furnace/src/engine/platform/opl.cpp

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/**
* Furnace Tracker - multi-system chiptune tracker
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* Copyright (C) 2021-2023 tildearrow and contributors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "opl.h"
#include "../engine.h"
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#include "../../ta-log.h"
#include <string.h>
#include <math.h>
#define rWrite(a,v) if (!skipRegisterWrites) {pendingWrites[a]=v;}
#define immWrite(a,v) if (!skipRegisterWrites) {writes.emplace(a,v); if (dumpWrites) {addWrite(a,v);} }
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#define KVSL(x,y) ((chan[x].state.op[orderedOpsL1[ops==4][y]].kvs==2 && isOutputL[ops==4][chan[x].state.alg][y]) || chan[x].state.op[orderedOpsL1[ops==4][y]].kvs==1)
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#define CHIP_FREQBASE chipFreqBase
// N = invalid
#define N 255
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const unsigned char slotsOPL2i[4][20]={
{0, 1, 2, 6, 7, 8, 12, 13, 14}, // OP1
{3, 4, 5, 9, 10, 11, 15, 16, 17}, // OP2
{N, N, N, N, N, N, N, N, N},
{N, N, N, N, N, N, N, N, N}
};
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const unsigned char slotsOPL2Drumsi[4][20]={
{0, 1, 2, 6, 7, 8, 12, 16, 14, 17, 13}, // OP1
{3, 4, 5, 9, 10, 11, 15, N, N, N, N}, // OP2
{N, N, N, N, N, N, N, N, N, N, N},
{N, N, N, N, N, N, N, N, N, N, N}
};
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const unsigned short chanMapOPL2[20]={
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0, 1, 2, 3, 4, 5, 6, 7, 8, N, N, N, N, N, N, N, N, N, N, N
};
const unsigned short chanMapOPL2Drums[20]={
0, 1, 2, 3, 4, 5, 6, 7, 8, 8, 7, N, N, N, N, N, N, N, N, N
};
const unsigned char outChanMapOPL2[18]={
0, 1, 2, 3, 4, 5, 6, 7, 8, N, N, N, N, N, N, N, N, N
};
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const unsigned char* slotsOPL2[4]={
slotsOPL2i[0],
slotsOPL2i[1],
slotsOPL2i[2],
slotsOPL2i[3]
};
const unsigned char* slotsOPL2Drums[4]={
slotsOPL2Drumsi[0],
slotsOPL2Drumsi[1],
slotsOPL2Drumsi[2],
slotsOPL2Drumsi[3]
};
const unsigned char slotsOPL3i[4][20]={
{0, 6, 1, 7, 2, 8, 18, 24, 19, 25, 20, 26, 30, 31, 32, 12, 13, 14}, // OP1
{3, 9, 4, 10, 5, 11, 21, 27, 22, 28, 23, 29, 33, 34, 35, 15, 16, 17}, // OP2
{6, N, 7, N, 8, N, 24, N, 25, N, 26, N, N, N, N, N, N, N}, // OP3
{9, N, 10, N, 11, N, 27, N, 28, N, 29, N, N, N, N, N, N, N} // OP4
};
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const unsigned char slotsOPL3Drumsi[4][20]={
{0, 6, 1, 7, 2, 8, 18, 24, 19, 25, 20, 26, 30, 31, 32, 12, 16, 14, 17, 13}, // OP1
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{3, 9, 4, 10, 5, 11, 21, 27, 22, 28, 23, 29, 33, 34, 35, 15, N, N, N, N}, // OP2
{6, N, 7, N, 8, N, 24, N, 25, N, 26, N, N, N, N, N, N, N, N, N}, // OP3
{9, N, 10, N, 11, N, 27, N, 28, N, 29, N, N, N, N, N, N, N, N, N} // OP4
};
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const unsigned short chanMapOPL3[20]={
0, 3, 1, 4, 2, 5, 0x100, 0x103, 0x101, 0x104, 0x102, 0x105, 0x106, 0x107, 0x108, 6, 7, 8, N, N
};
const unsigned short chanMapOPL3Drums[20]={
0, 3, 1, 4, 2, 5, 0x100, 0x103, 0x101, 0x104, 0x102, 0x105, 0x106, 0x107, 0x108, 6, 7, 8, 8, 7
};
const unsigned char outChanMapOPL3[18]={
0, 3, 1, 4, 2, 5, 9, 12, 10, 13, 11, 14, 15, 16, 17, 6, 7, 8
};
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const unsigned char* slotsOPL3[4]={
slotsOPL3i[0],
slotsOPL3i[1],
slotsOPL3i[2],
slotsOPL3i[3]
};
const unsigned char* slotsOPL3Drums[4]={
slotsOPL3Drumsi[0],
slotsOPL3Drumsi[1],
slotsOPL3Drumsi[2],
slotsOPL3Drumsi[3]
};
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const unsigned int slotMap[36]={
0x00, 0x01, 0x02, 0x03, 0x04, 0x05,
0x08, 0x09, 0x0a, 0x0b, 0x0c, 0x0d,
0x10, 0x11, 0x12, 0x13, 0x14, 0x15,
0x100, 0x101, 0x102, 0x103, 0x104, 0x105,
0x108, 0x109, 0x10a, 0x10b, 0x10c, 0x10d,
0x110, 0x111, 0x112, 0x113, 0x114, 0x115,
};
const bool isOutputL[2][4][4]={
{ // 2-op
{false, true, false, false}, // 1 > 2
{ true, true, false, false}, // 1 + 2
{false, true, false, false}, // ditto, 0
{ true, true, false, false}, // ditto, 1
},
{ // 4-op
{false, false, false, true}, // 1 > 2 > 3 > 4
{ true, false, false, true}, // 1 + (2 > 3 > 4)
{false, true, false, true}, // (1 > 2) + (3 > 4)
{ true, false, true, true} // 1 + (2 > 3) + 4
}
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};
#undef N
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const int orderedOpsL1[2][4]={
{0, 1, 0, 1}, // 2-op
{0, 2, 1, 3} // 4-op
};
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const int orderedOpsL[4]={
0,2,1,3
};
#define ADDR_AM_VIB_SUS_KSR_MULT 0x20
#define ADDR_KSL_TL 0x40
#define ADDR_AR_DR 0x60
#define ADDR_SL_RR 0x80
#define ADDR_WS 0xe0
#define ADDR_FREQ 0xa0
#define ADDR_FREQH 0xb0
#define ADDR_LR_FB_ALG 0xc0
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void DivPlatformOPL::acquire_nuked(short** buf, size_t len) {
static short o[4];
static int os[4];
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static ymfm::ymfm_output<2> aOut;
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for (size_t h=0; h<len; h++) {
os[0]=0; os[1]=0; os[2]=0; os[3]=0;
if (!writes.empty() && --delay<0) {
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delay=1;
QueuedWrite& w=writes.front();
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switch (w.addr) {
case 8:
if (adpcmChan>=0) {
adpcmB->write(w.addr-7,(w.val&15)|0x80);
OPL3_WriteReg(&fm,w.addr,w.val&0xc0);
} else {
OPL3_WriteReg(&fm,w.addr,w.val);
}
break;
case 7: case 9: case 10: case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 21: case 22: case 23:
if (adpcmChan>=0) {
adpcmB->write(w.addr-7,w.val);
} else {
OPL3_WriteReg(&fm,w.addr,w.val);
}
break;
default:
OPL3_WriteReg(&fm,w.addr,w.val);
break;
}
regPool[w.addr&511]=w.val;
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writes.pop();
}
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
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if (downsample) {
OPL3_Generate4ChResampled(&fm,o);
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
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} else {
OPL3_Generate4Ch(&fm,o);
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
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}
os[0]+=o[0];
os[1]+=o[1];
os[2]+=o[2];
os[3]+=o[3];
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if (adpcmChan>=0) {
adpcmB->clock();
aOut.clear();
adpcmB->output<2>(aOut,0);
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if (!isMuted[adpcmChan]) {
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os[0]-=aOut.data[0]>>3;
os[1]-=aOut.data[0]>>3;
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oscBuf[adpcmChan]->data[oscBuf[adpcmChan]->needle++]=aOut.data[0];
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} else {
oscBuf[adpcmChan]->data[oscBuf[adpcmChan]->needle++]=0;
}
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}
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if (fm.rhy&0x20) {
for (int i=0; i<melodicChans+1; i++) {
unsigned char ch=outChanMap[i];
if (ch==255) continue;
oscBuf[i]->data[oscBuf[i]->needle]=0;
if (fm.channel[i].out[0]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[0];
}
if (fm.channel[i].out[1]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[1];
}
if (fm.channel[i].out[2]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[2];
}
if (fm.channel[i].out[3]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[3];
