bsnes/higan/gba/apu/apu.cpp

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#include <gba/gba.hpp>
namespace GameBoyAdvance {
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
#include "io.cpp"
#include "square.cpp"
#include "square1.cpp"
#include "square2.cpp"
#include "wave.cpp"
#include "noise.cpp"
#include "sequencer.cpp"
#include "fifo.cpp"
#include "serialization.cpp"
APU apu;
auto APU::Enter() -> void {
while(true) scheduler.synchronize(), apu.main();
}
auto APU::main() -> void {
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
//GBA clock runs at 16777216hz
//GBA PSG channels run at 2097152hz
Update to v102r17 release. byuu says: Changelog: - GBA: process audio at 2MHz instead of 32KHz¹ - MD: do not allow the 68K to stop the Z80, unless it has been granted bus access first - MD: do not reset bus requested/granted signals when the 68K resets the Z80 - the above two fix The Lost Vikings - MD: clean up the bus address decoding to be more readable - MD: add support for a13000-a130ff (#TIME) region; pass to cartridge I/O² - MD: emulate SRAM mapping used by >16mbit games; bank mapping used by >32mbit games³ - MD: add 'reset pending' flag so that loading save states won't reload 68K PC, SP registers - this fixes save state support ... mostly⁴ - MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak] - this fixes in-game graphics for Ristar. Title screen still corrupted on first run - MD: detect and break sprite lists that form an infinite loop [Cydrak] - this fixes the emulator from dead-locking on certain games - MD: add DC offset to sign DAC PCM samples [Cydrak] - this improves audio in Sonic 3 - MD: 68K TAS has a hardware bug that prevents writing the result back to RAM - this fixes Gargoyles - MD: 68K TRAP should not change CPU interrupt level - this fixes Shining Force II, Shining in the Darkness, etc - icarus: better SRAM heuristics for Mega Drive games Todo: - need to serialize the new cartridge ramEnable, ramWritable, bank variables ¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB chipset. The GB audio runs at 2MHz. However, I was being lazy and running the sequencer 64 times in a row, thus decimating the audio to 32KHz. But simply discarding 63 out of every 64 samples resorts in muddier sound with more static in it. However ... increasing the audio thread processing intensity 64-fold, and requiring heavy-duty three-chain lowpass and highpass filters is not cheap. For this bump in sound quality, we're eating a loss of about 30% of previous performance. Also note that the GB audio emulation in the GBA core still lacks many of the improvements made to the GB core. I was hoping to complete the GB enhancements, but it seems like I'm never going to pass blargg's psychotic edge case tests. So, first I want to clean up the GB audio to my current coding standards, and then I'll port that over to the GBA, which should further increase sound quality. At that point, it sound exceed mGBA's audio quality (due to the ridiculously high sampling rate and strong-attenuation audio filtering.) ²: word writes are probably not handled correctly ... but games are only supposed to do byte writes here. ³: the SRAM mapping is used by games like "Story of Thor" and "Phantasy Star IV." Unfortunately, the former wasn't released in the US and is region protected. So you'll need to change the NTSU to NTSCJ in md/system/system.cpp in order to boot it. But it does work nicely now. The write protection bit is cleared in the game, and then it fails to write to SRAM (soooooooo many games with SRAM write protection do this), so for now I've had to disable checking that bit. Phantasy Star IV has a US release, but sadly the game doesn't boot yet. Hitting some other bug. The bank mapping is pretty much just for the 40mbit Super Street Fighter game. It shows the Sega and Capcom logos now, but is hitting yet another bug and deadlocking. For now, I emulate the SRAM/bank mapping registers on all cartridges, and set sane defaults. So long as games don't write to $a130XX, they should all continue to work. But obviously, we need to get to a point where higan/icarus can selectively enable these registers on a per-game basis. ⁴: so, the Mega Drive has various ways to lock a chip until another chip releases it. The VDP can lock the 68K, the 68K can lock the Z80, etc. If this happens when you save a state, it'll dead-lock the emulator. So that's obviously a problem that needs to be fixed. The fix will be nasty ... basically, bypassing the dead-lock, creating a miniature, one-instruction-long race condition. Extremely unlikely to cause any issues in practice (it's only a little worse than the SNES CPU/SMP desync), but ... there's nothing I can do about it. So you'll have to take it or leave it. But yeah, for now, save states may lock up the emulator. I need to add code to break the loops when in the process of creating a save state still.
