bsnes/higan/fc/apu/apu.cpp

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#include <fc/fc.hpp>
namespace Famicom {
#include "envelope.cpp"
#include "sweep.cpp"
#include "pulse.cpp"
#include "triangle.cpp"
#include "noise.cpp"
#include "dmc.cpp"
#include "serialization.cpp"
APU apu;
APU::APU() {
for(uint amp : range(32)) {
if(amp == 0) {
pulseDAC[amp] = 0;
} else {
pulseDAC[amp] = 16384.0 * 95.88 / (8128.0 / amp + 100.0);
}
}
for(uint dmc_amp : range(128)) {
for(uint triangle_amp : range(16)) {
for(uint noise_amp : range(16)) {
if(dmc_amp == 0 && triangle_amp == 0 && noise_amp == 0) {
dmcTriangleNoiseDAC[dmc_amp][triangle_amp][noise_amp] = 0;
} else {
dmcTriangleNoiseDAC[dmc_amp][triangle_amp][noise_amp]
= 16384.0 * 159.79 / (100.0 + 1.0 / (triangle_amp / 8227.0 + noise_amp / 12241.0 + dmc_amp / 22638.0));
}
}
}
}
}
auto APU::Enter() -> void {
while(true) scheduler.synchronize(), apu.main();
}
auto APU::main() -> void {
uint pulse_output, triangle_output, noise_output, dmc_output;
pulse_output = pulse[0].clock();
pulse_output += pulse[1].clock();
triangle_output = triangle.clock();
noise_output = noise.clock();
dmc_output = dmc.clock();
clockFrameCounterDivider();
Update to v102r15 release. byuu says: Changelog: - nall: added DSP::IIR::OnePole (which is a first-order IIR filter) - FC/APU: removed strong highpass, weak hipass filters (and the dummied out lowpass filter) - MS,GG,MD/PSG: removed lowpass filter - MS,GG,MD/PSG: audio was not being centered properly; removed centering for now - MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14 signed bits (-0x2000 to +0x1fff) [Cydrak] - MD/YM2612: removed lowpass filter - PCE/PSG: audio was not being centered properly; removed centering for now First thing is that I've removed all of the ad-hoc audio filtering. Emulator::Stream intrinsically provides a three-pass, second-order biquad IIR butterworth lowpass filter that clips frequencies above 20KHz with very good attenuation (as good as IIR gets, anyway.) It doesn't really make sense to have the various cores running additional lowpass filters. If we want to filter frequencies below 20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff frequency value, and we can do it all at once, with much better quality. Right now, I don't know what frequencies are best to cut off the various other audio cores, so they're just gone for now. As for the highpass filters for the Famicom core, well ... you don't get aliasing from resampling low frequencies. And generally speaking, too low a frequency will be inaudible anyway. All these were doing was killing possible bass (if they were too strong.) We can add them again, but only if someone can convert Ryphecha's ad-hoc magic integers into a frequency cutoff. In which case, I'll use my biquad IIR filter to do it even better. On this note, it may prove useful to do this for the MD PSG as well, to try and head off unnecessary clamping when mixing with the YM2612. Finally, there was the audio centering issue that affected the MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which was resulting in extremely heavy distortion if you tried listening to higan and, say, audacious at the same time. Without the botched centering, this distortion is completely gone now. However, without any centering, we've halved the potential volume range. This means the audio slider in higan's audio settings panel will start clamping twice as quickly. So ultimately, we need to figure out how to fix the centering. This isn't as simple as just subtracting less. We will probably have to center every individual audio channel before summing them to do this properly. Results: On the Mega Drive, Altered Beast sounds quite a bit better, a lot less distortion now. But it's still not perfect, especially sound effects. Further, Bare Knuckle / Streets of Rage still has really bad sound effects. It looks like I broke something in Cydrak's code when trying to adapt it to my style =(