}
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oscBuf[i]->data[oscBuf[i]->needle]<<=1;
oscBuf[i]->needle++;
}
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// special
oscBuf[melodicChans+1]->data[oscBuf[melodicChans+1]->needle++]=fm.slot[16].out*6;
oscBuf[melodicChans+2]->data[oscBuf[melodicChans+2]->needle++]=fm.slot[14].out*6;
oscBuf[melodicChans+3]->data[oscBuf[melodicChans+3]->needle++]=fm.slot[17].out*6;
oscBuf[melodicChans+4]->data[oscBuf[melodicChans+4]->needle++]=fm.slot[13].out*6;
} else {
for (int i=0; i<chans; i++) {
unsigned char ch=outChanMap[i];
if (ch==255) continue;
oscBuf[i]->data[oscBuf[i]->needle]=0;
if (fm.channel[i].out[0]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[0];
}
if (fm.channel[i].out[1]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[1];
}
if (fm.channel[i].out[2]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[2];
}
if (fm.channel[i].out[3]!=NULL) {
oscBuf[i]->data[oscBuf[i]->needle]+=*fm.channel[ch].out[3];
}
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oscBuf[i]->data[oscBuf[i]->needle]<<=1;
oscBuf[i]->needle++;
}
}
if (os[0]<-32768) os[0]=-32768;
if (os[0]>32767) os[0]=32767;
if (os[1]<-32768) os[1]=-32768;
if (os[1]>32767) os[1]=32767;
if (os[2]<-32768) os[2]=-32768;
if (os[2]>32767) os[2]=32767;
if (os[3]<-32768) os[3]=-32768;
if (os[3]>32767) os[3]=32767;
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buf[0][h]=os[0];
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if (oplType==3 || oplType==759) {
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buf[1][h]=os[1];
buf[2][h]=os[2];
buf[3][h]=os[3];
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}
}
}
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void DivPlatformOPL::acquire(short** buf, size_t len) {
//if (useYMFM) {
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// acquire_ymfm(buf,len);
//} else {
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acquire_nuked(buf,len);
//}
}
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double DivPlatformOPL::NOTE_ADPCMB(int note) {
if (adpcmChan<0) return 0;
if (chan[adpcmChan].sample>=0 && chan[adpcmChan].sample<parent->song.sampleLen) {
double off=65535.0*(double)(parent->getSample(chan[adpcmChan].sample)->centerRate)/8363.0;
return parent->calcBaseFreq((double)chipClock/144,off,note,false);
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}
return 0;
}
void DivPlatformOPL::tick(bool sysTick) {
for (int i=0; i<totalChans; i++) {
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int ops=(slots[3][i]!=255 && chan[i].state.ops==4 && oplType==3)?4:2;
chan[i].std.next();
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if (chan[i].std.vol.had) {
chan[i].outVol=VOL_SCALE_LOG_BROKEN(chan[i].vol,MIN(63,chan[i].std.vol.val),63);
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for (int j=0; j<ops; j++) {
unsigned char slot=slots[j][i];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[i].state.op[(ops==4)?orderedOpsL[j]:j];
if (isMuted[i]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(i,j) || i>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[i].outVol&0x3f,63))|(op.ksl<<6));
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} else {
rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
}
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if (NEW_ARP_STRAT) {
chan[i].handleArp();
} else if (chan[i].std.arp.had) {
if (!chan[i].inPorta) {
chan[i].baseFreq=NOTE_FREQUENCY(parent->calcArp(chan[i].note,chan[i].std.arp.val));
}
chan[i].freqChanged=true;
}
if (oplType==3 && chan[i].std.panL.had) {
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chan[i].pan=((chan[i].std.panL.val&1)<<1)|((chan[i].std.panL.val&2)>>1)|((chan[i].std.panL.val&4)<<1)|((chan[i].std.panL.val&8)>>1);
}
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if (chan[i].std.pitch.had) {
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if (chan[i].std.pitch.mode) {
chan[i].pitch2+=chan[i].std.pitch.val;
CLAMP_VAR(chan[i].pitch2,-131071,131071);
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} else {
chan[i].pitch2=chan[i].std.pitch.val;
}
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chan[i].freqChanged=true;
}
if (chan[i].std.phaseReset.had) {
if (chan[i].std.phaseReset.val==1 && chan[i].active) {
chan[i].keyOn=true;
}
}
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if (chan[i].std.alg.had) {
chan[i].state.alg=chan[i].std.alg.val;
}
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if (chan[i].std.fb.had) {
chan[i].state.fb=chan[i].std.fb.val;
}
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if (chan[i].std.alg.had || chan[i].std.fb.had || (oplType==3 && chan[i].std.panL.had)) {
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if (isMuted[i]) {
rWrite(chanMap[i]+ADDR_LR_FB_ALG,(chan[i].state.alg&1)|(chan[i].state.fb<<1));
if (ops==4) {
rWrite(chanMap[i+1]+ADDR_LR_FB_ALG,((chan[i].state.alg>>1)&1)|(chan[i].state.fb<<1));
}
} else {
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rWrite(chanMap[i]+ADDR_LR_FB_ALG,(chan[i].state.alg&1)|(chan[i].state.fb<<1)|((chan[i].pan&15)<<4));
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if (ops==4) {
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rWrite(chanMap[i+1]+ADDR_LR_FB_ALG,((chan[i].state.alg>>1)&1)|(chan[i].state.fb<<1)|((chan[i].pan&15)<<4));
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}
}
}
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for (int j=0; j<ops; j++) {
unsigned char slot=slots[j][i];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[i].state.op[(ops==4)?orderedOpsL[j]:j];
DivMacroInt::IntOp& m=chan[i].std.op[(ops==4)?orderedOpsL[j]:j];
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if (m.am.had) {
op.am=m.am.val;
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rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
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if (m.vib.had) {
op.vib=m.vib.val;
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rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
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if (m.sus.had) {
op.sus=m.sus.val;
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rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
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if (m.ksr.had) {
op.ksr=m.ksr.val;
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rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
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if (m.mult.had) {
op.mult=m.mult.val;
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rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
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if (m.ar.had) {
op.ar=m.ar.val;
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rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
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if (m.dr.had) {
op.dr=m.dr.val;
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rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
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if (m.sl.had) {
op.sl=m.sl.val;
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rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
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if (m.rr.had) {
op.rr=m.rr.val;
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rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
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if (oplType>1) {
