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https://github.com/dborth/vbagx.git
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798 lines
18 KiB
C++
798 lines
18 KiB
C++
// VisualBoyAdvance - Nintendo Gameboy/GameboyAdvance (TM) emulator.
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// Copyright (C) 1999-2003 Forgotten
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// Copyright (C) 2004 Forgotten and the VBA development team
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// Copyright (C) 2004-2006 VBA development team
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// Copyright (C) 2007-2008 VBA-M development team
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// Copyright (C) 2007-2008 Shay Green (blargg)
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2, or(at your option)
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// any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <string.h>
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#include "Sound.h"
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#include "agb/GBA.h"
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#include "Globals.h"
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#include "Util.h"
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#include "Port.h"
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#include "dmg/gb_apu/Gb_Apu.h"
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#include "dmg/gb_apu/Multi_Buffer.h"
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#define NR10 0x60
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#define NR11 0x62
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#define NR12 0x63
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#define NR13 0x64
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#define NR14 0x65
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#define NR21 0x68
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#define NR22 0x69
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#define NR23 0x6c
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#define NR24 0x6d
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#define NR30 0x70
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#define NR31 0x72
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#define NR32 0x73
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#define NR33 0x74
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#define NR34 0x75
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#define NR41 0x78
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#define NR42 0x79
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#define NR43 0x7c
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#define NR44 0x7d
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#define NR50 0x80
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#define NR51 0x81
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#define NR52 0x84
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extern bool stopState; // TODO: silence sound when true
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int const SOUND_CLOCK_TICKS_ = 167772; // 1/100 second
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u16 soundFinalWave [1470];
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int soundBufferLen = sizeof soundFinalWave;
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int soundQuality = 1;
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bool soundInterpolation = true;
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bool soundPaused = true;
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float soundFiltering = 0.5f;
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float soundVolume = 1.0f;
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bool soundEcho = false;
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int SOUND_CLOCK_TICKS = SOUND_CLOCK_TICKS_;
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int soundTicks = SOUND_CLOCK_TICKS_;
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static int soundEnableFlag = 0x3ff; // emulator channels enabled
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static float soundFiltering_ = -1;
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static float soundVolume_ = -1;
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void interp_rate() { /* empty for now */ }
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class Gba_Pcm {
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public:
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void init();
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void apply_control( int idx );
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void update( int dac );
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void end_frame( blip_time_t );
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private:
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Blip_Buffer* output;
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blip_time_t last_time;
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int last_amp;
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int shift;
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};
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class Gba_Pcm_Fifo {
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public:
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int which;
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Gba_Pcm pcm;
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void write_control( int data );
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void write_fifo( int data );
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void timer_overflowed( int which_timer );
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// public only so save state routines can access it
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int readIndex;
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int count;
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int writeIndex;
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u8 fifo [32];
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int dac;
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private:
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int timer;
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bool enabled;
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};
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static Gba_Pcm_Fifo pcm [2];
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static Gb_Apu* gb_apu;
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static Stereo_Buffer* stereo_buffer;
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static Blip_Synth<blip_best_quality,1> pcm_synth [3]; // 32 kHz, 16 kHz, 8 kHz
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static inline blip_time_t blip_time()
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{
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return SOUND_CLOCK_TICKS - soundTicks;
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}
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void Gba_Pcm::init()
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{
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output = 0;
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last_time = 0;
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last_amp = 0;
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shift = 0;
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}
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void Gba_Pcm::apply_control( int idx )
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{
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shift = ~ioMem [SGCNT0_H] >> (2 + idx) & 1;
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int ch = 0;
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if ( (soundEnableFlag >> idx & 0x100) && (ioMem [NR52] & 0x80) )
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ch = ioMem [SGCNT0_H+1] >> (idx * 4) & 3;
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Blip_Buffer* out = 0;
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switch ( ch )
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{
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case 1: out = stereo_buffer->right(); break;
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case 2: out = stereo_buffer->left(); break;
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case 3: out = stereo_buffer->center(); break;
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}
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if ( output != out )
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{
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if ( output )
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{
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output->set_modified();
