be for SuperFamicom::ICD2 to inherit from
Emulator::Platform and provide the desired functions that we need to
overload. After that, we'd just need the GB core to keep an abstraction
over the global Emulator::platform\* handle, to select between the UI
version and the SFC::ICD2 version.
However ... that doesn't work because of Emulator::Video and
Emulator::Audio. They would also have to gain an abstraction over
Emulator::platform\*, and even worse ... you'd have to constantly swap
between the two so that the SFC core uses the UI, and the GB core uses
the ICD2.
And so, for right now, I'm checking Model::SuperGameBoy() -> bool
everywhere, and choosing between the UI and ICD2 targets that way. And
as such, the ICD2 doesn't really need Emulator::Platform inheritance,
although it certainly could do that and just use the functions it needs.
But the SGB is even weirder, because we need additional new signals
beyond just Emulator::Platform, like joypWrite(), etc.
I'd also like to work on the Emulator::Stream for the SGB core. I don't
see why we can't have the GB core create its own stream, and let the
ICD2 just use that instead. We just have to be careful about the ICD2's
CPU soft reset function, to make sure the GB core's Stream object
remains valid. What I think that needs is a way to release an
Emulator::Stream individually, rather than calling
Emulator::Audio::reset() to do it. They are shared\_pointer objects, so
I think if I added a destructor function to remove it from
Emulator::Audio::streams, then that should work.
2017-01-26 01:06:06 +00:00
|
|
|
apu.square1.power(Model::GameBoyColor());
|
|
|
|
apu.square2.power(Model::GameBoyColor());
|
|
|
|
apu.wave.power(Model::GameBoyColor());
|
|
|
|
apu.noise.power(Model::GameBoyColor());
|
2016-01-15 10:28:51 +00:00
|
|
|
power();
|
|
|
|
} else {
|
|
|
|
apu.phase = 0;
|
|
|
|
}
|
2016-01-11 10:31:30 +00:00
|
|
|
}
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Update to v097 release.
byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
2016-01-17 08:59:25 +00:00
|
|
|
auto APU::Sequencer::power() -> void {
|
2016-01-12 11:08:34 +00:00
|
|
|
leftEnable = 0;
|
|
|
|
leftVolume = 0;
|
|
|
|
rightEnable = 0;
|
|
|
|
rightVolume = 0;
|
|
|
|
noise.leftEnable = 0;
|
|
|
|
wave.leftEnable = 0;
|
|
|
|
square2.leftEnable = 0;
|
|
|
|
square1.leftEnable = 0;
|
|
|
|
noise.rightEnable = 0;
|
|
|
|
wave.rightEnable = 0;
|
|
|
|
square2.rightEnable = 0;
|
|
|
|
square1.rightEnable = 0;
|
2011-02-02 10:37:31 +00:00
|
|
|
enable = 0;
|
Update to v075r05 release.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
2011-02-02 10:38:28 +00:00
|
|
|
|
|
|
|
center = 0;
|
|
|
|
left = 0;
|
|
|
|
right = 0;
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
Update to v097 release.
byuu says:
This release features improvements to all emulation cores, but most
substantially for the Game Boy core. All of blargg's test ROMs that pass
in gambatte now either pass in higan, or are off by 1-2 clocks (the
actual behaviors are fully emulated.) I consider the Game Boy core to
now be fairly accurate, but there's still more improvements to be had.
Also, what's sure to be a major feature for some: higan now has full
support for loading and playing ordinary ROM files, whether they have
copier headers, weird extensions, or are inside compressed archives. You
can load these games from the command-line, from the main Library menu
(via Load ROM Image), or via drag-and-drop on the main higan window. Of
course, fans of game folders and the library need not worry: that's
still there as well.
Also new, you can drop the (uncompressed) Game Boy Advance BIOS onto the
higan main window to install it into the correct location with the
correct file name.
Lastly, this release technically restores Mac OS X support. However,
it's still not very stable, so I have decided against releasing binaries
at this time. I'd rather not rush this and leave a bad first impression
for OS X users.
Changelog (since v096):
- higan: project source code hierarchy restructured; icarus directly
integrated
- higan: added software emulation of color-bleed, LCD-refresh,
scanlines, interlacing
- icarus: you can now load and import ROM files/archives from the main
higan menu
- NES: fixed manifest parsing for board mirroring and VRC pinouts
- SNES: fixed manifest for Star Ocean
- SNES: fixed manifest for Rockman X2,X3
- GB: enabling LCD restarts frame
- GB: emulated extra OAM STAT IRQ quirk required for GBVideoPlayer
(Shonumi)
- GB: VBK, BGPI, OBPI are readable
- GB: OAM DMA happens inside PPU core instead of CPU core
- GB: fixed APU length and sweep operations
- GB: emulated wave RAM quirks when accessing while channel is enabled
- GB: improved timings of several CPU opcodes (gekkio)
- GB: improved timings of OAM DMA refresh (gekkio)
- GB: CPU uses open collector logic; return 0xFF for unmapped memory
(gekkio)
- GBA: fixed sequencer enable flags; fixes audio in Zelda - Minish Cap
(Jonas Quinn)
- GBA: fixed disassembler masking error (Lioncash)
- hiro: Cocoa support added; higan can now be compiled on Mac OS X 10.7+
- nall: improved program path detection on Windows
- higan/Windows: moved configuration data from %appdata% to
%localappdata%
- higan/Linux,BSD: moved configuration data from ~/.config/higan to
~/.local/higan
2016-01-17 08:59:25 +00:00
|
|
|
auto APU::Sequencer::serialize(serializer& s) -> void {
|
2016-01-12 11:08:34 +00:00
|
|
|
s.integer(leftEnable);
|
|
|
|
s.integer(leftVolume);
|
|
|
|
s.integer(rightEnable);
|
|
|
|
s.integer(rightVolume);
|
|
|
|
s.integer(noise.leftEnable);
|
|
|
|
s.integer(wave.leftEnable);
|
|
|
|
s.integer(square2.leftEnable);
|
|
|
|
s.integer(square1.leftEnable);
|
|
|
|
s.integer(noise.rightEnable);
|
|
|
|
s.integer(wave.rightEnable);
|
|
|
|
s.integer(square2.rightEnable);
|
|
|
|
s.integer(square1.rightEnable);
|
2011-02-02 10:37:31 +00:00
|
|
|
s.integer(enable);
|
Update to v075r05 release.
byuu says:
Added Game Boy sound emulation, all four channels.
It's really, really, really bad. Plenty of bugs, I don't even know what
the fuck a high-pass filter is so that isn't there. Hermite resampling
from 4MHz down to 44KHz. But it's tolerable.
I don't understand what sweep is for at all, and I'm sure I have that
insane recursive reload behavior wrong.
This is pretty much my own design. I referenced blargg's gb snd emu,
blargg's older gb apu ref, Cydrak's APU core, that lousy gbdev wiki
article, the completely and utterly worthless pandocs, and received
nothing but bad and wrong information that just wasted my time from
But I managed to pull it off. It's also painfully slow, like 250fps on
my machine slow. Countless optimizations are possible.
2011-02-02 10:38:28 +00:00
|
|
|
|
|
|
|
s.integer(center);
|
|
|
|
s.integer(left);
|
|
|
|
s.integer(right);
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|