CDROM: Set playing bit in status after starting
Fixes menu music in Army Men 3D.
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5115c75f88
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@ -1596,6 +1596,7 @@ void CDROM::BeginPlaying(u8 track_bcd, TickCount ticks_late /* = 0 */, bool afte
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m_secondary_status.ClearActiveBits();
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m_secondary_status.motor_on = true;
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m_secondary_status.playing_cdda = true;
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ClearSectorBuffers();
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ResetAudioDecoder();
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@ -2241,42 +2242,38 @@ void CDROM::ProcessCDDASector(const u8* raw_sector, const CDImage::SubChannelQ&
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// For CDDA sectors, the whole sector contains the audio data.
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Log_DevPrintf("Read sector %u as CDDA", m_current_lba);
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// These bits/reporting doesn't happen if we're reading with the CDDA mode bit set.
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if (m_drive_state == DriveState::Playing)
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// The reporting doesn't happen if we're reading with the CDDA mode bit set.
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if (m_drive_state == DriveState::Playing && m_mode.report_audio)
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{
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m_secondary_status.playing_cdda = true;
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if (m_mode.report_audio)
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const u8 frame_nibble = subq.absolute_frame_bcd >> 4;
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if (m_last_cdda_report_frame_nibble != frame_nibble)
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{
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const u8 frame_nibble = subq.absolute_frame_bcd >> 4;
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if (m_last_cdda_report_frame_nibble != frame_nibble)
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m_last_cdda_report_frame_nibble = frame_nibble;
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Log_DebugPrintf("CDDA report at track[%02x] index[%02x] rel[%02x:%02x:%02x]", subq.track_number_bcd,
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subq.index_number_bcd, subq.relative_minute_bcd, subq.relative_second_bcd,
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subq.relative_frame_bcd);
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ClearAsyncInterrupt();
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m_async_response_fifo.Push(m_secondary_status.bits);
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m_async_response_fifo.Push(subq.track_number_bcd);
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m_async_response_fifo.Push(subq.index_number_bcd);
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if (subq.absolute_frame_bcd & 0x10)
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{
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m_last_cdda_report_frame_nibble = frame_nibble;
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Log_DebugPrintf("CDDA report at track[%02x] index[%02x] rel[%02x:%02x:%02x]", subq.track_number_bcd,
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subq.index_number_bcd, subq.relative_minute_bcd, subq.relative_second_bcd,
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subq.relative_frame_bcd);
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ClearAsyncInterrupt();
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m_async_response_fifo.Push(m_secondary_status.bits);
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m_async_response_fifo.Push(subq.track_number_bcd);
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m_async_response_fifo.Push(subq.index_number_bcd);
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if (subq.absolute_frame_bcd & 0x10)
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{
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m_async_response_fifo.Push(subq.relative_minute_bcd);
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m_async_response_fifo.Push(0x80 | subq.relative_second_bcd);
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m_async_response_fifo.Push(subq.relative_frame_bcd);
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}
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else
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{
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m_async_response_fifo.Push(subq.absolute_minute_bcd);
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m_async_response_fifo.Push(subq.absolute_second_bcd);
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m_async_response_fifo.Push(subq.absolute_frame_bcd);
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}
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m_async_response_fifo.Push(0); // peak low
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m_async_response_fifo.Push(0); // peak high
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SetAsyncInterrupt(Interrupt::DataReady);
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m_async_response_fifo.Push(subq.relative_minute_bcd);
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m_async_response_fifo.Push(0x80 | subq.relative_second_bcd);
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m_async_response_fifo.Push(subq.relative_frame_bcd);
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}
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else
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{
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m_async_response_fifo.Push(subq.absolute_minute_bcd);
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m_async_response_fifo.Push(subq.absolute_second_bcd);
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m_async_response_fifo.Push(subq.absolute_frame_bcd);
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}
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m_async_response_fifo.Push(0); // peak low
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m_async_response_fifo.Push(0); // peak high
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SetAsyncInterrupt(Interrupt::DataReady);
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}
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}
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