2017-03-06 20:23:22 +00:00
int output = 0;
output += pulseDAC[pulse_output];
output += dmcTriangleNoiseDAC[dmc_output][triangle_output][noise_output];
output += cartridgeSample;
Update to v102r15 release. byuu says: Changelog: - nall: added DSP::IIR::OnePole (which is a first-order IIR filter) - FC/APU: removed strong highpass, weak hipass filters (and the dummied out lowpass filter) - MS,GG,MD/PSG: removed lowpass filter - MS,GG,MD/PSG: audio was not being centered properly; removed centering for now - MD/YM2612: fixed clipping of accumulator from 18 signed bits to 14 signed bits (-0x2000 to +0x1fff) [Cydrak] - MD/YM2612: removed lowpass filter - PCE/PSG: audio was not being centered properly; removed centering for now First thing is that I've removed all of the ad-hoc audio filtering. Emulator::Stream intrinsically provides a three-pass, second-order biquad IIR butterworth lowpass filter that clips frequencies above 20KHz with very good attenuation (as good as IIR gets, anyway.) It doesn't really make sense to have the various cores running additional lowpass filters. If we want to filter frequencies below 20KHz, then I can adapt Emulator::Audio::createStream() to take a cutoff frequency value, and we can do it all at once, with much better quality. Right now, I don't know what frequencies are best to cut off the various other audio cores, so they're just gone for now. As for the highpass filters for the Famicom core, well ... you don't get aliasing from resampling low frequencies. And generally speaking, too low a frequency will be inaudible anyway. All these were doing was killing possible bass (if they were too strong.) We can add them again, but only if someone can convert Ryphecha's ad-hoc magic integers into a frequency cutoff. In which case, I'll use my biquad IIR filter to do it even better. On this note, it may prove useful to do this for the MD PSG as well, to try and head off unnecessary clamping when mixing with the YM2612. Finally, there was the audio centering issue that affected the MS,GG,MD,PCE,SG cores. It was flooring the "silent" audio level, which was resulting in extremely heavy distortion if you tried listening to higan and, say, audacious at the same time. Without the botched centering, this distortion is completely gone now. However, without any centering, we've halved the potential volume range. This means the audio slider in higan's audio settings panel will start clamping twice as quickly. So ultimately, we need to figure out how to fix the centering. This isn't as simple as just subtracting less. We will probably have to center every individual audio channel before summing them to do this properly. Results: On the Mega Drive, Altered Beast sounds quite a bit better, a lot less distortion now. But it's still not perfect, especially sound effects. Further, Bare Knuckle / Streets of Rage still has really bad sound effects. It looks like I broke something in Cydrak's code when trying to adapt it to my style =(
2017-03-06 20:23:22 +00:00
stream->sample(sclamp<16>(output) / 32768.0);
tick();
}
auto APU::tick() -> void {
Update to v103 WIP release. byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things.
