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;
|
2013-12-11 11:19:17 +00:00
|
|
|
|
2016-01-12 11:08:34 +00:00
|
|
|
centerBias = leftBias = rightBias = 0;
|
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
|
|
|
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
|
2016-01-15 10:28:51 +00:00
|
|
|
leftEnable = (uint1)(data >> 7);
|
|
|
|
leftVolume = (uint3)(data >> 4);
|
|
|
|
rightEnable = (uint1)(data >> 3);
|
|
|
|
rightVolume = (uint3)(data >> 0);
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff25) { //NR51
|
2016-01-12 11:08:34 +00:00
|
|
|
noise.leftEnable = data & 0x80;
|
|
|
|
wave.leftEnable = data & 0x40;
|
|
|
|
square2.leftEnable = data & 0x20;
|
|
|
|
square1.leftEnable = data & 0x10;
|
|
|
|
noise.rightEnable = data & 0x08;
|
|
|
|
wave.rightEnable = data & 0x04;
|
|
|
|
square2.rightEnable = data & 0x02;
|
|
|
|
square1.rightEnable = data & 0x01;
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|
|
|
|
|
2016-01-11 10:31:30 +00:00
|
|
|
if(addr == 0xff26) { //NR52
|
2016-01-15 10:28:51 +00:00
|
|
|
if(enable != (bool)(data & 0x80)) {
|
|
|
|
enable = data & 0x80;
|
|
|
|
|
|
|
|
if(!enable) {
|
|
|
|
//power(bool) resets length counters when true (eg for CGB only)
|
|
|
|
apu.square1.power(system.cgb());
|
|
|
|
apu.square2.power(system.cgb());
|
|
|
|
apu.wave.power(system.cgb());
|
|
|
|
apu.noise.power(system.cgb());
|
|
|
|
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;
|
2013-12-11 11:19:17 +00:00
|
|
|
|
2016-01-12 11:08:34 +00:00
|
|
|
centerBias = 0;
|
|
|
|
leftBias = 0;
|
|
|
|
rightBias = 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);
|
2013-12-11 11:19:17 +00:00
|
|
|
|
2016-01-12 11:08:34 +00:00
|
|
|
s.integer(centerBias);
|
|
|
|
s.integer(leftBias);
|
|
|
|
s.integer(rightBias);
|
2011-02-02 10:37:31 +00:00
|
|
|
}
|