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if (m.ws.had) {
op.ws=m.ws.val;
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rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
}
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if (m.tl.had) {
op.tl=63-m.tl.val;
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}
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if (m.ksl.had) {
op.ksl=m.ksl.val;
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}
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if (m.tl.had || m.ksl.had) {
if (isMuted[i]) {
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rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(i,j) || i>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[i].outVol&0x3f,63))|(op.ksl<<6));
} else {
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rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
}
}
int hardResetElapsed=0;
bool mustHardReset=false;
bool weWillWriteRRLater[64];
memset(weWillWriteRRLater,0,64*sizeof(bool));
for (int i=0; i<melodicChans; i++) {
int ops=(slots[3][i]!=255 && chan[i].state.ops==4 && oplType==3)?4:2;
if (chan[i].keyOn || chan[i].keyOff) {
immWrite(chanMap[i]+ADDR_FREQH,0x00|(chan[i].freqH&31));
chan[i].keyOff=false;
}
if (chan[i].hardReset && chan[i].keyOn) {
mustHardReset=true;
for (int j=0; j<ops; j++) {
unsigned char slot=slots[j][i];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
if (baseAddr>0x100) {
weWillWriteRRLater[(baseAddr&0xff)|32]=true;
} else {
weWillWriteRRLater[(baseAddr&0xff)]=true;
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}
immWrite(baseAddr+ADDR_SL_RR,0x0f);
hardResetElapsed++;
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}
}
}
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if (update4OpMask) {
update4OpMask=false;
if (oplType==3) {
unsigned char opMask=(int)(chan[0].fourOp)|(chan[2].fourOp<<1)|(chan[4].fourOp<<2)|(chan[6].fourOp<<3)|(chan[8].fourOp<<4)|(chan[10].fourOp<<5);
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immWrite(0x104,opMask);
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//printf("updating opMask to %.2x\n",opMask);
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}
}
// update drums
if (properDrums) {
bool updateDrums=false;
for (int i=melodicChans; i<totalChans; i++) {
if (chan[i].keyOn || chan[i].keyOff) {
drumState&=~(1<<(totalChans-i-1));
updateDrums=true;
chan[i].keyOff=false;
}
}
if (updateDrums) {
immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
}
}
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// ADPCM
if (adpcmChan>=0) {
if (chan[adpcmChan].furnacePCM) {
chan[adpcmChan].std.next();
if (chan[adpcmChan].std.vol.had) {
chan[adpcmChan].outVol=(chan[adpcmChan].vol*MIN(chan[adpcmChan].macroVolMul,chan[adpcmChan].std.vol.val))/chan[adpcmChan].macroVolMul;
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immWrite(18,chan[adpcmChan].outVol);
}
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if (NEW_ARP_STRAT) {
chan[adpcmChan].handleArp();
} else if (chan[adpcmChan].std.arp.had) {
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if (!chan[adpcmChan].inPorta) {
chan[adpcmChan].baseFreq=NOTE_ADPCMB(parent->calcArp(chan[adpcmChan].note,chan[adpcmChan].std.arp.val));
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}
chan[adpcmChan].freqChanged=true;
}
if (chan[adpcmChan].std.phaseReset.had) {
if ((chan[adpcmChan].std.phaseReset.val==1) && chan[adpcmChan].active) {
chan[adpcmChan].keyOn=true;
}
}
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}
if (chan[adpcmChan].freqChanged || chan[adpcmChan].keyOn || chan[adpcmChan].keyOff) {
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if (chan[adpcmChan].sample>=0 && chan[adpcmChan].sample<parent->song.sampleLen) {
double off=65535.0*(double)(parent->getSample(chan[adpcmChan].sample)->centerRate)/8363.0;
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chan[adpcmChan].freq=parent->calcFreq(chan[adpcmChan].baseFreq,chan[adpcmChan].pitch,chan[adpcmChan].fixedArp?chan[adpcmChan].baseNoteOverride:chan[adpcmChan].arpOff,chan[adpcmChan].fixedArp,false,4,chan[adpcmChan].pitch2,(double)chipClock/144,off);
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} else {
chan[adpcmChan].freq=0;
}
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if (chan[adpcmChan].fixedFreq>0) chan[adpcmChan].freq=chan[adpcmChan].fixedFreq;
if (pretendYMU) { // YMU759 only does 4KHz or 8KHz
if (chan[adpcmChan].freq>7500) {
chan[adpcmChan].freq=10922; // 8KHz
} else {
chan[adpcmChan].freq=5461; // 4KHz
}
}
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immWrite(16,chan[adpcmChan].freq&0xff);
immWrite(17,(chan[adpcmChan].freq>>8)&0xff);
if (chan[adpcmChan].keyOn || chan[adpcmChan].keyOff) {
immWrite(7,0x01); // reset
if (chan[adpcmChan].active && chan[adpcmChan].keyOn && !chan[adpcmChan].keyOff) {
if (chan[adpcmChan].sample>=0 && chan[adpcmChan].sample<parent->song.sampleLen) {
DivSample* s=parent->getSample(chan[adpcmChan].sample);
immWrite(7,(s->isLoopable())?0xb0:0xa0); // start/repeat
}
}
chan[adpcmChan].keyOn=false;
chan[adpcmChan].keyOff=false;
}
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chan[adpcmChan].freqChanged=false;
}
}
for (int i=0; i<512; i++) {
if (pendingWrites[i]!=oldWrites[i]) {
if ((i>=0x80 && i<0xa0)) {
if (weWillWriteRRLater[i-0x80]) continue;
} else if ((i>=0x180 && i<0x1a0)) {
if (weWillWriteRRLater[32|(i-0x180)]) continue;
}
immWrite(i,pendingWrites[i]&0xff);
oldWrites[i]=pendingWrites[i];
}
}
bool updateDrums=false;
for (int i=0; i<totalChans; i++) {
if (chan[i].freqChanged) {
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chan[i].freq=parent->calcFreq(chan[i].baseFreq,chan[i].pitch,chan[i].fixedArp?chan[i].baseNoteOverride:chan[i].arpOff,chan[i].fixedArp,false,octave(chan[i].baseFreq)*2,chan[i].pitch2,chipClock,CHIP_FREQBASE);
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if (chan[i].fixedFreq>0) chan[i].freq=chan[i].fixedFreq;
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if (chan[i].freq<0) chan[i].freq=0;
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if (chan[i].freq>131071) chan[i].freq=131071;
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int freqt=toFreq(chan[i].freq);
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chan[i].freqH=freqt>>8;
chan[i].freqL=freqt&0xff;
immWrite(chanMap[i]+ADDR_FREQ,chan[i].freqL);
}
if (i<melodicChans) {
if (chan[i].keyOn && !chan[i].hardReset) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH|(0x20));
chan[i].keyOn=false;
} else if (chan[i].freqChanged) {
if (chan[i].keyOn && chan[i].hardReset) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH|0);
} else {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH|(chan[i].active<<5));
}
}
} else {
if (chan[i].keyOn) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH);
drumState|=(1<<(totalChans-i-1));
updateDrums=true;
chan[i].keyOn=false;
} else if (chan[i].freqChanged) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH);
}
}
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chan[i].freqChanged=false;
}
if (updateDrums) {
immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
}
// hard reset handling
if (mustHardReset) {
for (unsigned int i=hardResetElapsed; i<128; i++) {
immWrite(0x3f,i&0xff);
}
for (int i=0x80; i<0xa0; i++) {
if (weWillWriteRRLater[i-0x80]) {
immWrite(i,pendingWrites[i]&0xff);
oldWrites[i]=pendingWrites[i];
}
}
for (int i=0x180; i<0x1a0; i++) {
if (weWillWriteRRLater[32|(i-0x180)]) {
immWrite(i,pendingWrites[i]&0xff);