2017-06-22 06:04:07 +00:00
Thread::step(rate());
Update to v100r14 release. byuu says: (Windows: compile with -fpermissive to silence an annoying error. I'll fix it in the next WIP.) I completely replaced the time management system in higan and overhauled the scheduler. Before, processor threads would have "int64 clock"; and there would be a 1:1 relationship between two threads. When thread A ran for X cycles, it'd subtract X * B.Frequency from clock; and when thread B ran for Y cycles, it'd add Y * A.Frequency from clock. This worked well and allowed perfect precision; but it doesn't work when you have more complicated relationships: eg the 68K can sync to the Z80 and PSG; the Z80 to the 68K and PSG; so the PSG needs two counters. The new system instead uses a "uint64 clock" variable that represents time in attoseconds. Every time the scheduler exits, it subtracts the smallest clock count from all threads, to prevent an overflow scenario. The only real downside is that rounding errors mean that roughly every 20 minutes, we have a rounding error of one clock cycle (one 20,000,000th of a second.) However, this only applies to systems with multiple oscillators, like the SNES. And when you're in that situation ... there's no such thing as a perfect oscillator anyway. A real SNES will be thousands of times less out of spec than 1hz per 20 minutes. The advantages are pretty immense. First, we obviously can now support more complex relationships between threads. Second, we can build a much more abstracted scheduler. All of libco is now abstracted away completely, which may permit a state-machine / coroutine version of Thread in the future. We've basically gone from this: auto SMP::step(uint clocks) -> void { clock += clocks * (uint64)cpu.frequency; dsp.clock -= clocks; if(dsp.clock < 0 && !scheduler.synchronizing()) co_switch(dsp.thread); if(clock >= 0 && !scheduler.synchronizing()) co_switch(cpu.thread); } To this: auto SMP::step(uint clocks) -> void { Thread::step(clocks); synchronize(dsp); synchronize(cpu); } As you can see, we don't have to do multiple clock adjustments anymore. This is a huge win for the SNES CPU that had to update the SMP, DSP, all peripherals and all coprocessors. Likewise, we don't have to synchronize all coprocessors when one runs, now we can just synchronize the active one to the CPU. Third, when changing the frequencies of threads (think SGB speed setting modes, GBC double-speed mode, etc), it no longer causes the "int64 clock" value to be erroneous. Fourth, this results in a fairly decent speedup, mostly across the board. Aside from the GBA being mostly a wash (for unknown reasons), it's about an 8% - 12% speedup in every other emulation core. Now, all of this said ... this was an unbelievably massive change, so ... you know what that means >_> If anyone can help test all types of SNES coprocessors, and some other system games, it'd be appreciated. ---- Lastly, we have a bitchin' new about screen. It unfortunately adds ~200KiB onto the binary size, because the PNG->C++ header file transformation doesn't compress very well, and I want to keep the original resource files in with the higan archive. I might try some things to work around this file size increase in the future, but for now ... yeah, slightly larger archive sizes, sorry. The logo's a bit busted on Windows (the Label control's background transparency and alignment settings aren't working), but works well on GTK. I'll have to fix Windows before the next official release. For now, look on my Twitter feed if you want to see what it's supposed to look like. ---- EDIT: forgot about ICD2::Enter. It's doing some weird inverse run-to-save thing that I need to implement support for somehow. So, save states on the SGB core probably won't work with this WIP.
2016-07-30 03:56:12 +00:00
synchronize(cpu);
}
auto APU::setIRQ() -> void {
cpu.apuLine(frame.irqPending || dmc.irqPending);
}
auto APU::setSample(int16 sample) -> void {
cartridgeSample = sample;
}
auto APU::power() -> void {
Update to v103 WIP release. byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things.
2017-06-22 06:04:07 +00:00
create(APU::Enter, system.frequency());
stream = Emulator::audio.createStream(1, frequency() / rate());
Update to v102r16 release. byuu says: Changelog: - Emulator::Stream now allows adding low-pass and high-pass filters dynamically - also accepts a pass# count; each pass is a second-order biquad butterworth IIR filter - Emulator::Stream no longer automatically filters out >20KHz frequencies for all streams - FC: added 20Hz high-pass filter; 20KHz low-pass filter - GB: removed simple 'magic constant' high-pass filter of unknown cutoff frequency (missed this one in the last WIP) - GB,SGB,GBC: added 20Hz high-pass filter; 20KHz low-pass filter - MS,GG,MD/PSG: added 20Hz high-pass filter; 20KHz low-pass filter - MD: added save state support (but it's completely broken for now; sorry) - MD/YM2612: fixed Voice#3 per-operator pitch support (fixes sound effects in Streets of Rage, etc) - PCE: added 20Hz high-pass filter; 20KHz low-pass filter - WS,WSC: added 20Hz high-pass filter; 20KHz low-pass filter So, the point of