| Commit message (Collapse) | Author | Age | Files | Lines |
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Should be added soon:
- mute
- lua hookup (with documentation)
- speaker/microphone resampling
To be added a little later:
- compression
- reverb
Needs to be added by someone else:
- coreaudio
- direct
- portaudio
- xaudio2
- js
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(#12822)
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restriction
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Fixes MT06186, MT07625 and MT07658.
Software list items promoted to working (nes.xml)
---------------------------------------
Akagawa Jirou no Yuurei Ressha (Japan) [kmg]
Castelian (Europe) [kmg]
Door Door (Japan) [kmg]
Door Door (FMG pirate) [kmg]
Dragon Quest (Japan) [kmg]
Dragon Quest II - Akuryou no Kamigami (Japan) [kmg]
GeGeGe no Kitarou - Youkai Daimakyou (Japan) [kmg]
GeGeGe no Kitarou - Youkai Daimakyou (Japan, prototype) [kmg]
GeGeGe no Kitarou - Youkai Daimakyou (FMG pirate) [kmg]
The Guardian Legend (Europe) [kmg]
The Guardian Legend (USA) [kmg]
Guardic Gaiden (Japan) [kmg]
Jesus - Kyoufu no Bio Monster (Japan) [kmg]
Mahjong Taikai (Japan) [kmg]
Ninja Jajamaru - Ginga Daisakusen (Japan) [kmg]
Ninja Jajamaru - Ginga Daisakusen (Japan, prototype) [kmg]
Ninja Kid (USA) [kmg]
Mendel Palace (USA) [kmg]
The Mutant Virus (USA) [kmg]
Qix (USA) [kmg]
Quinty (Japan) [kmg]
Portopia Renzoku Satsujin Jiken (Japan) [kmg]
Squashed (USA, prototype) [kmg]
WWF WrestleMania (Europe) [kmg]
WWF WrestleMania (USA) [kmg]
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(#10644)
* sound/nes_apu.cpp: Can no longer read from anything but status register.
nintendo/nes_vt*: Aligned PnP APU code with core changes.
nintendo/dkong.cpp: Fixed dkong3b crash regression.
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Fixes several audio bugs with the noise channel in VS. System games, including:
* High-pitch sound in vsgshoe percussion track.
* Jet sounds in bnglngby.
* Number of tanks killed count screen in btlecity.
* nvs_platoon's bullet and enemies dying sounds are subtly changed.
It's estimated that these letterless CPU versions are in the first two
million or so Famicoms (about 10% of Famicoms sold). There are games
developed on the RP2A03 that have sound glitches on later, more common
Famicoms. For instance, the very last note in the game over melody in
Balloon Fight rings out with a loud buzz on later machines. The new
famicomo driver plays it as the developers must have intended.
New working clones
------------------
Nintendo Famicom (earlier, with RP2A03) [kmg]
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- Removed old, unused, or redundant code, variables, and comments.
- Removed array used for reading back registers. APU registers cannot be read.
- Updated length counter table to match hardware counts.
- Consolidated some functions.
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improvements (#9258)
* nes_apu.cpp: Implement non linear mixer output, some misc fixes and improvements
Fix Pulse channel duty behavior
Fix triangle output behavior
Fix noise output behavior
Fix DMC output and clamp behavior
- now DMC output is affects triangle and noise volume.
Reference:
https://wiki.nesdev.org/w/index.php?title=APU
https://wiki.nesdev.org/w/index.php?title=APU_Pulse
https://wiki.nesdev.org/w/index.php?title=APU_Triangle
https://wiki.nesdev.org/w/index.php?title=APU_Noise
https://wiki.nesdev.org/w/index.php?title=APU_DMC
https://wiki.nesdev.org/w/index.php?title=APU_Mixer
* nes_apu.cpp: Fix mixer output correction
Reduce unnecessary variables
Split channel update function and output variable
Add notes
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Fixes pitch being flat for DPCM sounds for nespal (and m82p). This is most apparent in Mr. Gimmick, though it affects all software that use the DPCM channel.