oldWrites[i]=pendingWrites[i];
}
}
for (int i=0; i<melodicChans; i++) {
if (chan[i].hardReset) {
if (chan[i].keyOn) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH|(0x20));
chan[i].keyOn=false;
} else if (chan[i].freqChanged) {
immWrite(chanMap[i]+ADDR_FREQH,chan[i].freqH|(chan[i].active<<5));
}
}
}
}
}
#define OPLL_C_NUM 686
int DivPlatformOPL::octave(int freq) {
if (freq>=OPLL_C_NUM*64) {
return 128;
} else if (freq>=OPLL_C_NUM*32) {
return 64;
} else if (freq>=OPLL_C_NUM*16) {
return 32;
} else if (freq>=OPLL_C_NUM*8) {
return 16;
} else if (freq>=OPLL_C_NUM*4) {
return 8;
} else if (freq>=OPLL_C_NUM*2) {
return 4;
} else if (freq>=OPLL_C_NUM) {
return 2;
} else {
return 1;
}
return 1;
}
int DivPlatformOPL::toFreq(int freq) {
if (freq>=OPLL_C_NUM*64) {
return 0x1c00|((freq>>7)&0x3ff);
} else if (freq>=OPLL_C_NUM*32) {
return 0x1800|((freq>>6)&0x3ff);
} else if (freq>=OPLL_C_NUM*16) {
return 0x1400|((freq>>5)&0x3ff);
} else if (freq>=OPLL_C_NUM*8) {
return 0x1000|((freq>>4)&0x3ff);
} else if (freq>=OPLL_C_NUM*4) {
return 0xc00|((freq>>3)&0x3ff);
} else if (freq>=OPLL_C_NUM*2) {
return 0x800|((freq>>2)&0x3ff);
} else if (freq>=OPLL_C_NUM) {
return 0x400|((freq>>1)&0x3ff);
} else {
return freq&0x3ff;
}
}
void DivPlatformOPL::muteChannel(int ch, bool mute) {
isMuted[ch]=mute;
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if (ch==adpcmChan) return;
if (oplType<3 && ch<melodicChans) {
fm.channel[outChanMap[ch]].muted=mute;
}
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int ops=(slots[3][ch]!=255 && chan[ch].state.ops==4 && oplType==3)?4:2;
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if (ch&1 && ch<12) {
if (chan[ch-1].fourOp) return;
}
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chan[ch].fourOp=(ops==4);
update4OpMask=true;
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][ch];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[ch].state.op[(ops==4)?orderedOpsL[i]:i];
if (isMuted[ch]) {
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rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(ch,i) || ch>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[ch].outVol&0x3f,63))|(op.ksl<<6));
} else {
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rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
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if (isMuted[ch]) {
rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1));
if (ops==4) {
rWrite(chanMap[ch+1]+ADDR_LR_FB_ALG,((chan[ch].state.alg>>1)&1)|(chan[ch].state.fb<<1));
}
} else {
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rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1)|((chan[ch].pan&15)<<4));
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if (ops==4) {
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rWrite(chanMap[ch+1]+ADDR_LR_FB_ALG,((chan[ch].state.alg>>1)&1)|(chan[ch].state.fb<<1)|((chan[ch].pan&15)<<4));
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}
}
}
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void DivPlatformOPL::commitState(int ch, DivInstrument* ins) {
if (chan[ch].insChanged) {
if (ch>melodicChans && ins->type==DIV_INS_OPL_DRUMS) {
for (int i=0; i<4; i++) {
chan[melodicChans+i+1].state.alg=ins->fm.alg;
chan[melodicChans+i+1].state.fb=ins->fm.fb;
chan[melodicChans+i+1].state.opllPreset=ins->fm.opllPreset;
chan[melodicChans+i+1].state.fixedDrums=ins->fm.fixedDrums;
chan[melodicChans+i+1].state.kickFreq=ins->fm.kickFreq;
chan[melodicChans+i+1].state.snareHatFreq=ins->fm.snareHatFreq;
chan[melodicChans+i+1].state.tomTopFreq=ins->fm.tomTopFreq;
chan[melodicChans+i+1].state.op[0]=ins->fm.op[i];
}
} else {
chan[ch].state=ins->fm;
}
}
if (chan[ch].insChanged) {
if (ch>melodicChans && ins->type==DIV_INS_OPL_DRUMS) {
for (int i=0; i<4; i++) {
int ch=melodicChans+1+i;
unsigned char slot=slots[0][ch];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[ch].state.op[0];
chan[ch].fourOp=false;
if (isMuted[ch]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[ch].outVol&0x3f,63))|(op.ksl<<6));
}
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
if (oplType>1) {
rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
if (isMuted[ch]) {
oldWrites[chanMap[ch]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1));
} else {
oldWrites[chanMap[ch]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1)|((chan[ch].pan&15)<<4));
}
}
} else {
int ops=(slots[3][ch]!=255 && chan[ch].state.ops==4 && oplType==3)?4:2;
chan[ch].fourOp=(ops==4);
if (chan[ch].fourOp) {
/*
if (chan[ch+1].active) {
chan[ch+1].keyOff=true;
chan[ch+1].keyOn=false;
chan[ch+1].active=false;
}*/
chan[ch+1].insChanged=true;
chan[ch+1].macroInit(NULL);
}
update4OpMask=true;
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][ch];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[ch].state.op[(ops==4)?orderedOpsL[i]:i];
if (isMuted[ch]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
if (KVSL(ch,i) || ch>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[ch].outVol&0x3f,63))|(op.ksl<<6));
} else {
rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
if (oplType>1) {
rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
}
if (isMuted[ch]) {
oldWrites[chanMap[ch]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1));
if (ops==4) {
oldWrites[chanMap[ch+1]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch+1]+ADDR_LR_FB_ALG,((chan[ch].state.alg>>1)&1)|(chan[ch].state.fb<<1));
}
} else {
oldWrites[chanMap[ch]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch]+ADDR_LR_FB_ALG,(chan[ch].state.alg&1)|(chan[ch].state.fb<<1)|((chan[ch].pan&15)<<4));
if (ops==4) {
oldWrites[chanMap[ch+1]+ADDR_LR_FB_ALG]=-1;
rWrite(chanMap[ch+1]+ADDR_LR_FB_ALG,((chan[ch].state.alg>>1)&1)|(chan[ch].state.fb<<1)|((chan[ch].pan&15)<<4));
}
}
}
}
}
int DivPlatformOPL::dispatch(DivCommand c) {
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if (c.chan>=totalChans && c.chan!=adpcmChan) return 0;
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// ineffective in 4-op mode
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if (oplType==3 && c.chan!=adpcmChan && c.chan<14 && (c.chan&1) && c.cmd!=DIV_CMD_GET_VOLMAX && c.cmd!=DIV_ALWAYS_SET_VOLUME) {
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if (chan[c.chan-1].fourOp) return 0;
}
switch (c.cmd) {
case DIV_CMD_NOTE_ON: {
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if (c.chan==adpcmChan) { // ADPCM
DivInstrument* ins=parent->getIns(chan[c.chan].ins,DIV_INS_FM);
chan[c.chan].macroVolMul=ins->type==DIV_INS_AMIGA?64:255;
if (ins->type==DIV_INS_AMIGA || ins->type==DIV_INS_ADPCMB) {
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chan[c.chan].furnacePCM=true;
} else {
chan[c.chan].furnacePCM=false;
}
if (skipRegisterWrites) break;
if (chan[c.chan].furnacePCM) {
chan[c.chan].macroInit(ins);
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chan[c.chan].fixedFreq=0;
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if (!chan[c.chan].std.vol.will) {
chan[c.chan].outVol=chan[c.chan].vol;
immWrite(18,chan[c.chan].outVol);
}
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if (c.value!=DIV_NOTE_NULL) {
chan[c.chan].sample=ins->amiga.getSample(c.value);
c.value=ins->amiga.getFreq(c.value);
}
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if (chan[c.chan].sample>=0 && chan[c.chan].sample<parent->song.sampleLen) {
DivSample* s=parent->getSample(chan[c.chan].sample);
immWrite(8,0);
immWrite(9,(sampleOffB[chan[c.chan].sample]>>2)&0xff);
immWrite(10,(sampleOffB[chan[c.chan].sample]>>10)&0xff);
