mirror of
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357 lines
10 KiB
C++
357 lines
10 KiB
C++
/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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#ifndef __WIN32__
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#include <devices/ahi.h>
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#include <exec/exec.h>
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#include <proto/ahi.h>
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#include <proto/dos.h>
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#include <proto/exec.h>
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#include <clib/ahippc_protos.h>
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#include <stdio.h>
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#define EQ ==
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#define MINBUFFLEN 10000
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <errno.h>
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#include <fcntl.h>
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#include "snes9x.h"
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#include "soundux.h"
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extern SoundStatus so;
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extern int AudioOpen(unsigned long freq, unsigned long bufsize, unsigned long bitrate, unsigned long stereo);
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extern void AudioClose(void);
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extern int OpenPrelude(ULONG Type, ULONG DefaultFreq, ULONG MinBuffSize);
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extern void ClosePrelude(void);
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extern int SoundSignal;
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unsigned long DoubleBuffer;
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//extern struct AHISampleInfo Sample0;
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//extern struct AHISampleInfo Sample1;
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//extern unsigned long BufferSize;
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struct Library *AHIPPCBase;
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struct Library *AHIBase;
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struct MsgPort *AHImp=NULL;
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struct AHIRequest *AHIio=NULL;
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BYTE AHIDevice=-1;
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struct AHIData *AHIData;
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unsigned long Frequency = 0;
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//unsigned long BufferSize = 0;
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unsigned long BitRate = 0;
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unsigned long Stereo = 0;
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//unsigned long AHIError = 9;
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BYTE InternSignal=-1;
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int mixsamples;
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extern int prelude;
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#define REALSIZE (BitRate*Stereo)
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struct AHIAudioModeRequester *req=NULL;
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struct AHIAudioCtrl *actrl=NULL;
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ULONG BufferLen=NULL;
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/* this really should be dynamically allocated... */
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#undef MAX_BUFFER_SIZE
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#define MAX_BUFFER_SIZE 65536
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#define MIN_BUFFER_SIZE 65536
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#define MODE_MONO 0
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#define MODE_STEREO 1
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#define QUAL_8BIT 8
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#define QUAL_16BIT 16
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int test=0;
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int test2=0;
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int AudioOpen(unsigned long freq, unsigned long minbufsize, unsigned long bitrate, unsigned long stereo)
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{
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ULONG Type;
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Frequency = freq;
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so.playback_rate = Frequency;
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if(stereo) so.stereo = TRUE;
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else so.stereo = FALSE;
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switch(bitrate)
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{
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case 8:
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so.sixteen_bit = FALSE;
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BitRate=1;
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if(stereo)
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{
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Stereo=2;
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Type = AHIST_S8S;
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}
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else
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{
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Stereo=1;
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Type = AHIST_M8S;
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}
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break;
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default: //defaulting to 16bit, because it means it won't crash atleast
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case QUAL_16BIT:
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so.sixteen_bit = TRUE;
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BitRate=2;
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if(stereo)
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{
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Stereo=2;
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Type = AHIST_S16S;
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}
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else
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{
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Stereo=1;
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Type = AHIST_M16S;
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}
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break;
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}
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if(prelude) prelude = OpenPrelude(Type, freq, minbufsize);
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if(prelude) return 1; else printf("Defaulting to AHI...\n");
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/* only 1 channel right? */
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/* NOTE: The buffersize will not always be what you requested
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* it finds the minimun AHI requires and then rounds it up to
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* nearest 32 bytes. Check AHIData->BufferSize or Samples[n].something_Length
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*/
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if(AHIData = OpenAHI(1, Type, AHI_INVALID_ID, AHI_DEFAULT_FREQ, 0, minbufsize))
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{
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printf("AHI opened\n");
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printf("BuffSize %d\n", AHIData->BufferSize);
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}
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else
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{
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printf("AHI failed to open: %d\n", AHIData);
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return 0;
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}
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so.buffer_size = AHIData->BufferSize; // in bytes
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if (so.buffer_size > MAX_BUFFER_SIZE) so.buffer_size = MAX_BUFFER_SIZE;
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/* Lots of useful fields in the AHIData struct, have a look */
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AHIBase = AHIData->AHIBase;
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actrl = AHIData->AudioCtrl;
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Frequency = AHIData->MixingFreq;
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printf("signal %ld\n", AHIData->SoundFuncSignal);
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Wait(AHIData->SoundFuncSignal);
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/* I don't think it should start playing until there is something
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* In the buffer, however to set off the SoundFunc it should
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* probably go through the buffer at least once, just silently.
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*/
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AHI_SetFreq(0, Frequency, actrl, AHISF_IMM);
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Wait(AHIData->SoundFuncSignal);
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AHI_SetVol(0, 0x10000, 0x8000, actrl, AHISF_IMM);
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mixsamples=AHIData->BufferSamples;
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SoundSignal = AHIData->SoundFuncSignal;
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return 1;
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}
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void AudioClose( void )
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{
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if(prelude) ClosePrelude();
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else ;//CloseAHI(AHIData);
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}
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#include <wbstartup.h>
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extern int main(int argc, char **argv);
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void wbmain(struct WBStartup * argmsg)
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{
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char argv[1][]={"WarpSNES"};
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int argc=1;
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main(argc,(char **)argv);
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}
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#endif
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