the low-pass filters is to remove frequencies above human hearing. If we don't do this, then resampling will introduce aliasing that results in sounds that are audible to the human ear. Which basically an annoying buzzing sound. You'll definitely hear the improvement from these in games like Mega Man 2 on the NES. Of course, these already existed before, so this WIP won't sound better than previous WIPs. The high-pass filters are a little more complicated. Their main role is to remove DC bias and help to center the audio stream. I don't understand how they do this at all, but ... that's what everyone who knows what they're talking about says, thus ... so be it. I have set all of the high-pass filters to 20Hz, which is below the limit of human hearing. Now this is where it gets really interesting ... technically, some of these systems actually cut off a lot of range. For instance, the GBA should technically use an 800Hz high-pass filter when output is done through the system's speakers. But of course, if you plug in headphones, you can hear the lower frequencies. Now 800Hz ... you definitely can hear. At that level, nearly all of the bass is stripped out and the audio is very tinny. Just like the real system. But for now, I don't want to emulate the audio being crushed that badly. I'm sticking with 20Hz everywhere since it won't negatively affect audio quality. In fact, you should not be able to hear any difference between this WIP and the previous WIP. But theoretically, DC bias should mostly be removed as a result of these new filters. It may be that we need to raise the values on some cores in the future, but I don't want to do that until we know for certain that we have to. What I can say is that compared to even older WIPs than r15 ... the removal of the simple one-pole low-pass and high-pass filters with the newer three-pass, second-order filters should result in much better attenuation (less distortion of audible frequencies.) Probably not enough to be noticeable in a blind test, though.
2017-03-08 20:20:40 +00:00
stream->addLowPassFilter(20000.0, 3);
stream->addHighPassFilter(20.0, 3);
Update to v102r02 release. byuu says: Changelog: - I caved on the `samples[] = {0.0}` thing, but I'm very unhappy about it - if it's really invalid C++, then GCC needs to stop accepting it in strict `-std=c++14` mode - Emulator::Interface::Information::resettable is gone - Emulator::Interface::reset() is gone - FC, SFC, MD cores updated to remove soft reset behavior - split GameBoy::Interface into GameBoyInterface, GameBoyColorInterface - split WonderSwan::Interface into WonderSwanInterface, WonderSwanColorInterface - PCE: fixed off-by-one scanline error [hex_usr] - PCE: temporary hack to prevent crashing when VDS is set to < 2 - hiro: Cocoa: removed (u)int(#) constants; converted (u)int(#) types to (u)int_(#)t types - icarus: replaced usage of unique with strip instead (so we don't mess up frameworks on macOS) - libco: added macOS-specific section marker [Ryphecha] So ... the major news this time is the removal of the soft reset behavior. This is a major!! change that results in a 100KiB diff file, and it's very prone to accidental mistakes!! If anyone is up for testing, or even better -- looking over the code changes between v102r01 and v102r02 and looking for any issues, please do so. Ideally we'll want to test every NES mapper type and every SNES coprocessor type by loading said games and power cycling to make sure the games are all cleanly resetting. It's too big of a change for me to cover there not being any issues on my own, but this is truly critical code, so yeah ... please help if you can. We technically lose a bit of hardware documentation here. The soft reset events do all kinds of interesting things in all kinds of different chips -- or at least they do on the SNES. This is obviously not ideal. But in the process of removing these portions of code, I found a few mistakes I had made previously. It simplifies resetting the system state a lot when not trying to have all the power() functions call the reset() functions to share partial functionality. In the future, the goal will be to come up with a way to add back in the soft reset behavior via keyboard binding as with the Master System core. What's going to have to happen is that the key binding will have to send a "reset pulse" to every emulated chip, and those chips are going to have to act independently to power() instead of reusing functionality. We'll get there eventually, but there's many things of vastly greater importance to work on right now, so it'll be a while. The information isn't lost ... we'll just have to pull it out of v102 when we are ready. Note that I left the SNES reset vector simulation code in, even though it's not possible to trigger, for the time being. Also ... the Super Game Boy core is still disconnected. To be honest, it totally slipped my mind when I released v102 that it wasn't connected again yet. This one's going to be pretty tricky to be honest. I'm thinking about making a third GameBoy::Interface class just for SGB, and coming up with some way of bypassing platform-> calls when in this mode.