int end=sampleOffB[chan[c.chan].sample]+s->lengthB-1;
immWrite(11,(end>>2)&0xff);
immWrite(12,(end>>10)&0xff);
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if (c.value!=DIV_NOTE_NULL) {
chan[c.chan].note=c.value;
chan[c.chan].baseFreq=NOTE_ADPCMB(chan[c.chan].note);
chan[c.chan].freqChanged=true;
}
chan[c.chan].active=true;
chan[c.chan].keyOn=true;
} else {
immWrite(7,0x01); // reset
immWrite(9,0);
immWrite(10,0);
immWrite(11,0);
immWrite(12,0);
break;
}
} else {
chan[c.chan].sample=-1;
chan[c.chan].macroInit(NULL);
chan[c.chan].outVol=chan[c.chan].vol;
if ((12*sampleBank+c.value%12)>=parent->song.sampleLen) {
break;
}
chan[c.chan].sample=12*sampleBank+c.value%12;
if (chan[c.chan].sample>=0 && chan[c.chan].sample<parent->song.sampleLen) {
DivSample* s=parent->getSample(12*sampleBank+c.value%12);
immWrite(8,0);
immWrite(9,(sampleOffB[chan[c.chan].sample]>>2)&0xff);
immWrite(10,(sampleOffB[chan[c.chan].sample]>>10)&0xff);
int end=sampleOffB[chan[c.chan].sample]+s->lengthB-1;
immWrite(11,(end>>2)&0xff);
immWrite(12,(end>>10)&0xff);
int freq=(65536.0*(double)s->rate)/(double)chipRateBase;
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chan[c.chan].fixedFreq=freq;
immWrite(16,freq&0xff);
immWrite(17,(freq>>8)&0xff);
chan[c.chan].active=true;
chan[c.chan].keyOn=true;
} else {
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immWrite(7,0x01); // reset
immWrite(9,0);
immWrite(10,0);
immWrite(11,0);
immWrite(12,0);
}
}
break;
}
DivInstrument* ins=parent->getIns(chan[c.chan].ins,c.chan>melodicChans?DIV_INS_OPL_DRUMS:DIV_INS_OPL);
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chan[c.chan].macroInit(ins);
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if (!chan[c.chan].std.vol.will) {
chan[c.chan].outVol=chan[c.chan].vol;
}
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commitState(c.chan,ins);
chan[c.chan].insChanged=false;
if (c.value!=DIV_NOTE_NULL) {
if (c.chan>melodicChans && ins->type==DIV_INS_OPL_DRUMS && chan[c.chan].state.fixedDrums) {
chan[melodicChans+1].fixedFreq=(chan[melodicChans+1].state.snareHatFreq&1023)<<(chan[melodicChans+1].state.snareHatFreq>>10);
chan[melodicChans+2].fixedFreq=(chan[melodicChans+2].state.tomTopFreq&1023)<<(chan[melodicChans+2].state.tomTopFreq>>10);
chan[melodicChans+3].fixedFreq=chan[melodicChans+2].fixedFreq;
chan[melodicChans+4].fixedFreq=chan[melodicChans+1].fixedFreq;
chan[melodicChans+1].freqChanged=true;
chan[melodicChans+2].freqChanged=true;
chan[melodicChans+3].freqChanged=true;
chan[melodicChans+4].freqChanged=true;
} else {
if (c.chan>=melodicChans && (chan[c.chan].state.opllPreset==16 || ins->type==DIV_INS_OPL_DRUMS) && chan[c.chan].state.fixedDrums) { // drums
if (c.chan==melodicChans) {
chan[c.chan].fixedFreq=(chan[c.chan].state.kickFreq&1023)<<(chan[c.chan].state.kickFreq>>10);
} else if (c.chan==melodicChans+1 || c.chan==melodicChans+4) {
chan[c.chan].fixedFreq=(chan[c.chan].state.snareHatFreq&1023)<<(chan[c.chan].state.snareHatFreq>>10);
} else if (c.chan==melodicChans+2 || c.chan==melodicChans+3) {
chan[c.chan].fixedFreq=(chan[c.chan].state.tomTopFreq&1023)<<(chan[c.chan].state.tomTopFreq>>10);
} else {
chan[c.chan].baseFreq=NOTE_FREQUENCY(c.value);
chan[c.chan].fixedFreq=0;
}
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} else {
chan[c.chan].baseFreq=NOTE_FREQUENCY(c.value);
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chan[c.chan].fixedFreq=0;
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}
}
chan[c.chan].note=c.value;
chan[c.chan].freqChanged=true;
}
chan[c.chan].keyOn=true;
chan[c.chan].active=true;
break;
}
case DIV_CMD_NOTE_OFF:
chan[c.chan].keyOff=true;
chan[c.chan].keyOn=false;
chan[c.chan].active=false;
break;
case DIV_CMD_NOTE_OFF_ENV:
chan[c.chan].keyOff=true;
chan[c.chan].keyOn=false;
chan[c.chan].active=false;
chan[c.chan].std.release();
break;
case DIV_CMD_ENV_RELEASE:
chan[c.chan].std.release();
break;
case DIV_CMD_VOLUME: {
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if (pretendYMU && c.chan!=adpcmChan) {
c.value=pow(((double)c.value/127.0),0.5)*63.0;
if (c.value<0) c.value=0;
if (c.value>63) c.value=63;
}
chan[c.chan].vol=c.value;
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if (!chan[c.chan].std.vol.has) {
chan[c.chan].outVol=c.value;
}
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if (c.chan==adpcmChan) { // ADPCM-B
immWrite(18,chan[c.chan].outVol);
break;
}
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int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
if (isMuted[c.chan]) {
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rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(c.chan,i) || c.chan>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[c.chan].outVol&0x3f,63))|(op.ksl<<6));
} else {
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rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
break;
}
case DIV_CMD_GET_VOLUME: {
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if (pretendYMU && c.chan!=adpcmChan) {
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return pow(((double)chan[c.chan].vol/63.0),2.0)*127.0;
}
return chan[c.chan].vol;
break;
}
case DIV_CMD_INSTRUMENT:
if (chan[c.chan].ins!=c.value || c.value2==1) {
chan[c.chan].insChanged=true;
}
chan[c.chan].ins=c.value;
break;
case DIV_CMD_PANNING: {
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if (oplType!=3) break;
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if (c.chan==adpcmChan) break;
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chan[c.chan].pan&=~3;
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if (c.value==0 && c.value2==0 && compatPan) {
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chan[c.chan].pan|=3;
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} else {
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chan[c.chan].pan|=(c.value>0)|((c.value2>0)<<1);
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}
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (isMuted[c.chan]) {
rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1));
if (ops==4) {
rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1));
}
} else {
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rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
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if (ops==4) {
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rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
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}
}
break;
}
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case DIV_CMD_SURROUND_PANNING: {
if (oplType!=3) break;
if (c.chan==adpcmChan) break;
if (c.value==2) {
chan[c.chan].pan&=3;
if (c.value2>0) chan[c.chan].pan|=4;
} else if (c.value==3) {
if (c.value2>0) chan[c.chan].pan|=8;
} else {
break;
}
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (isMuted[c.chan]) {
rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1));
if (ops==4) {
rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1));
}
} else {
rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
if (ops==4) {
rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
}
}
break;
}
case DIV_CMD_PITCH: {
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if (c.chan==adpcmChan) {
if (!chan[c.chan].furnacePCM) break;
}
chan[c.chan].pitch=c.value;
chan[c.chan].freqChanged=true;
break;
}
case DIV_CMD_NOTE_PORTA: {
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int destFreq=(c.chan==adpcmChan)?(NOTE_ADPCMB(c.value2)):(NOTE_FREQUENCY(c.value2));
int newFreq;
bool return2=false;
