mirror of https://github.com/bsnes-emu/bsnes.git
6 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 89d47914b9 |
Update to v102r14 release.
byuu says: Changelog: - (MS,GG,MD)/PSG: flip output bit from noise channel [TmEE] - MD/YM2612: rewrite YM2612::Channel functions to YM2612::Channel::Operator functions¹ - MD/YM2612: pitch/octave I/O registers should set reload, not value (fixes sound in most games) - MD/YM2612: don't try to sign-extend raw PCM values (fixes Shining Force opening music) - MD/YM2612: various algorithm simplifications; conversions from `*`, `/`, `%` to `<<`, `>>`; etc. Overall ... Sonic the Hedgehog sounds really, really great. Almost perfect, but there's a bit of clamping going on in the special zones. Langrisser II sounds really great. Shining Force sounds pretty much perfect. Bare Knucles (Streets of Rage) does pretty badly ... punches sound more like dinging a salad fork on a wine glass, heh. Altered Beast is extremely broken ... no music at the title screen, very distorted in-game music. I suspect a bug outside of the YM2612 is affecting this game. So, the YM2612 emulation isn't perfect, but it's a really good start to the most complex sound chip in all of higan. Hopefully the VRC7 and YM2413 will prove to be less ferocious ... not that I'm in any rush to work on either. The former is going to need the NES mapper rewrite to be done first, and the latter is cool but not very necessary since all those games have fallbacks to the inferior PSG audio. But really ... I can't thank Cydrak enough for doing this for me. It would have probably taken me months to parse through all of the documentation on this chip (most of which is in a 55-page thread on spritesmind that is filled with wrong/outdated information at the start, and corrections as you go deeper.) Not to mention, learning about what the hell detuning, low-frequency oscillation, tremolo, vibrato, etc were all about. Or how those algorithms to compute the final output work. Or the dozens of special cases littered in there to make everything sound good. Fierce, nasty chip that. Now the last real problem is save states ... the Mega Drive is going to be the trickiest of all to implement with libco. There are lots of areas where one chip will deadlock another chip while it completes some operation. We don't have a choice but to force those stalls to abort anyway, in order to let libco reach the start of its entry point once again. I don't know what kind of impact that'll have on states ... I suspect they'll work almost as reliably as the SNES does, but I can't know that until I implement it. It's going to be pretty nasty, though. ¹: this basically removes a lot of unnecessary op. prefixes and the need to capture `auto& op = operators[index]` at the start of every function. I wanted to have subfunctions like `YM2612::Channel::Operator::Envelope::run()`, etc but unfortunately, pretty much all of the envelope, phase, pitch, level functions need to access each other's state. |
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Tim Allen | 0bf2c9d4e1 |
Update to v102r13 release.
byuu says: Changelog: - removed Emulator::Interface::videoFrequency(), audioFrequency()¹ - (MS,GG,MD)/PSG: removed inversion on noise channel LFSR update [mic_] - MD/PSG: lowered volume to match YM2612 volume - MD/YM2612: added Cydrak's emulation of FM channels and LFO² ¹: These were no longer used by the UI. The video frequency is adaptive on many systems. And the audio frequency is meaningless due to Emulator::Audio always outputting a consistent frequency specified by the UI. Plus, take the Genesis where there's two sound chips running at different frequencies. So, these had to go. ²: Due to some lurking bugs, the audio is completely broken unfortunately. Will need to be debugged :( First pass looking for any typos didn't yield any obvious results. |
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Tim Allen | 4c3f9b93e7 |
Update to v102r12 release.
byuu says: Changelog: - MD/PSG: fixed 68K bus Z80 status read address location - MS, GG, MD/PSG: channels post-decrement their counters, not pre-decrement [Cydrak]¹ - MD/VDP: cache screen width registers once per scanline; screen height registers once per frame - MD/VDP: support 256-width display mode (used in Shining Force, etc) - MD/YM2612: implemented timers² - MD/YM2612: implemented 8-bit PCM DAC² - 68000: TRAP instruction should index the vector location by 32 (eg by 128 bytes), fixes Shining Force - nall: updated hex(), octal(), binary() functions to take uintmax instead of template<typename T> parameter³ ¹: this one makes an incredible difference. Sie noticed that lots of games set a period of 0, which would end up being a really long period with pre-decrement. By fixing this, noise shows up in many more games, and sounds way better in games even where it did before. You can hear extra sound on Lunar - Sanposuru Gakuen's title screen, the noise in Sonic The Hedgehog (Mega Drive) sounds better, etc. ²: this also really helps sound. The timers allow PSG music to play back at the correct speed instead of playing back way too quickly. And the PCM DAC lets you hear a lot of drum effects, as well as the "Sega!!" sound at the start of Sonic the Hedgehog, and the infamous, "Rise from your grave!" line from Altered Beast. Still, most music on the Mega Drive comes from the FM channels, so there's still not a whole lot to listen to. I didn't implement Cydrak's $02c test register just yet. Sie wasn't 100% certain on how the extended DAC bit worked, so I'd like to play it a little conservative and get sound working, then I'll go back and add a toggle or something to enable undocumented registers, that way we can use that to detect any potential problems they might be causing. ³: unfortunately we lose support for using hex() on nall/arithmetic types. If I have a const Pair& version of the function, then the compiler gets confused on whether Natural<32> should use uintmax or const Pair&, because compilers are stupid, and you can't have explicit arguments in overloaded functions. So even though either function would work, it just decides to error out instead >_> This is actually really annoying, because I want hex() to be useful for printing out nall/crypto keys and hashes directly. But ... this change had to be made. Negative signed integers would crash programs, and that was taking out my 68000 disassembler. |
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Tim Allen | 1cab2dfeb8 |
Update to v102r11 release.