2017-01-22 21:04:26 +00:00
pulse[0].power();
pulse[1].power();
triangle.power();
noise.power();
dmc.power();
frame.irqPending = 0;
frame.mode = 0;
frame.counter = 0;
frame.divider = 1;
enabledChannels = 0;
cartridgeSample = 0;
setIRQ();
}
auto APU::readIO(uint16 addr) -> uint8 {
switch(addr) {
case 0x4015: {
uint8 result = 0x00;
result |= pulse[0].lengthCounter ? 0x01 : 0;
result |= pulse[1].lengthCounter ? 0x02 : 0;
result |= triangle.lengthCounter ? 0x04 : 0;
result |= noise.lengthCounter ? 0x08 : 0;
result |= dmc.lengthCounter ? 0x10 : 0;
result |= frame.irqPending ? 0x40 : 0;
result |= dmc.irqPending ? 0x80 : 0;
Update to v082r16 release. byuu says: Binary output is once again called bsnes. No versioning on the title without a system cartridge loaded. Still saving config files to .config/batch for now. Finally fixed NES APU frame IRQ clearing on $4015 reads. Added mouse button/axis binding through buttons on the input capture window. Added advanced settings window with driver selection and focus policy settings. Will show your default driver properly if none are selected now, unlike old bsnes. That exposed a small bug where phoenix isn't removing widgets on Layout::remove, worked around it for now by hiding the panels. Damn, sick of working on phoenix. Added all missing input controllers, which can all now be mapped, and bound them to the main menu, and added NES support for selecting "no connected controller." Added mouse capture and the requisite tools menu option for it. Added WindowManager class that keeps track of both position and size now (eg full geometry), so now you can resize your windows and save the settings, unlike old bsnes. WindowManager has more stringent geometry checks. The *client area* (not the window border) can't be below 0,0 or above the width/height of three 30" monitors. If you have 4+ 30" monitors, then fuck you :P settings.cfg is now also saved, captures all currently available settings. Right now, there's only one path for the file browser to remember. I will probably make this per-system later. FileBrowser has been made a bit more friendly. The bottom left tells you what type of files the list is filtered by (so you see "*.sfc" for SNES), and the bottom right has an open button that can enter folders or load files. Added video shader support. Fixed nall/dsp variadic-channel support, was only outputting the left channel.
2011-09-19 12:25:56 +00:00
frame.irqPending = false;
setIRQ();
Update to v082r16 release. byuu says: Binary output is once again called bsnes. No versioning on the title without a system cartridge loaded. Still saving config files to .config/batch for now. Finally fixed NES APU frame IRQ clearing on $4015 reads. Added mouse button/axis binding through buttons on the input capture window. Added advanced settings window with driver selection and focus policy settings. Will show your default driver properly if none are selected now, unlike old bsnes. That exposed a small bug where phoenix isn't removing widgets on Layout::remove, worked around it for now by hiding the panels. Damn, sick of working on phoenix. Added all missing input controllers, which can all now be mapped, and bound them to the main menu, and added NES support for selecting "no connected controller." Added mouse capture and the requisite tools menu option for it. Added WindowManager class that keeps track of both position and size now (eg full geometry), so now you can resize your windows and save the settings, unlike old bsnes. WindowManager has more stringent geometry checks. The *client area* (not the window border) can't be below 0,0 or above the width/height of three 30" monitors. If you have 4+ 30" monitors, then fuck you :P settings.cfg is now also saved, captures all currently available settings. Right now, there's only one path for the file browser to remember. I will probably make this per-system later. FileBrowser has been made a bit more friendly. The bottom left tells you what type of files the list is filtered by (so you see "*.sfc" for SNES), and the bottom right has an open button that can enter folders or load files. Added video shader support. Fixed nall/dsp variadic-channel support, was only outputting the left channel.