if (destFreq>chan[c.chan].baseFreq) {
newFreq=chan[c.chan].baseFreq+c.value*((parent->song.linearPitch==2)?1:octave(chan[c.chan].baseFreq));
if (newFreq>=destFreq) {
newFreq=destFreq;
return2=true;
}
} else {
newFreq=chan[c.chan].baseFreq-c.value*((parent->song.linearPitch==2)?1:octave(chan[c.chan].baseFreq));
if (newFreq<=destFreq) {
newFreq=destFreq;
return2=true;
}
}
if (!chan[c.chan].portaPause && parent->song.linearPitch!=2) {
if (octave(chan[c.chan].baseFreq)!=octave(newFreq)) {
chan[c.chan].portaPause=true;
break;
}
}
chan[c.chan].baseFreq=newFreq;
chan[c.chan].portaPause=false;
chan[c.chan].freqChanged=true;
if (return2) {
chan[c.chan].inPorta=false;
return 2;
}
break;
}
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case DIV_CMD_SAMPLE_BANK:
if (adpcmChan<0) break;
sampleBank=c.value;
if (sampleBank>(int)(parent->song.sample.size()/12)) {
sampleBank=parent->song.sample.size()/12;
}
iface.sampleBank=sampleBank;
break;
case DIV_CMD_LEGATO: {
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if (chan[c.chan].insChanged) {
DivInstrument* ins=parent->getIns(chan[c.chan].ins,DIV_INS_FM);
commitState(c.chan,ins);
chan[c.chan].insChanged=false;
}
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chan[c.chan].baseFreq=(c.chan==adpcmChan)?(NOTE_ADPCMB(c.value)):(NOTE_FREQUENCY(c.value));
chan[c.chan].note=c.value;
chan[c.chan].freqChanged=true;
break;
}
case DIV_CMD_FM_LFO: {
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if (c.chan==adpcmChan) break;
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if (c.value&2) {
dvb=c.value&1;
} else {
dam=c.value&1;
}
immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
break;
}
case DIV_CMD_FM_FB: {
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if (c.chan==adpcmChan) break;
chan[c.chan].state.fb=c.value&7;
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int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (isMuted[c.chan]) {
rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1));
if (ops==4) {
rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1));
}
} else {
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rWrite(chanMap[c.chan]+ADDR_LR_FB_ALG,(chan[c.chan].state.alg&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
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if (ops==4) {
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rWrite(chanMap[c.chan+1]+ADDR_LR_FB_ALG,((chan[c.chan].state.alg>>1)&1)|(chan[c.chan].state.fb<<1)|((chan[c.chan].pan&15)<<4));
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}
}
break;
}
case DIV_CMD_FM_MULT: {
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if (c.chan==adpcmChan) break;
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int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.mult=c.value2&15;
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unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
break;
}
case DIV_CMD_FM_TL: {
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if (c.chan==adpcmChan) break;
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int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.tl=c.value2&63;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
if (isMuted[c.chan]) {
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rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(c.chan,c.value) || c.chan>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[c.chan].outVol&0x3f,63))|(op.ksl<<6));
} else {
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rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
break;
}
case DIV_CMD_FM_AR: {
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if (c.chan==adpcmChan) break;
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int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.ar=c.value2&15;
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
} else {
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if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.ar=c.value2&15;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
break;
}
case DIV_CMD_FM_DR: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.dr=c.value2&15;
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.dr=c.value2&15;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
}
break;
}
case DIV_CMD_FM_SL: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.sl=c.value2&15;
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.sl=c.value2&15;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
break;
}
case DIV_CMD_FM_RR: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.rr=c.value2&15;
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.rr=c.value2&15;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
}
break;
}
case DIV_CMD_FM_AM: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.am=c.value2&1;
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.am=c.value2&1;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
break;
}
case DIV_CMD_FM_VIB: {
2022-05-13 21:52:44 +00:00
if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.vib=c.value2&1;
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.vib=c.value2&1;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
break;
}
case DIV_CMD_FM_SUS: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.sus=c.value2&1;
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.sus=c.value2&1;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
break;
}
case DIV_CMD_FM_KSR: {
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if (c.chan==adpcmChan) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.ksr=c.value2&1;
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.ksr=c.value2&1;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
}
break;
}
case DIV_CMD_FM_WS: {
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if (c.chan==adpcmChan) break;
if (oplType<2) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.ws=c.value2&7;
rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.ws=c.value2&7;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
break;
}
case DIV_CMD_FM_RS: {
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if (c.chan==adpcmChan) break;
if (oplType<2) break;
int ops=(slots[3][c.chan]!=255 && chan[c.chan].state.ops==4 && oplType==3)?4:2;
if (c.value<0) {
for (int i=0; i<ops; i++) {
unsigned char slot=slots[i][c.chan];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[i]:i];
op.ksl=c.value2&3;
if (isMuted[c.chan]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(c.chan,i) || c.chan>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[c.chan].outVol&0x3f,63))|(op.ksl<<6));
} else {
rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
} else {
if (c.value>=ops) break;
DivInstrumentFM::Operator& op=chan[c.chan].state.op[(ops==4)?orderedOpsL[c.value]:c.value];
op.ksl=c.value2&3;
unsigned char slot=slots[c.value][c.chan];
if (slot==255) break;
unsigned short baseAddr=slotMap[slot];
if (isMuted[c.chan]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(c.chan,c.value) || c.chan>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[c.chan].outVol&0x3f,63))|(op.ksl<<6));
} else {
rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
}
break;
}
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case DIV_CMD_FM_EXTCH: {
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if (!properDrumsSys) break;
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properDrums=c.value;
immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
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slots=properDrums?slotsDrums:slotsNonDrums;