byuu says: Changelog: - MD: connected 32KB cartridge RAM up to every Genesis game under 2MB loaded¹ - MS, GG, MD: improved PSG noise channel emulation, hopefully² - MS, GG, MD: lowered PSG volume so that the lowpass doesn't clamp samples³ - MD: added read/write handlers for VRAM, VSRAM, CRAM - MD: block VRAM copy when CD4 is clear⁴ - MD: rewrote VRAM fill, VRAM copy to be byte-based⁵ - MD: VRAM fill byte set should fall through to regular data port write handler⁶ ¹: the header parsing for backup RAM is really weird. It's spaces when not used, and seems to be 0x02000001-0x02003fff for the Shining games. I don't understand why it starts at 0x02000001 instead of 0x02000000. So I'm just forcing every game to have 32KB of RAM for now. There's also special handling for ROMs > 2MB that also have RAM (Phantasy Star IV, etc) where there's a toggle to switch between ROM and RAM. For now, that's not emulated. I was hoping the Shining games would run after this, but they're still dead-locking on me :( ²: Cydrak pointed out some flaws in my attempt to implement what he had. I was having trouble understanding what he meant, so I went back and read the docs on the sound chip and tried implementing the counter the way the docs describe. Hopefully I have this right, but I don't know of any good test ROMs to make sure my noise emulation is correct. The docs say the shifted-out value goes to the output instead of the low bit of the LFSR, so I made that change as well. I think I hear the noise I'm supposed to in Sonic Marble Zone now, but it seems like it's not correct in Green Hill Zone, adding a bit of an annoying buzz to the background music. Maybe it sounds better with the YM2612, but more likely, I still screwed something up :/ ³: it's set to 50% range for both cores right now. For the MD, it will need to be 25% once YM2612 emulation is in. ⁴: technically, this deadlocks the VDP until a hard reset. I could emulate this, but for now I just don't do the VRAM copy in this case. ⁵: VSRAM fill and CRAM fill not supported in this new mode. They're technically undocumented, and I don't have good notes on how they work. I've been seeing conflicting notes on whether the VRAM fill buffer is 8-bits or 16-bits (I chose 8-bits), and on whether you write the low byte and then high byte of each words, or the high byte and then low byte (I chose the latter.) The VRAM copy improvements fix the opening text in Langrisser II, so that's great. ⁶: Langrisser II sets the transfer length to one less than needed to fill the background letter tile on the scenario overview screen. After moving to byte-sized transfers, a black pixel was getting stuck there. So effectively, VRAM fill length becomes DMA length + 1, and the first byte uses the data port so it writes a word value instead of just a byte value. Hopefully this is all correct, although it probably gets way more complicated with the VDP FIFO. |
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Tim Allen | 68f04c3bb8 |
Update to v102r10 release.
byuu says: Changelog: - removed Emulator::Interface::Capabilities¹ - MS: improved the PSG emulation a bit - MS: added cheat code support - MS: added save state support² - MD: emulated the PSG³ ¹: there's really no point to it anymore. I intend to add cheat codes to the GBA core, as well as both cheat codes and save states to the Mega Drive core. I no longer intend to emulate any new systems, so these values will always be true. Further, the GUI doesn't respond to these values to disable those features anymore ever since the hiro rewrite, so they're double useless. ²: right now, the Z80 core is using a pointer for HL-\>(IX,IY) overrides. But I can't reliably serialize pointers, so I need to convert the Z80 core to use an integer here. The save states still appear to work fine, but there's the potential for an instruction to execute incorrectly if you're incredibly unlucky, so this needs to be fixed as soon as possible. Further, I still need a way to serialize array<T, Size> objects, and I should also add nall::Boolean serialization support. ³: I don't have a system in place to share identical sound chips. But this chip is so incredibly simple that it's not really much trouble to duplicate it. Further, I can strip out the stereo sound support code from the Game Gear portion, so it's even tinier. Note that the Mega Drive only just barely uses the PSG. Not at all in Altered Beast, and only for a tiny part of the BGM music on Sonic 1, plus his jump sound effect. |
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Tim Allen | 8071da4c6a |
Update to v102r09 release.
byuu says: Changelog: - MD: restructured DMA to a subclass of VDP - MD: implemented VRAM copy mode (fixes Langrisser II ... mostly) - MS: implemened PSG support [Cydrak] - GG: implemented PSG stereo sound support - MS: use the new struct Model {} design that other cores use The MS/GG PSG should be feature complete, but I don't have good tests for Game Gear stereo mode, nor for the noise channel. There's also a really weird behavior with when to reload the channel counters on volume register writes. I can confirm what Cydrak observed in that following the docs and reloading always creates serious audio distortion problems. So, more research is needed there. To get the correct sound out of the PSG, I have to run it at 3.58MHz / 16, which seems really weird to me. The docs make it sound like it's supposed to run at the full 3.58MHz. If we can really run it at 223.7KHz, then that's help reduce the overhead of PSG emulation, which will definitely come in handy for Mega Drive, and possibly later Mega CD, emulation. I have not implemented the PSG into the Mega Drive just yet. Nor have I implemented save states or cheat code support into the MS/GG cores yet. The latter is next on my list. |