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pcm_synth [0].offset( blip_time(), -last_amp, output );
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}
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last_amp = 0;
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output = out;
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}
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}
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void Gba_Pcm::end_frame( blip_time_t time )
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{
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last_time -= time;
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if ( last_time < -2048 )
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last_time = -2048;
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if ( output )
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output->set_modified();
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}
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void Gba_Pcm::update( int dac )
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{
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if ( output )
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{
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blip_time_t time = blip_time();
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dac = (s8) dac >> shift;
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int delta = dac - last_amp;
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if ( delta )
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{
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last_amp = dac;
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int filter = 0;
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if ( soundInterpolation )
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{
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// base filtering on how long since last sample was output
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int period = time - last_time;
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int idx = (unsigned) period / 512;
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if ( idx >= 3 )
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idx = 3;
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static int const filters [4] = { 0, 0, 1, 2 };
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filter = filters [idx];
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}
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pcm_synth [filter].offset( time, delta, output );
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}
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last_time = time;
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}
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}
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void Gba_Pcm_Fifo::timer_overflowed( int which_timer )
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{
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if ( which_timer == timer && enabled )
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{
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if ( count <= 16 )
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{
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// Need to fill FIFO
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CPUCheckDMA( 3, which ? 4 : 2 );
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if ( count <= 16 )
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{
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// Not filled by DMA, so fill with 16 bytes of silence
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int reg = which ? FIFOB_L : FIFOA_L;
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for ( int n = 4; n--; )
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{
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soundEvent(reg , (u16)0);
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soundEvent(reg+2, (u16)0);
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}
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}
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}
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// Read next sample from FIFO
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count--;
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dac = fifo [readIndex];
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readIndex = (readIndex + 1) & 31;
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pcm.update( dac );
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}
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}
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void Gba_Pcm_Fifo::write_control( int data )
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{
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enabled = (data & 0x0300) ? true : false;
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timer = (data & 0x0400) ? 1 : 0;
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if ( data & 0x0800 )
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{
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// Reset
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writeIndex = 0;
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readIndex = 0;
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count = 0;
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dac = 0;
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memset( fifo, 0, sizeof fifo );
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}
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pcm.apply_control( which );
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pcm.update( dac );
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}
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void Gba_Pcm_Fifo::write_fifo( int data )
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{
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fifo [writeIndex ] = data & 0xFF;
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fifo [writeIndex+1] = data >> 8;
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count += 2;
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writeIndex = (writeIndex + 2) & 31;
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}
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static void apply_control()
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{
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pcm [0].pcm.apply_control( 0 );
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pcm [1].pcm.apply_control( 1 );
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}
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static int gba_to_gb_sound( int addr )
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{
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static const int table [0x40] =
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{
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0xFF10, 0,0xFF11,0xFF12,0xFF13,0xFF14, 0, 0,
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0xFF16,0xFF17, 0, 0,0xFF18,0xFF19, 0, 0,
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0xFF1A, 0,0xFF1B,0xFF1C,0xFF1D,0xFF1E, 0, 0,
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0xFF20,0xFF21, 0, 0,0xFF22,0xFF23, 0, 0,
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0xFF24,0xFF25, 0, 0,0xFF26, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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0xFF30,0xFF31,0xFF32,0xFF33,0xFF34,0xFF35,0xFF36,0xFF37,
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0xFF38,0xFF39,0xFF3A,0xFF3B,0xFF3C,0xFF3D,0xFF3E,0xFF3F,
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};
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if ( addr >= 0x60 && addr < 0xA0 )
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return table [addr - 0x60];
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return 0;
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}
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void soundEvent(u32 address, u8 data)
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{
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int gb_addr = gba_to_gb_sound( address );
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if ( gb_addr )
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{
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ioMem[address] = data;
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gb_apu->write_register( blip_time(), gb_addr, data );
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if ( address == NR52 )
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apply_control();
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}
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// TODO: what about byte writes to SGCNT0_H etc.?