if (oplType==3) {
chanMap=properDrums?chanMapOPL3Drums:chanMapOPL3;
melodicChans=properDrums?15:18;
totalChans=properDrums?20:18;
} else {
chanMap=properDrums?chanMapOPL2Drums:chanMapOPL2;
melodicChans=properDrums?6:9;
totalChans=properDrums?11:9;
}
break;
}
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case DIV_CMD_FM_HARD_RESET:
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if (c.chan==adpcmChan) break;
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chan[c.chan].hardReset=c.value;
break;
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case DIV_CMD_MACRO_OFF:
chan[c.chan].std.mask(c.value,true);
break;
case DIV_CMD_MACRO_ON:
chan[c.chan].std.mask(c.value,false);
break;
case DIV_ALWAYS_SET_VOLUME:
return 0;
break;
case DIV_CMD_GET_VOLMAX:
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if (c.chan==adpcmChan) return 255;
if (pretendYMU) return 127;
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return 63;
break;
case DIV_CMD_PRE_PORTA:
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if (!chan[c.chan].inPorta && c.value && !parent->song.brokenPortaArp && chan[c.chan].std.arp.will && !NEW_ARP_STRAT) {
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chan[c.chan].baseFreq=(c.chan==adpcmChan)?(NOTE_ADPCMB(chan[c.chan].note)):(NOTE_FREQUENCY(chan[c.chan].note));
}
chan[c.chan].inPorta=c.value;
break;
case DIV_CMD_PRE_NOTE:
break;
default:
//printf("WARNING: unimplemented command %d\n",c.cmd);
break;
}
return 1;
}
void DivPlatformOPL::forceIns() {
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if (oplType==3) {
chanMap=properDrums?chanMapOPL3Drums:chanMapOPL3;
melodicChans=properDrums?15:18;
totalChans=properDrums?20:18;
} else {
chanMap=properDrums?chanMapOPL2Drums:chanMapOPL2;
melodicChans=properDrums?6:9;
totalChans=properDrums?11:9;
}
for (int i=0; i<totalChans; i++) {
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//int ops=(slots[3][i]!=255 && chan[i].state.ops==4 && oplType==3)?4:2;
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chan[i].insChanged=true;
chan[i].freqChanged=true;
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/*
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chan[i].fourOp=(ops==4);
for (int j=0; j<ops; j++) {
unsigned char slot=slots[j][i];
if (slot==255) continue;
unsigned short baseAddr=slotMap[slot];
DivInstrumentFM::Operator& op=chan[i].state.op[(ops==4)?orderedOpsL[j]:j];
if (isMuted[i]) {
rWrite(baseAddr+ADDR_KSL_TL,63|(op.ksl<<6));
} else {
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if (KVSL(i,j) || i>melodicChans) {
rWrite(baseAddr+ADDR_KSL_TL,(63-VOL_SCALE_LOG_BROKEN(63-op.tl,chan[i].outVol&0x3f,63))|(op.ksl<<6));
} else {
rWrite(baseAddr+ADDR_KSL_TL,op.tl|(op.ksl<<6));
}
}
rWrite(baseAddr+ADDR_AM_VIB_SUS_KSR_MULT,(op.am<<7)|(op.vib<<6)|(op.sus<<5)|(op.ksr<<4)|op.mult);
rWrite(baseAddr+ADDR_AR_DR,(op.ar<<4)|op.dr);
rWrite(baseAddr+ADDR_SL_RR,(op.sl<<4)|op.rr);
if (oplType>1) {
rWrite(baseAddr+ADDR_WS,op.ws&((oplType==3)?7:3));
}
}
if (isMuted[i]) {
rWrite(chanMap[i]+ADDR_LR_FB_ALG,(chan[i].state.alg&1)|(chan[i].state.fb<<1));
if (ops==4) {
rWrite(chanMap[i+1]+ADDR_LR_FB_ALG,((chan[i].state.alg>>1)&1)|(chan[i].state.fb<<1));
}
} else {
2023-01-05 00:16:37 +00:00
rWrite(chanMap[i]+ADDR_LR_FB_ALG,(chan[i].state.alg&1)|(chan[i].state.fb<<1)|((chan[i].pan&15)<<4));
if (ops==4) {
2023-01-05 00:16:37 +00:00
rWrite(chanMap[i+1]+ADDR_LR_FB_ALG,((chan[i].state.alg>>1)&1)|(chan[i].state.fb<<1)|((chan[i].pan&15)<<4));
}
}
2022-05-23 05:18:50 +00:00
*/
}
for (int i=0; i<512; i++) {
oldWrites[i]=-1;
}
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immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
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update4OpMask=true;
}
void DivPlatformOPL::toggleRegisterDump(bool enable) {
DivDispatch::toggleRegisterDump(enable);
}
void* DivPlatformOPL::getChanState(int ch) {
return &chan[ch];
}
DivMacroInt* DivPlatformOPL::getChanMacroInt(int ch) {
return &chan[ch].std;
}
DivDispatchOscBuffer* DivPlatformOPL::getOscBuffer(int ch) {
if (oplType==759) {
if (ch>=totalChans+1) return NULL;
} else {
if (ch>=totalChans) return NULL;
}
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if (oplType==3 && ch<12) {
if (chan[ch&(~1)].fourOp) {
if (ch&1) {
return oscBuf[ch-1];
} else {
return oscBuf[ch+1];
}
}
}
return oscBuf[ch];
}
unsigned char* DivPlatformOPL::getRegisterPool() {
return regPool;
}
int DivPlatformOPL::getRegisterPoolSize() {
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return (oplType<3)?256:512;
}
void DivPlatformOPL::reset() {
while (!writes.empty()) writes.pop();
memset(regPool,0,512);
/*
if (useYMFM) {
fm_ymfm->reset();
}
*/
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
if (downsample) {
2022-07-01 10:55:33 +00:00
const unsigned int downsampledRate=(unsigned int)((double)rate*rate/chipRateBase);
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
OPL3_Reset(&fm,downsampledRate);
} else {
OPL3_Reset(&fm,rate);
}
if (dumpWrites) {
addWrite(0xffffffff,0);
}
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properDrums=properDrumsSys;
if (oplType==3) {
chanMap=properDrums?chanMapOPL3Drums:chanMapOPL3;
outChanMap=outChanMapOPL3;
2022-03-17 06:50:42 +00:00
melodicChans=properDrums?15:18;
totalChans=properDrums?20:18;
} else {
chanMap=properDrums?chanMapOPL2Drums:chanMapOPL2;
outChanMap=outChanMapOPL2;
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melodicChans=properDrums?6:9;
totalChans=properDrums?11:9;
}
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for (int i=0; i<totalChans; i++) {
chan[i]=DivPlatformOPL::Channel();
chan[i].std.setEngine(parent);
chan[i].vol=0x3f;
chan[i].outVol=0x3f;
}
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if (adpcmChan>=0) {
chan[adpcmChan]=DivPlatformOPL::Channel();
chan[adpcmChan].std.setEngine(parent);
chan[adpcmChan].vol=0xff;
chan[adpcmChan].outVol=0xff;
adpcmB->reset();
// volume
immWrite(18,0xff);
// ADPCM limit
immWrite(20,0xff);
immWrite(19,0xff);
}
if (oplType<3) for (int i=0; i<melodicChans; i++) {
fm.channel[outChanMap[i]].muted=isMuted[i];
}
for (int i=0; i<512; i++) {
oldWrites[i]=-1;
pendingWrites[i]=-1;
}
lastBusy=60;
lfoValue=8;
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drumState=0;
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sampleBank=0;
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drumVol[0]=0;
drumVol[1]=0;
drumVol[2]=0;
drumVol[3]=0;
drumVol[4]=0;
2022-04-08 01:48:34 +00:00
if (oplType==2) { // enable OPL2 waveforms
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immWrite(0x01,0x20);
}
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if (oplType==3) { // enable OPL3 features
immWrite(0x105,1);
}
2022-03-14 07:30:25 +00:00
update4OpMask=true;
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dam=false;
dvb=false;
delay=0;
immWrite(0xbd,(dam<<7)|(dvb<<6)|(properDrums<<5)|drumState);
}
int DivPlatformOPL::getOutputCount() {
return (oplType==3 || oplType==759)?4:1;
}
bool DivPlatformOPL::keyOffAffectsArp(int ch) {
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return false;
}
bool DivPlatformOPL::keyOffAffectsPorta(int ch) {
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return false;
}
void DivPlatformOPL::notifyInsChange(int ins) {
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for (int i=0; i<totalChans; i++) {
if (chan[i].ins==ins) {
chan[i].insChanged=true;
}
}
}
void DivPlatformOPL::notifyInsDeletion(void* ins) {
for (int i=0; i<totalChans; i++) {