2017-03-10 10:23:29 +00:00
runsequencer();
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
step(8);
//audio PWM output frequency and bit-rate are dependent upon amplitude setting:
//0 = 9-bit @ 32768hz
//1 = 8-bit @ 65536hz
//2 = 7-bit @ 131072hz
//3 = 6-bit @ 262144hz
//dynamically changing the output frequency under emulation would be difficult;
//always run the output frequency at the maximum 262144hz
if(++clock & 7) return;
int lsample = regs.bias.level - 0x0200;
int rsample = regs.bias.level - 0x0200;
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
//amplitude: 0 = 32768hz; 1 = 65536hz; 2 = 131072hz; 3 = 262144hz
if((clock & (63 >> (3 - regs.bias.amplitude))) == 0) {
sequencer.sample();
fifo[0].sample();
fifo[1].sample();
}
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
lsample += sequencer.loutput;
rsample += sequencer.routput;
int fifo0 = fifo[0].output << fifo[0].volume;
int fifo1 = fifo[1].output << fifo[1].volume;
if(fifo[0].lenable) lsample += fifo0;
if(fifo[1].lenable) lsample += fifo1;
if(fifo[0].renable) rsample += fifo0;
if(fifo[1].renable) rsample += fifo1;
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
lsample = sclamp<11>(lsample);
rsample = sclamp<11>(rsample);
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
//clip 11-bit signed output to more limited output bit-rate
//note: leaving 2-bits more on output to prevent quantization noise
if(regs.bias.amplitude == 0) lsample &= ~0, rsample &= ~0; //9-bit
if(regs.bias.amplitude == 1) lsample &= ~1, rsample &= ~1; //8-bit
if(regs.bias.amplitude == 2) lsample &= ~3, rsample &= ~3; //7-bit
if(regs.bias.amplitude == 3) lsample &= ~7, rsample &= ~7; //6-bit
if(cpu.regs.mode == CPU::Registers::Mode::Stop) lsample = 0, rsample = 0;
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
stream->sample((lsample << 5) / 32768.0, (rsample << 5) / 32768.0);
}
auto APU::step(uint clocks) -> void {
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
Thread::step(clocks);
synchronize(cpu);
}
auto APU::power() -> void {
create(APU::Enter, 16'777'216);
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
stream = Emulator::audio.createStream(2, frequency() / 64.0);
Update to v102r17 release. byuu says: Changelog: - GBA: process audio at 2MHz instead of 32KHz¹ - MD: do not allow the 68K to stop the Z80, unless it has been granted bus access first - MD: do not reset bus requested/granted signals when the 68K resets the Z80 - the above two fix The Lost Vikings - MD: clean up the bus address decoding to be more readable - MD: add support for a13000-a130ff (#TIME) region; pass to cartridge I/O² - MD: emulate SRAM mapping used by >16mbit games; bank mapping used by >32mbit games³ - MD: add 'reset pending' flag so that loading save states won't reload 68K PC, SP registers - this fixes save state support ... mostly⁴ - MD: if DMA is not enabled, do not allow CD5 to be set [Cydrak] - this fixes in-game graphics for Ristar. Title screen still corrupted on first run - MD: detect and break sprite lists that form an infinite loop [Cydrak] - this fixes the emulator from dead-locking on certain games - MD: add DC offset to sign DAC PCM samples [Cydrak] - this improves audio in Sonic 3 - MD: 68K TAS has a hardware bug that prevents writing the result back to RAM - this fixes Gargoyles - MD: 68K TRAP should not change CPU interrupt level - this fixes Shining Force II, Shining in the Darkness, etc - icarus: better SRAM heuristics for Mega Drive games Todo: - need to serialize the new cartridge ramEnable, ramWritable, bank variables ¹: so technically, the GBA has its FIFO queue (raw PCM), plus a GB chipset. The GB audio runs at 2MHz. However, I was being lazy and running the sequencer 64 times in a row, thus decimating the audio to 32KHz. But simply discarding 63 out of every 64 samples resorts in muddier sound with more static in it. However ... increasing the audio thread processing intensity 64-fold, and requiring heavy-duty three-chain lowpass and highpass filters is not cheap. For this bump in sound quality, we're eating a loss of about 30% of previous performance. Also note that the GB audio emulation in the GBA core still lacks many of the improvements made to the GB core. I was hoping to complete the GB enhancements, but it seems like I'm never going to pass blargg's psychotic edge case tests. So, first I want to clean up the GB audio to my current coding standards, and then I'll port that over to the GBA, which should further increase sound quality. At that point, it sound exceed mGBA's audio quality (due to the ridiculously high sampling rate and strong-attenuation audio filtering.) ²: word writes are probably not handled correctly ... but games are only supposed to do byte writes here. ³: the SRAM mapping is used by games like "Story of Thor" and "Phantasy Star IV." Unfortunately, the former wasn't released in the US and is region protected. So you'll need to change the NTSU to NTSCJ in md/system/system.cpp in order to boot it. But it does work nicely now. The write protection bit is cleared in the game, and then it fails to write to SRAM (soooooooo many games with SRAM write protection do this), so for now I've had to disable checking that bit. Phantasy Star IV has a US release, but sadly the game doesn't boot yet. Hitting some other bug. The bank mapping is pretty much just for the 40mbit Super Street Fighter game. It shows the Sega and Capcom logos now, but is hitting yet another bug and deadlocking. For now, I emulate the SRAM/bank mapping registers on all cartridges, and set sane defaults. So long as games don't write to $a130XX, they should all continue to work. But obviously, we need to get to a point where higan/icarus can selectively enable these registers on a per-game basis. ⁴: so, the Mega Drive has various ways to lock a chip until another chip releases it. The VDP can lock the 68K, the 68K can lock the Z80, etc. If this happens when you save a state, it'll dead-lock the emulator. So that's obviously a problem that needs to be fixed. The fix will be nasty ... basically, bypassing the dead-lock, creating a miniature, one-instruction-long race condition. Extremely unlikely to cause any issues in practice (it's only a little worse than the SNES CPU/SMP desync), but ... there's nothing I can do about it. So you'll have to take it or leave it. But yeah, for now, save states may lock up the emulator. I need to add code to break the loops when in the process of creating a save state still.
