mirror of https://github.com/bsnes-emu/bsnes.git
Testing: added Super Game Boy audio mixing test function.
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@ -40,7 +40,6 @@ namespace SameBoy {
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float left = sample->left / 32768.0f;
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float right = sample->right / 32768.0f;
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icd.apuWrite(left, right);
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//print(dsp.stream->pending(), " ", icd.stream->pending(), "\n");
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}
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static auto vblank(GB_gameboy_t*) -> void {
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@ -59,6 +58,14 @@ auto ICD::Enter() -> void {
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}
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auto ICD::main() -> void {
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#if 0
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static uint n = 0;
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float x = sin((2 * 3.141592 * n++ * 1000.0) / 44100.0) * 0.1;
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apuWrite(x, x);
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step(128);
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return synchronizeCPU();
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#endif
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if(r6003 & 0x80) {
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auto clocks = GB_run(&sameboy);
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step(clocks >> 1);
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@ -65,8 +65,8 @@ auto DSP::power(bool reset) -> void {
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}
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if(configuration.hacks.hotfixes) {
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//Magical Drop (Japan) does not initialize the DSP registers at startup.
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//Tokoton mode will hang forever in some instances even on real hardware.
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//Magical Drop (Japan) does not initialize the DSP registers at startup:
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//tokoton mode will hang forever in some instances even on real hardware.
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if(cartridge.headerTitle() == "MAGICAL DROP") {
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for(uint address : range(0x80)) spc_dsp.write(address, 0xff);
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}
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