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}
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static void apply_volume( bool apu_only = false )
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{
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if ( !apu_only )
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soundVolume_ = soundVolume;
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if ( gb_apu )
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{
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static float const apu_vols [4] = { 0.25, 0.5, 1, 0.25 };
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gb_apu->volume( soundVolume_ * apu_vols [ioMem [SGCNT0_H] & 3] );
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}
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if ( !apu_only )
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{
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for ( int i = 0; i < 3; i++ )
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pcm_synth [i].volume( 0.66 / 256 * soundVolume_ );
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}
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}
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static void write_SGCNT0_H( int data )
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{
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WRITE16LE( &ioMem [SGCNT0_H], data & 0x770F );
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pcm [0].write_control( data );
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pcm [1].write_control( data >> 4 );
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apply_volume( true );
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}
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void soundEvent(u32 address, u16 data)
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{
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switch ( address )
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{
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case SGCNT0_H:
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write_SGCNT0_H( data );
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break;
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case FIFOA_L:
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case FIFOA_H:
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pcm [0].write_fifo( data );
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WRITE16LE( &ioMem[address], data );
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break;
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case FIFOB_L:
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case FIFOB_H:
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pcm [1].write_fifo( data );
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WRITE16LE( &ioMem[address], data );
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break;
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case 0x88:
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data &= 0xC3FF;
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WRITE16LE( &ioMem[address], data );
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break;
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default:
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soundEvent( address & ~1, (u8) (data ) ); // even
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soundEvent( address | 1, (u8) (data >> 8) ); // odd
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break;
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}
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}
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void soundTimerOverflow(int timer)
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{
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pcm [0].timer_overflowed( timer );
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pcm [1].timer_overflowed( timer );
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}
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static void end_frame( blip_time_t time )
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{
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pcm [0].pcm.end_frame( time );
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pcm [1].pcm.end_frame( time );
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gb_apu ->end_frame( time );
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stereo_buffer->end_frame( time );
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}
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static void flush_samples()
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{
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// soundBufferLen should have a whole number of sample pairs
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assert( soundBufferLen % (2 * sizeof *soundFinalWave) == 0 );
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// number of samples in output buffer
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int const out_buf_size = soundBufferLen / sizeof *soundFinalWave;
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// Keep filling and writing soundFinalWave until it can't be fully filled
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while ( stereo_buffer->samples_avail() >= out_buf_size )
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{
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stereo_buffer->read_samples( (blip_sample_t*) soundFinalWave, out_buf_size );
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if(soundPaused)
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soundResume();
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systemWriteDataToSoundBuffer();
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}
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}
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static void apply_filtering()
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{
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soundFiltering_ = soundFiltering;
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int const base_freq = (int) (32768 - soundFiltering_ * 16384);
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int const nyquist = stereo_buffer->sample_rate() / 2;
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for ( int i = 0; i < 3; i++ )
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{
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int cutoff = base_freq >> i;
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if ( cutoff > nyquist )
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cutoff = nyquist;
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pcm_synth [i].treble_eq( blip_eq_t( 0, 0, stereo_buffer->sample_rate(), cutoff ) );
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}
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}
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void psoundTickfn()
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{
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if ( gb_apu && stereo_buffer )
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{
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// Run sound hardware to present
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end_frame( SOUND_CLOCK_TICKS );
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flush_samples();
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if ( soundFiltering_ != soundFiltering )
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apply_filtering();
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if ( soundVolume_ != soundVolume )
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apply_volume();
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}
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}
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static void apply_muting()
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{
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if ( !stereo_buffer || !ioMem )