2017-03-10 10:23:29 +00:00
stream->addLowPassFilter(20000.0, 3);
stream->addHighPassFilter(20.0, 3);
Update to v102r22 release. byuu says: Changelog: - higan: Emulator::Interface::videoSize() renamed to videoResolution() - higan: Emulator::Interface::rtcsync() renamed to rtcSynchronize() - higan: added video display rotation support to Video - GBA: substantially improved audio mixing - fixed bug with FIFO 50%/100% volume setting - now properly using SOUNDBIAS amplitude to control output frequencies - reduced quantization noise - corrected relative volumes between PSG and FIFO channels - both PSG and FIFO values cached based on amplitude; resulting in cleaner PCM samples - treating PSG volume=3 as 200% volume instead of 0% volume now (unverified: to match mGBA) - GBA: properly initialize ALL CPU state; including the vital prefetch.wait=1 (fixes Classic NES series games) - GBA: added video rotation with automatic key translation support - PCE: reduced output resolution scalar from 285x242 to 285x240 - the extra two scanlines won't be visible on most TVs; and they make all other cores look worse - this is because all other cores output at 240p or less; so they were all receiving black bars in windowed mode - tomoko: added "Rotate Display" hotkey setting - tomoko: changed hotkey multi-key logic to OR instead of AND - left support for flipping it back inside the core; for those so inclined; by uncommenting one line in input.hpp - tomoko: when choosing Settings→Configuration, it will automatically select the currently loaded system - for instance, if you're playing a Game Gear game, it'll take you to the Game Gear input settings - if no games are loaded, it will take you to the hotkeys panel instead - WS(C): merged "Hardware-Vertical", "Hardware-Horizontal" controls into combined "Hardware" - WS(C): converted rotation support from being inside the core to using Emulator::Video - this lets WS(C) video content scale larger now that it's not bounded by a 224x224 square box - WS(C): added automatic key rotation support - WS(C): removed emulator "Rotate" key (use the general hotkey instead; I recommend F8 for this) - nall: added serializer support for nall::Boolean (boolean) types - although I will probably prefer the usage of uint1 in most cases
2017-06-08 14:05:48 +00:00
clock = 0;
square1.power();
square2.power();
wave.power();
noise.power();
sequencer.power();
fifo[0].power();
fifo[1].power();
regs.bias.amplitude = 0;
regs.bias.level = 0x200;
Update to v099r13 release. byuu says: Changelog: - GB core code cleanup completed - GBA core code cleanup completed - some more cleanup on missed processor/arm functions/variables - fixed FC loading icarus bug - "Load ROM File" icarus functionality restored - minor code unification efforts all around (not perfect yet) - MMIO->IO - mmio.cpp->io.cpp - read,write->readIO,writeIO It's been a very long work in progress ... starting all the way back with v094r09, but the major part of the higan code cleanup is now completed! Of course, it's very important to note that this is only for the basic style: - under_score functions and variables are now camelCase - return-type function-name() are now auto function-name() -> return-type - Natural<T>/Integer<T> replace (u)intT_n types where possible - signed/unsigned are now int/uint - most of the x==true,x==false tests changed to x,!x A lot of spot improvements to consistency, simplicity and quality have gone in along the way, of course. But we'll probably never fully finishing beautifying every last line of code in the entire codebase. Still, this is a really great start. Going forward, WIP diffs should start being smaller and of higher quality once again. I know the joke is, "until my coding style changes again", but ... this was way too stressful, way too time consuming, and way too risky. I'm too old and tired now for extreme upheavel like this again. The only major change I'm slowly mulling over would be renaming the using Natural<T>/Integer<T> = (u)intT; shorthand to something that isn't as easily confused with the (u)int_t types ... but we'll see. I'll definitely continue to change small things all the time, but for the larger picture, I need to just accept the style I have and live with it.
2016-06-29 11:10:28 +00:00
for(uint n = 0x060; n <= 0x0a7; n++) bus.io[n] = this;
}
}