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machines promoted to WORKING
----
TV MegaMax active power game system 30-in-1 (MegaMax GPD001SDG) [David Haywood]
* added files for the VT APU type, currently no extra functionality, but will be built upon
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Significant internal changes to sound streams:
Abstracted buffers of sound data into an internal stream_buffer class, with helper classes read_stream_view and write_stream_view which offer readable/writable "views" into the buffers
Internal sound calculations are all done using stream_buffer::sample_t, which is a 32-bit float; existing callbacks are supported through an adapter that converts to/from signed 32-bit integers
Improved behavior of dynamic stream sample rate changes to resample a short runway of data to preserve continuity across transitions
Created a new stream update callback which passes a std::vector of read_stream_views for inputs, and a std::vector of write_stream_views for outputs
Updated core mixer and speaker devices to the new stream update callback
Updated the following sound cores to the new stream update callback: ay8910, dac, k054539, msm5205, namco, netlist, okim6295, pokey, samples, sn76496, sp0250, tms5220, tms57002, upd7759, vgm_visualizer, volt_reg
Changed existing stream update callback to make inputs explicitly const and the output pointers const as well, since they are re-used across calls; fixed several engines that violated this rule
Sound_manager::stream_alloc can no longer automatically connect to a device's sound_stream_update callback; instead, the stream_alloc() on the sound_device_interface should be called; updated many violators of this rule
Streams can be created with SAMPLE_RATE_OUTPUT_ADAPTIVE, which dynamically tracks the sample rate of its first downstream output, or with SAMPLE_RATE_INPUT_ADAPTIVE, which tracks the sample rate of its first input
Changed resampling to be a separate sound_stream that is invoked as needed, opening the path for selectable resampling implementations
Added a flags parameter to the new stream allocation method that allows you to specify a that input streams should not be resampled
Exposed stream_input and stream_output classes directly, simplifying access to user gains and stream names
Added a simple dynamic compressor to sound_manager to provide nicer results when overdriven sound happens; compression does not affect speaker_report results
Improved verbose speaker_report to print a graph of peaks over time
More aggressive debugging enabled for now even in release builds (should be disabled prior to next release) via SOUND_DEBUG define in sound.h; report any assertions for fixing
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MACHINE_CONFIG macros. [Ryan Holtz]
-sound/asc, lmc1992, nes_apu, samples, video/ppu2c0x, ppu2c0x_vt: Removed MCFG macros. [Ryan Holtz]
-audio/astrof, carnival, cclimber, cinemat, depthch, invinco, pulsar, spacefb, targ, tranqgun, turbo, vicdual
vicdual-97271p, zaxxon: Removed MACHINE_CONFIG macros. [Ryan Holtz]
-drivers/8080bw, astinvad, atarist, blockade, cham24, circus, cosmic, equites, famibox, gottlieb, gotya, gridlee,
homerun, m10, m14, m63, mcr, meadows, mmagic, multigam, mw8080bw, nes, nes_vt, ninjakd2, playch10,
safarir, segag80v, starcrus, starfire, suna8, super80, tankbatt, tattack, thief, tmnt, tnzs, triplhnt, vsnes: Removed MACHINE_CONFIG macros. [Ryan Holtz]
-machine/genpin, mm1kb: Removed MACHINE_CONFIG macros. [Ryan Holtz]
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-machine/mos6529, mos8722, namco68, sound/mos6581: Removed MCFG macros. [Ryan Holtz]
-machine/pla: Added a dedicated MOS8721 device. [Ryan Holtz]
-drivers/apple2gs, apple3, c128, c64, cbm2, plus4, tvboy, vic10, xavix: Removed MACHINE_CONFIG macros. [Ryan Holtz]
Thus ended the reign of MCFG within devices/cpu. Briefly a couple systems from each driver. (nw)
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https://wiki.nesdev.com/w/index.php/CPU_power_up_state [smf]
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There are multiple issues with the current device callbacks:
* They always dispatch through a pointer-to-member
* Chained callbacks are a linked list so the branch unit can't predict the early
* There's a runtime decision made on the left/right shift direction
* There are runtime NULL checks on various objects
* Binding a lambda isn't practical
* Arbitrary transformations are not supported
* When chaining callbacks it isn't clear what the MCFG_DEVCB_ modifiers apply to
* It isn't possible to just append to a callback in derived configuration
* The macros need a magic, hidden local called devcb
* Moving code that uses the magic locals around is error-prone
* Writing the MCFG_ macros to make a device usable is a pain
* You can't discover applicable MCFG_ macros with intellisense
* Macros are not scoped
* Using an inappropriate macro isn't detected at compile time
* Lots of other things
This changeset overcomes the biggest obstacle to remving MCFG_ macros
altogether. Essentially, to allow a devcb to be configured, call
.bind() and expose the result (a bind target for the callback). Bind
target methods starting with "set" repace the current callbacks; methods
starting with "append" append to them. You can't reconfigure a callback
after resolving it. There's no need to use a macro matching the
handler signatures - use FUNC for everything. Current device is implied
if no tag/finder is supplied (no need for explicit this).
