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GBA Audio: Fix initial channel 3 wave RAM (fixes #2947)
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@ -12,6 +12,7 @@ Emulation fixes:
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- GB SIO: Disabling SIO should cancel pending transfers (fixes mgba.io/i/2537)
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- GB Video: Implement DMG-style sprite ordering
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- GBA Audio: Fix sample timing drifting when changing sample interval
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- GBA Audio: Fix initial channel 3 wave RAM (fixes mgba.io/i/2947)
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- GBA BIOS: Fix clobbering registers with word-sized CpuSet
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- GBA Video: Disable BG target 1 blending when OBJ blending (fixes mgba.io/i/2722)
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Other fixes:
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@ -100,22 +100,24 @@ void GBAudioReset(struct GBAudio* audio) {
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audio->ch3 = (struct GBAudioWaveChannel) { .bank = 0 };
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audio->ch4 = (struct GBAudioNoiseChannel) { .nSamples = 0 };
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// TODO: DMG randomness
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audio->ch3.wavedata8[0] = 0x00;
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audio->ch3.wavedata8[1] = 0xFF;
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audio->ch3.wavedata8[2] = 0x00;
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audio->ch3.wavedata8[3] = 0xFF;
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audio->ch3.wavedata8[4] = 0x00;
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audio->ch3.wavedata8[5] = 0xFF;
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audio->ch3.wavedata8[6] = 0x00;
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audio->ch3.wavedata8[7] = 0xFF;
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audio->ch3.wavedata8[8] = 0x00;
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audio->ch3.wavedata8[9] = 0xFF;
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audio->ch3.wavedata8[10] = 0x00;
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audio->ch3.wavedata8[11] = 0xFF;
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audio->ch3.wavedata8[12] = 0x00;
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audio->ch3.wavedata8[13] = 0xFF;
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audio->ch3.wavedata8[14] = 0x00;
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audio->ch3.wavedata8[15] = 0xFF;
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if (audio->style != GB_AUDIO_GBA) {
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audio->ch3.wavedata8[0] = 0x00;
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audio->ch3.wavedata8[1] = 0xFF;
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audio->ch3.wavedata8[2] = 0x00;
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audio->ch3.wavedata8[3] = 0xFF;
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audio->ch3.wavedata8[4] = 0x00;
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audio->ch3.wavedata8[5] = 0xFF;
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audio->ch3.wavedata8[6] = 0x00;
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audio->ch3.wavedata8[7] = 0xFF;
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audio->ch3.wavedata8[8] = 0x00;
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audio->ch3.wavedata8[9] = 0xFF;
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audio->ch3.wavedata8[10] = 0x00;
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audio->ch3.wavedata8[11] = 0xFF;
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audio->ch3.wavedata8[12] = 0x00;
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audio->ch3.wavedata8[13] = 0xFF;
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audio->ch3.wavedata8[14] = 0x00;
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audio->ch3.wavedata8[15] = 0xFF;
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}
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audio->ch4 = (struct GBAudioNoiseChannel) { .envelope = { .dead = 2 } };
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audio->frame = 0;
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audio->sampleInterval = SAMPLE_INTERVAL * GB_MAX_SAMPLES;
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