2011-09-19 12:25:56 +00:00
return result;
}
}
return cpu.mdr();
}
auto APU::writeIO(uint16 addr, uint8 data) -> void {
const uint n = (addr >> 2) & 1; //pulse#
switch(addr) {
case 0x4000: case 0x4004: {
pulse[n].duty = data >> 6;
pulse[n].envelope.loopMode = data & 0x20;
pulse[n].envelope.useSpeedAsVolume = data & 0x10;
pulse[n].envelope.speed = data & 0x0f;
return;
}
case 0x4001: case 0x4005: {
pulse[n].sweep.enable = data & 0x80;
pulse[n].sweep.period = (data & 0x70) >> 4;
pulse[n].sweep.decrement = data & 0x08;
pulse[n].sweep.shift = data & 0x07;
pulse[n].sweep.reload = true;
return;
}
case 0x4002: case 0x4006: {
pulse[n].period = (pulse[n].period & 0x0700) | (data << 0);
pulse[n].sweep.pulsePeriod = (pulse[n].sweep.pulsePeriod & 0x0700) | (data << 0);
return;
}
case 0x4003: case 0x4007: {
pulse[n].period = (pulse[n].period & 0x00ff) | (data << 8);
pulse[n].sweep.pulsePeriod = (pulse[n].sweep.pulsePeriod & 0x00ff) | (data << 8);
pulse[n].dutyCounter = 7;
pulse[n].envelope.reloadDecay = true;
if(enabledChannels & (1 << n)) {
pulse[n].lengthCounter = lengthCounterTable[(data >> 3) & 0x1f];
}
return;
}
case 0x4008: {
triangle.haltLengthCounter = data & 0x80;
triangle.linearLength = data & 0x7f;
return;
}
case 0x400a: {
triangle.period = (triangle.period & 0x0700) | (data << 0);
return;
}
case 0x400b: {
triangle.period = (triangle.period & 0x00ff) | (data << 8);
triangle.reloadLinear = true;
if(enabledChannels & (1 << 2)) {
triangle.lengthCounter = lengthCounterTable[(data >> 3) & 0x1f];
}
return;
}
case 0x400c: {
noise.envelope.loopMode = data & 0x20;
noise.envelope.useSpeedAsVolume = data & 0x10;
noise.envelope.speed = data & 0x0f;
return;
}
case 0x400e: {
noise.shortMode = data & 0x80;
noise.period = data & 0x0f;
return;
}
case 0x400f: {
noise.envelope.reloadDecay = true;
if(enabledChannels & (1 << 3)) {
noise.lengthCounter = lengthCounterTable[(data >> 3) & 0x1f];
}
return;
}
case 0x4010: {
dmc.irqEnable = data & 0x80;
dmc.loopMode = data & 0x40;
dmc.period = data & 0x0f;
dmc.irqPending = dmc.irqPending && dmc.irqEnable && !dmc.loopMode;
setIRQ();
return;
}
case 0x4011: {
dmc.dacLatch = data & 0x7f;
return;
}
case 0x4012: {
dmc.addrLatch = data;
return;
}
case 0x4013: {
dmc.lengthLatch = data;
return;
}
case 0x4015: {
if((data & 0x01) == 0) pulse[0].lengthCounter = 0;
if((data & 0x02) == 0) pulse[1].lengthCounter = 0;
if((data & 0x04) == 0) triangle.lengthCounter = 0;
if((data & 0x08) == 0) noise.lengthCounter = 0;
(data & 0x10) ? dmc.start() : dmc.stop();
dmc.irqPending = false;
setIRQ();
enabledChannels = data & 0x1f;
return;
}
case 0x4017: {
frame.mode = data >> 6;
frame.counter = 0;
if(frame.mode & 2) clockFrameCounter();
if(frame.mode & 1) {
frame.irqPending = false;
setIRQ();
}
frame.divider = FrameCounter::NtscPeriod;
return;
}
}
}
auto APU::clockFrameCounter() -> void {
frame.counter++;
if(frame.counter & 1) {
pulse[0].clockLength();