Lambdas are supported, and the memory space and offset are optional.
These kinds of things work:
* .read_cb().set([this] () { return something; });
* .read_cb().set([this] (offs_t offset) { return ~offset; });
* .write_cb().set([this] (offs_t offset, u8 data) { m_array[offset] = data; });
* .write_cb().set([this] (int state) { some_var = state; });
Arbitrary transforms are allowed, and they can modify offset/mask for example:
* .read_cb().set(FUNC(my_state::handler)).transform([] (u8 data) { return bitswap<4>(data, 1, 3, 0, 2); });
* .read_cb().set(m_dev, FUNC(some_device::member)).transform([] (offs_t &offset, u8 data) { offset ^= 3; return data; });
It's possible to stack arbitrary transforms, at the cost of compile
time (the whole transform stack gets inlined at compile time). Shifts
count as an arbitrary transform, but mask/exor does not.
Order of mask/shift/exor now matters. Modifications are applied in the
specified order. These are NOT EQUIVALENT:
* .read_cb().set(FUNC(my_state::handler)).mask(0x06).lshift(2);
* .read_cb().set(FUNC(my_state::handler)).lshift(2).mask(0x06);
The bit helper no longer reverses its behaviour for read callbacks, and
I/O ports are no longer aware of the field mask. Binding a read
callback to no-op is not supported - specify a constant. The GND and
VCC aliases have been removed intentionally - they're TTL-centric, and
were already being abused.
Other quirks have been preserved, including write logger only logging
when the data is non-zero (quite unhelpful in many of the cases where
it's used). Legacy syntax is still supported for simple cases, but will
be phased out. New devices should not have MCFG_ macros.
I don't think I've missed any fundamental issues, but if I've broken
something, let me know.
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significant change, so please pay attention.
The core changes are:
* Short name, full name and source file are no longer members of device_t, they are part of the device type
* MACHINE_COFIG_START no longer needs a driver class
* MACHINE_CONFIG_DERIVED_CLASS is no longer necessary
* Specify the state class you want in the GAME/COMP/CONS line
* The compiler will work out the base class where the driver init member is declared
* There is one static device type object per driver rather than one per machine configuration
Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type.
* DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders.
* DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type.
Use DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types.
* These macros declare storage for the static data, and instantiate the device type and device finder templates.
The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate.
Things I've actually messed with substantially:
* More descriptive names for a lot of devices
* Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes
* Changed DECO BSMT2000 ready callback into a device delegate
* Untangled Microprose 3D noise from driver state
* Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices
* Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly
* Started to break out common parts of Samsung ARM SoC devices
* Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++
* Tried to make Z180 table allocation/setup a bit safer
* Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant
* Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size
* Imporved encapsulation of Z80DART channels
* Refactored the SPC7110 bit table generator loop to make it more readable
* Added wrappers for SNES PPU operations so members can be made protected
* Factored out some boilerplate for YM chips with PSG
* toaplan2 gfx
* stic/intv resolution
* Video System video
* Out Run/Y-board sprite alignment
* GIC video hookup
* Amstrad CPC ROM box members
* IQ151 ROM cart region
* MSX cart IRQ callback resolution time
* SMS passthrough control devices starting subslots
I've smoke-tested several drivers, but I've probably missed something. Things I've missed will likely blow up spectacularly with failure to bind errors and the like. Let me know if there's more subtle breakage (could have happened in FM or Voodoo).
And can everyone please, please try to keep stuff clean. In particular, please stop polluting the global namespace. Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros.
It feels like an uphill battle trying to get this stuff under control while more of it's added.
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n2a03 took over. (nw)
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Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8
also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
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vgmplay, nw
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SHA-1: 1f90ceab075c4869298e963bf0a14a0aac2f1caa
* tags are now strings (nw)
fix start project for custom builds in Visual Studio (nw)
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fix start project for custom builds in Visual Studio (nw)
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added in every driver.
(I believe this to be correct, it's internal to the CPU?)
note, DERIVED_CLOCK doesn't work in cases where MCFG_CPU_MODIFY is used to modify the clock, so I've had to use MCFG_CPU_REPLACE in those cases instead.
note2, sound routing seems a bit messy, but this seems a general MAME thing, we still have an issue where if you add too many devices with their own speaker / sound additions things you get sound overflows, in this case all drivers except NES were set to a 0.50 sound level output, NES was set to 0.90, I see no clean way to do this with the sound chip inside the CPU?
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