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return;
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// PCM
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apply_control();
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if ( gb_apu )
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{
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// APU
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for ( int i = 0; i < 4; i++ )
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{
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if ( soundEnableFlag >> i & 1 )
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gb_apu->set_output( stereo_buffer->center(),
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stereo_buffer->left(), stereo_buffer->right(), i );
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else
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gb_apu->set_output( 0, 0, 0, i );
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}
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}
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}
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static void reset_apu()
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{
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gb_apu->reset( gb_apu->mode_agb, true );
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if ( stereo_buffer )
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stereo_buffer->clear();
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soundTicks = SOUND_CLOCK_TICKS;
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}
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static void remake_stereo_buffer()
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{
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if ( !ioMem )
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return;
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// Clears pointers kept to old stereo_buffer
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pcm [0].pcm.init();
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pcm [1].pcm.init();
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// Stereo_Buffer
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delete stereo_buffer;
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stereo_buffer = 0;
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stereo_buffer = new Stereo_Buffer; // TODO: handle out of memory
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long const sample_rate = 44100 / soundQuality;
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stereo_buffer->set_sample_rate( sample_rate ); // TODO: handle out of memory
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stereo_buffer->clock_rate( gb_apu->clock_rate );
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// PCM
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pcm [0].which = 0;
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pcm [1].which = 1;
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apply_filtering();
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// APU
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if ( !gb_apu )
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{
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gb_apu = new Gb_Apu; // TODO: handle out of memory
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reset_apu();
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}
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apply_muting();
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apply_volume();
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}
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void soundShutdown()
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{
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systemSoundShutdown();
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}
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void soundPause()
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{
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soundPaused = true;
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systemSoundPause();
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}
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void soundResume()
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{
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soundPaused = false;
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systemSoundResume();
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}
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void soundSetVolume( float volume )
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{
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soundVolume = volume;
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}
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float soundGetVolume()
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{
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return soundVolume;
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}
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void soundSetEnable(int channels)
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{
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soundEnableFlag = channels;
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apply_muting();
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}
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int soundGetEnable()
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{
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return (soundEnableFlag & 0x30f);
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}
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void soundReset()
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{
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systemSoundReset();
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remake_stereo_buffer();
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reset_apu();
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soundPaused = true;
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SOUND_CLOCK_TICKS = SOUND_CLOCK_TICKS_;
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soundTicks = SOUND_CLOCK_TICKS_;
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soundEvent( NR52, (u8) 0x80 );
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}
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bool soundInit()
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{
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if ( !systemSoundInit() )
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return false;
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soundPaused = true;
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return true;
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}
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void soundSetQuality(int quality)
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{
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if ( soundQuality != quality )
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{
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if ( systemCanChangeSoundQuality() )
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{
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soundShutdown();
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soundQuality = quality;
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soundInit();
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}
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else
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{
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soundQuality = quality;
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}
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remake_stereo_buffer();
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}
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}
