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Genesis Plus GX 1.6.0 ---------------------- [Core/Sound] --------------- * added YM2413 emulation in Master System compatibility mode. * fixed SN76489 noise boost initialization. * minor YM2612 core optimizations. [Core/VDP] --------------- * added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game Gear VDP. * added support for all TMS9918 rendering modes. * improved Mega Drive VDP timings accuracy in Master System Compatibility mode. * fixed color palette initialization. * fixed shifted sprites rendering in Mode 4. * modified pixel rendering support (pixel depth is now forced at compilation time). [Core/CPU] --------------- * optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types support & unused code) for 5~8% speed improvment [Core/IO] --------------- * added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game Gear I/O controllers. * added Terebi Oekaki tablet emulation. * improved Mouse emulation (fixes mouse support in Cannon Fodder). * improved Justifier emulation (fixes gun support in Lethal Enforcers 2). * improved 6-Buttons control pad emulation (fixes Duke Nukem 3D) * modified lightgun emulation to use common key inputs for all devices. * 2-buttons controller is now picked by default for Master System games. [Core/MD] --------------- * added copy-protection hardware emulation for some new dumped games (Tiny Toon Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs). * added Game Toshokan in EEPROM database (verified on real cartridge). * fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real cartridge). * modified SRAM banswitch hardware emulation to be more compatible with some hacks. [Core/MS] --------------- * added Cyborg Z to Korean mapper database. [Core/GG] --------------- * added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World Series Baseball 95). [Core/General] --------------- * added support for .mdx ROM format. * added Game Gear & SG-1000 ROM support. * added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware models for 100% compatibility. * updated to new Genesis Plus license (see http://cgfm2.emuviews.com/) * removed DOS port * various code cleanup. [Gamecube/Wii] --------------- * IMPORTANT: cheats, screenshots & save files are now stored in console-specific directories (ex: /snaps/md, /cheats/ms, /saves/gg, ...) * added 8-bit Action Replay & Game Genie codes support (for Master System & Game Gear games). * improved audio/video synchronization for PAL games in 50Hz TV modes (now use VSYNC like NTSC games in 60hz modes). * improved gun cursor positioning accuracy. * improved horizontal scaling & screenshots rendering in H32 mode. * fixed a bug with ROM file extension handling that would affect cheats, snapshots, sram & savestate files. * removed ARAM/injected ROM support (unused). * removed WPAD_ and PAD_ update from VSYNC callback. * increased GCC inlining limits for some speed improvment. * compiled with devkitPPC r24 & libogc 1.8.7.
202 lines
6.8 KiB
C
202 lines
6.8 KiB
C
/****************************************************************************
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* gx_audio.c
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*
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* Genesis Plus GX audio support
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*
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* Copyright Eke-Eke (2007-2011), based on original work from Softdev (2006)
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*
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* Redistribution and use of this code or any derivative works are permitted
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* provided that the following conditions are met:
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*
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* - Redistributions may not be sold, nor may they be used in a commercial
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* product or activity.
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*
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* - Redistributions that are modified from the original source must include the
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* complete source code, including the source code for all components used by a
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* binary built from the modified sources. However, as a special exception, the
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* source code distributed need not include anything that is normally distributed
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* (in either source or binary form) with the major components (compiler, kernel,
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* and so on) of the operating system on which the executable runs, unless that
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* component itself accompanies the executable.