pulse[0].sweep.clock(0);
pulse[1].clockLength();
pulse[1].sweep.clock(1);
triangle.clockLength();
noise.clockLength();
}
pulse[0].envelope.clock();
pulse[1].envelope.clock();
triangle.clockLinearLength();
noise.envelope.clock();
if(frame.counter == 0) {
if(frame.mode & 2) frame.divider += FrameCounter::NtscPeriod;
if(frame.mode == 0) {
frame.irqPending = true;
setIRQ();
}
}
}
auto APU::clockFrameCounterDivider() -> void {
frame.divider -= 2;
if(frame.divider <= 0) {
clockFrameCounter();
frame.divider += FrameCounter::NtscPeriod;
}
}
const uint8 APU::lengthCounterTable[32] = {
0x0a, 0xfe, 0x14, 0x02, 0x28, 0x04, 0x50, 0x06, 0xa0, 0x08, 0x3c, 0x0a, 0x0e, 0x0c, 0x1a, 0x0e,
0x0c, 0x10, 0x18, 0x12, 0x30, 0x14, 0x60, 0x16, 0xc0, 0x18, 0x48, 0x1a, 0x10, 0x1c, 0x20, 0x1e,
};
const uint16 APU::noisePeriodTableNTSC[16] = {
4, 8, 16, 32, 64, 96, 128, 160, 202, 254, 380, 508, 762, 1016, 2034, 4068,
};
const uint16 APU::noisePeriodTablePAL[16] = {
Update to v103 WIP release. byuu says (in the WIP forum): Changelog: - higan: cheat codes accept = and ? separators now - the new preferred code format is: address=value or address=if-match?value - the old code format of address/value and address/if-match/value will continue to work - higan: cheats.bml is no longer included with the base distribution - mightymo stopped updating it in 2015, and it's not source code; it can still be pulled in from older releases - fc: improved PAL mode timing; use PAL APU timing tables; fix PAL noise period table [hex\_usr] - md: support aborting a Z80 bus wait in order to capture save states without freezing - note that this will violate accuracy; but in practice a slight desync is better than an emulator deadlock - sfc: revert DSP ENDX randomization for now (want to research it more before deploying in an official release) - sfc: fix Super Famicom.sys/manifest.bml APU RAM size [hex\_usr] - tomoko: cleaned up make install rules - hiro/cocoa: use ABGR for pixel data [Sintendo] Note: I forgot to change the command-line and drag-and-drop separator from : to | in this WIP. However, it is corrected in the v103 official binary and source published on download.byuu.org. Sorry about that, I know it makes the Git repository history more difficult. I'm not concerned whether the : → | change is part of v103 or v103r01 in the repository, and will leave this to your discretion, Screwtape. I also still need to set the VDP bit to indicate PAL mode in the Mega Drive core. This is what happens when I have 47 things I have to do, given how lousy my memory is. I miss things.
2017-06-22 06:04:07 +00:00
4, 8, 14, 30, 60, 88, 118, 148, 188, 236, 354, 472, 708, 944, 1890, 3778,
};
const uint16 APU::dmcPeriodTableNTSC[16] = {
428, 380, 340, 320, 286, 254, 226, 214, 190, 160, 142, 128, 106, 84, 72, 54,
};
const uint16 APU::dmcPeriodTablePAL[16] = {
398, 354, 316, 298, 276, 236, 210, 198, 176, 148, 132, 118, 98, 78, 66, 50,
};
}