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static int dummy_state [16];
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#define SKIP( type, name ) { dummy_state, sizeof (type) }
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#define LOAD( type, name ) { &name, sizeof (type) }
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static struct {
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gb_apu_state_t apu;
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// old state
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u8 soundDSAValue;
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int soundDSBValue;
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} state;
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// Old GBA sound state format
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static variable_desc old_gba_state [] =
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{
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SKIP( int, soundPaused ),
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SKIP( int, soundPlay ),
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SKIP( int, soundTicks ),
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SKIP( int, SOUND_CLOCK_TICKS ),
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SKIP( int, soundLevel1 ),
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SKIP( int, soundLevel2 ),
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SKIP( int, soundBalance ),
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SKIP( int, soundMasterOn ),
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SKIP( int, soundIndex ),
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SKIP( int, sound1On ),
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SKIP( int, sound1ATL ),
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SKIP( int, sound1Skip ),
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SKIP( int, sound1Index ),
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SKIP( int, sound1Continue ),
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SKIP( int, sound1EnvelopeVolume ),
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SKIP( int, sound1EnvelopeATL ),
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SKIP( int, sound1EnvelopeATLReload ),
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SKIP( int, sound1EnvelopeUpDown ),
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SKIP( int, sound1SweepATL ),
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SKIP( int, sound1SweepATLReload ),
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SKIP( int, sound1SweepSteps ),
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SKIP( int, sound1SweepUpDown ),
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SKIP( int, sound1SweepStep ),
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SKIP( int, sound2On ),
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SKIP( int, sound2ATL ),
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SKIP( int, sound2Skip ),
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SKIP( int, sound2Index ),
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SKIP( int, sound2Continue ),
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SKIP( int, sound2EnvelopeVolume ),
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SKIP( int, sound2EnvelopeATL ),
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SKIP( int, sound2EnvelopeATLReload ),
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SKIP( int, sound2EnvelopeUpDown ),
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SKIP( int, sound3On ),
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SKIP( int, sound3ATL ),
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SKIP( int, sound3Skip ),
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SKIP( int, sound3Index ),
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SKIP( int, sound3Continue ),
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SKIP( int, sound3OutputLevel ),
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SKIP( int, sound4On ),
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SKIP( int, sound4ATL ),
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SKIP( int, sound4Skip ),
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SKIP( int, sound4Index ),
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SKIP( int, sound4Clock ),
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SKIP( int, sound4ShiftRight ),
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SKIP( int, sound4ShiftSkip ),
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SKIP( int, sound4ShiftIndex ),
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SKIP( int, sound4NSteps ),
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SKIP( int, sound4CountDown ),
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SKIP( int, sound4Continue ),
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SKIP( int, sound4EnvelopeVolume ),
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SKIP( int, sound4EnvelopeATL ),
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SKIP( int, sound4EnvelopeATLReload ),
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SKIP( int, sound4EnvelopeUpDown ),
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LOAD( int, soundEnableFlag ),
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SKIP( int, soundControl ),
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LOAD( int, pcm [0].readIndex ),
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LOAD( int, pcm [0].count ),
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LOAD( int, pcm [0].writeIndex ),
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SKIP( u8, soundDSAEnabled ), // was bool, which was one byte on MS compiler
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SKIP( int, soundDSATimer ),
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LOAD( u8 [32], pcm [0].fifo ),
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LOAD( u8, state.soundDSAValue ),
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LOAD( int, pcm [1].readIndex ),
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LOAD( int, pcm [1].count ),
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LOAD( int, pcm [1].writeIndex ),
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SKIP( int, soundDSBEnabled ),
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SKIP( int, soundDSBTimer ),
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LOAD( u8 [32], pcm [1].fifo ),
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LOAD( int, state.soundDSBValue ),
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// skipped manually
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//LOAD( int, soundBuffer[0][0], 6*735 },
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//LOAD( int, soundFinalWave[0], 2*735 },
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{ NULL, 0 }
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};
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variable_desc old_gba_state2 [] =
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{
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LOAD( u8 [0x20], state.apu.regs [0x20] ),
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SKIP( int, sound3Bank ),
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SKIP( int, sound3DataSize ),
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SKIP( int, sound3ForcedOutput ),
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{ NULL, 0 }
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};
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// New state format
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static variable_desc gba_state [] =
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{
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// PCM
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LOAD( int, pcm [0].readIndex ),
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LOAD( int, pcm [0].count ),
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LOAD( int, pcm [0].writeIndex ),