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*
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* - Redistributions must reproduce the above copyright notice, this list of
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* conditions and the following disclaimer in the documentation and/or other
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* materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************************/
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#include "shared.h"
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/* DMA soundbuffers (required to be 32-bytes aligned)
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Length is dimensionned for one frame of emulation (800/808 samples @60hz, 960 samples@50Hz)
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To prevent audio clashes, we use double buffering technique:
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one buffer is the active DMA buffer
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the other one is the current work buffer (updated during frame emulation)
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We do not need more since frame emulation and DMA operation are synchronized
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*/
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u8 soundbuffer[2][3840] ATTRIBUTE_ALIGN(32);
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/* Current work soundbuffer */
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u32 mixbuffer;
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/* audio DMA status */
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u32 audioStarted;
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/* Background music */
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static u8 *Bg_music_ogg = NULL;
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static u32 Bg_music_ogg_size = 0;
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/***************************************************************************************/
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/* Audio engine */
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/***************************************************************************************/
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/* Audio DMA callback */
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static void ai_callback(void)
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{
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frameticker ++;
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}
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/* AUDIO engine initialization */
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void gx_audio_Init(void)
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{
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/* Initialize AUDIO processing library (ASNDLIB) */
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/* AUDIO & DSP hardware are initialized */
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/* Default samplerate is set to 48kHz */
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ASND_Init();
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/* Load background music from FAT device */
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char fname[MAXPATHLEN];
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sprintf(fname,"%s/Bg_music.ogg",DEFAULT_PATH);
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FILE *f = fopen(fname,"rb");
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if (f)
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{
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struct stat filestat;
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stat(fname, &filestat);
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Bg_music_ogg_size = filestat.st_size;
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Bg_music_ogg = memalign(32,Bg_music_ogg_size);
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if (Bg_music_ogg)
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{
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fread(Bg_music_ogg,1,Bg_music_ogg_size,f);
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}
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fclose(f);
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}
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}
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/* AUDIO engine shutdown */
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void gx_audio_Shutdown(void)
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{
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PauseOgg(1);
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StopOgg();
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ASND_Pause(1);
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ASND_End();
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if (Bg_music_ogg)
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{
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free(Bg_music_ogg);
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}
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}
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/***
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gx_audio_Update
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This function retrieves samples for the frame then set the next DMA parameters
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Parameters will be taken in account only when current DMA operation is over
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***/
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void gx_audio_Update(void)
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{
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/* retrieve audio samples */
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int size = audio_update() * 4;
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/* set next DMA soundbuffer */
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s16 *sb = (s16 *)(soundbuffer[mixbuffer]);
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DCFlushRange((void *)sb, size);
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AUDIO_InitDMA((u32) sb, size);
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mixbuffer ^= 1;
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/* Start Audio DMA */
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/* this is called once to kick-off DMA from external memory to audio interface */
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/* DMA operation is automatically restarted when all samples have been sent. */
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/* If DMA settings are not updated at that time, previous sound buffer will be used. */
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/* Therefore we need to make sure frame emulation is completed before current DMA is */
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/* completed, either by synchronizing frame emulation with DMA start or by syncing it */
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/* with Vertical Interrupt and outputing a suitable number of samples per frame. */
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/* */
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/* In both cases, audio DMA need to be synchronized with VSYNC and therefore need to */
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/* be resynchronized (restarted) every time video settings are changed (hopefully, */
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/* this generally happens while no music is played. */
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if (!audioStarted)
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{
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/* restart audio DMA */
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AUDIO_StopDMA();
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AUDIO_StartDMA();
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audioStarted = 1;
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/* resynchronize emulation */
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frameticker = 1;
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}
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}
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/***
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gx_audio_Start
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This function restart the audio engine
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This is called when coming back from Main Menu
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***/
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void gx_audio_Start(void)
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{
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/* shutdown background music */
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PauseOgg(1);
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StopOgg();
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/* shutdown menu audio processing */
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ASND_Pause(1);
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AUDIO_StopDMA();
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AUDIO_RegisterDMACallback(NULL);
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DSP_Halt();
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/* when TV mode does not match emulated video mode, frame emulation is synchronized with Audio Interface DMA */
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if (gc_pal != vdp_pal)
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{
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AUDIO_RegisterDMACallback(ai_callback);
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}
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/* reset emulation audio processing */
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memset(soundbuffer, 0, 2 * 3840);
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audioStarted = 0;
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mixbuffer = 0;
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}
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/***
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gx_audio_Stop
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This function stops current Audio DMA process
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This is called when going back to Main Menu
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DMA need to be restarted when going back to the game (see above)
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***/
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void gx_audio_Stop(void)
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{
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/* restart menu audio processing */
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DSP_Unhalt();
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ASND_Init();
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ASND_Pause(0);
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/* play background music */
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if (Bg_music_ogg && !Shutdown)
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{
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PauseOgg(0);
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PlayOgg((char *)Bg_music_ogg, Bg_music_ogg_size, 0, OGG_INFINITE_TIME);
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SetVolumeOgg(((int)config.bgm_volume * 255) / 100);
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}
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}
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