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LOAD(u8[32],pcm[0].fifo ),
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LOAD( int, pcm [0].dac ),
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SKIP( int [4], room_for_expansion ),
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LOAD( int, pcm [1].readIndex ),
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LOAD( int, pcm [1].count ),
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LOAD( int, pcm [1].writeIndex ),
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LOAD(u8[32],pcm[1].fifo ),
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LOAD( int, pcm [1].dac ),
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SKIP( int [4], room_for_expansion ),
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// APU
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LOAD( u8 [0x40], state.apu.regs ), // last values written to registers and wave RAM (both banks)
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LOAD( int, state.apu.frame_time ), // clocks until next frame sequencer action
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LOAD( int, state.apu.frame_phase ), // next step frame sequencer will run
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LOAD( int, state.apu.sweep_freq ), // sweep's internal frequency register
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LOAD( int, state.apu.sweep_delay ), // clocks until next sweep action
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LOAD( int, state.apu.sweep_enabled ),
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LOAD( int, state.apu.sweep_neg ), // obscure internal flag
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LOAD( int, state.apu.noise_divider ),
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LOAD( int, state.apu.wave_buf ), // last read byte of wave RAM
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LOAD( int [4], state.apu.delay ), // clocks until next channel action
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LOAD( int [4], state.apu.length_ctr ),
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LOAD( int [4], state.apu.phase ), // square/wave phase, noise LFSR
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LOAD( int [4], state.apu.enabled ), // internal enabled flag
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LOAD( int [3], state.apu.env_delay ), // clocks until next envelope action
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LOAD( int [3], state.apu.env_volume ),
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LOAD( int [3], state.apu.env_enabled ),
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SKIP( int [13], room_for_expansion ),
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// Emulator
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LOAD( int, soundEnableFlag ),
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SKIP( int [15], room_for_expansion ),
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{ NULL, 0 }
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};
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// Reads and discards count bytes from in
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static void skip_read( gzFile in, int count )
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{
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char buf [512];
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while ( count )
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{
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int n = sizeof buf;
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if ( n > count )
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n = count;
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count -= n;
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utilGzRead( in, buf, n );
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}
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}
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void soundSaveGame( gzFile out )
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{
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gb_apu->save_state( &state.apu );
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// Be sure areas for expansion get written as zero
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memset( dummy_state, 0, sizeof dummy_state );
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utilWriteData( out, gba_state );
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}
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static void soundReadGameOld( gzFile in, int version )
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{
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// Read main data
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utilReadData( in, old_gba_state );
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skip_read( in, 6*735 + 2*735 );
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// Copy APU regs
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static int const regs_to_copy [] = {
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NR10, NR11, NR12, NR13, NR14,
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NR21, NR22, NR23, NR24,
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NR30, NR31, NR32, NR33, NR34,
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NR41, NR42, NR43, NR44,
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NR50, NR51, NR52, -1
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};
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ioMem [NR52] |= 0x80; // old sound played even when this wasn't set (power on)
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for ( int i = 0; regs_to_copy [i] >= 0; i++ )
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state.apu.regs [gba_to_gb_sound( regs_to_copy [i] ) - 0xFF10] = ioMem [regs_to_copy [i]];
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// Copy wave RAM to both banks
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memcpy( &state.apu.regs [0x20], &ioMem [0x90], 0x10 );
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memcpy( &state.apu.regs [0x30], &ioMem [0x90], 0x10 );
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// Read both banks of wave RAM if available
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if ( version >= SAVE_GAME_VERSION_3 )
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utilReadData( in, old_gba_state2 );
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// Restore PCM
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pcm [0].dac = state.soundDSAValue;
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pcm [1].dac = state.soundDSBValue;
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(void) utilReadInt( in ); // ignore quality
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}
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#include <stdio.h>
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void soundReadGame( gzFile in, int version )
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{
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// Prepare APU and default state
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reset_apu();
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gb_apu->save_state( &state.apu );
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if ( version > SAVE_GAME_VERSION_9 )
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utilReadData( in, gba_state );
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else
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soundReadGameOld( in, version );
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gb_apu->load_state( state.apu );
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write_SGCNT0_H( READ16LE( &ioMem [SGCNT0_H] ) & 0x770F );
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apply_muting();
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}
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