chan[i].std.notifyInsDeletion((DivInstrument*)ins);
}
}
void DivPlatformOPL::poke(unsigned int addr, unsigned short val) {
immWrite(addr,val);
}
void DivPlatformOPL::poke(std::vector<DivRegWrite>& wlist) {
for (DivRegWrite& i: wlist) immWrite(i.addr,i.val);
}
int DivPlatformOPL::getPortaFloor(int ch) {
return (ch>5)?12:0;
}
void DivPlatformOPL::setYMFM(bool use) {
useYMFM=use;
}
2022-03-07 22:07:29 +00:00
void DivPlatformOPL::setOPLType(int type, bool drums) {
pretendYMU=false;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
downsample=false;
2022-05-13 19:59:36 +00:00
adpcmChan=-1;
2022-03-06 23:10:12 +00:00
switch (type) {
2022-05-13 19:59:36 +00:00
case 1: case 2: case 8950:
2022-03-07 23:19:25 +00:00
slotsNonDrums=slotsOPL2;
slotsDrums=slotsOPL2Drums;
2022-03-07 22:07:29 +00:00
slots=drums?slotsDrums:slotsNonDrums;
chanMap=drums?chanMapOPL2Drums:chanMapOPL2;
outChanMap=outChanMapOPL2;
chipFreqBase=32768*72;
2022-03-14 07:47:04 +00:00
chans=9;
melodicChans=drums?6:9;
totalChans=drums?11:9;
2022-05-13 19:59:36 +00:00
if (type==8950) {
adpcmChan=drums?11:9;
}
2022-03-06 23:10:12 +00:00
break;
case 3: case 4: case 759:
2022-03-07 23:19:25 +00:00
slotsNonDrums=slotsOPL3;
slotsDrums=slotsOPL3Drums;
2022-03-07 22:07:29 +00:00
slots=drums?slotsDrums:slotsNonDrums;
chanMap=drums?chanMapOPL3Drums:chanMapOPL3;
outChanMap=outChanMapOPL3;
chipFreqBase=32768*288;
2022-03-14 07:47:04 +00:00
chans=18;
melodicChans=drums?15:18;
totalChans=drums?20:18;
2022-05-13 19:59:36 +00:00
if (type==759) {
pretendYMU=true;
adpcmChan=16;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
} else if (type==4) {
2022-08-21 03:57:53 +00:00
chipFreqBase=32768*684;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
downsample=true;
2022-05-13 19:59:36 +00:00
}
2022-03-06 23:10:12 +00:00
break;
}
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
chipType=type;
if (type==759 || type==4) {
oplType=3;
2022-05-13 19:59:36 +00:00
} else if (type==8950) {
oplType=1;
} else {
oplType=type;
}
2022-03-07 22:07:29 +00:00
properDrumsSys=drums;
2022-03-06 23:10:12 +00:00
}
void DivPlatformOPL::setFlags(const DivConfig& flags) {
/*
if (flags==3) {
chipClock=COLOR_NTSC*12.0/7.0;
} else if (flags==2) {
chipClock=8000000.0;
} else if (flags==1) {
chipClock=COLOR_PAL*12.0/7.0;
} else {
chipClock=COLOR_NTSC*15.0/7.0;
}
ladder=flags&0x80000000;
OPN2_SetChipType(ladder?ym3438_mode_ym2612:0);
if (useYMFM) {
if (fm_ymfm!=NULL) delete fm_ymfm;
if (ladder) {
fm_ymfm=new ymfm::ym2612(iface);
} else {
fm_ymfm=new ymfm::ym3438(iface);
}
rate=chipClock/144;
} else {
rate=chipClock/36;
}*/
2023-01-05 08:08:57 +00:00
compatPan=false;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
switch (chipType) {
default:
case 1: case 2: case 8950:
switch (flags.getInt("clockSel",0)) {
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
case 0x01:
chipClock=COLOR_PAL*4.0/5.0;
break;
case 0x02:
chipClock=4000000.0;
break;
case 0x03:
chipClock=3000000.0;
break;
case 0x04:
chipClock=38400*13*8; // 31948800/8
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
break;
case 0x05:
chipClock=3500000.0;
break;
default:
chipClock=COLOR_NTSC;
break;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
}
CHECK_CUSTOM_CLOCK;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
rate=chipClock/72;
2022-07-01 10:55:33 +00:00
chipRateBase=rate;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
break;
case 3:
switch (flags.getInt("clockSel",0)) {
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
case 0x01:
chipClock=COLOR_PAL*16.0/5.0;
break;
case 0x02:
chipClock=14000000.0;
break;
case 0x03:
chipClock=16000000.0;
break;
case 0x04:
chipClock=15000000.0;
break;
default:
chipClock=COLOR_NTSC*4.0;
break;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
}
CHECK_CUSTOM_CLOCK;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
rate=chipClock/288;
chipRateBase=rate;
2023-01-05 08:08:57 +00:00
compatPan=flags.getBool("compatPan",false);
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
break;
case 4:
switch (flags.getInt("clockSel",0)) {
case 0x01:
chipClock=COLOR_PAL*32.0/5.0;
break;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
case 0x02:
chipClock=33868800.0;
break;
default:
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
chipClock=COLOR_NTSC*8.0;
break;
}
CHECK_CUSTOM_CLOCK;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 10:04:52 +00:00
rate=chipClock/768;
chipRateBase=chipClock/684;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
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break;
case 759:
rate=48000;
chipRateBase=rate;
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips Prepare for reducing duplicates for 4op FM related codes Add and correct bunch of presets - mostly based on MAME source. - Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency. - Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune? - PC-98: - Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons. V variation has Y8950 and supports ADPCM. - Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models. - IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000. - Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega). - Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era. - DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output! - Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares. - Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect. - Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there. - Atari Klax: example of arcade hardware sound system with single MSM6295 only. - Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports. - Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s. - Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound. - Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B. - Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled. - Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2 - Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature. - Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output. Add various clock, type options for chips - SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now) - OPN, OPNA: Add placeholder for prescaler option - OPL: Prepare for OPL3L, OPL4 downscaled output rate option
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chipClock=rate*288;
break;
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}
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for (int i=0; i<20; i++) {
oscBuf[i]->rate=rate;
}
}
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const void* DivPlatformOPL::getSampleMem(int index) {
return (index==0 && adpcmChan>=0) ? adpcmBMem : NULL;
}
size_t DivPlatformOPL::getSampleMemCapacity(int index) {
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return (index==0 && adpcmChan>=0) ? 262144 : 0;
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}
size_t DivPlatformOPL::getSampleMemUsage(int index) {
return (index==0 && adpcmChan>=0) ? adpcmBMemLen : 0;
}
bool DivPlatformOPL::isSampleLoaded(int index, int sample) {
if (index!=0) return false;
if (sample<0 || sample>255) return false;
return sampleLoaded[sample];
}
void DivPlatformOPL::renderSamples(int sysID) {
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if (adpcmChan<0) return;
memset(adpcmBMem,0,getSampleMemCapacity(0));
memset(sampleOffB,0,256*sizeof(unsigned int));
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memset(sampleLoaded,0,256*sizeof(bool));
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size_t memPos=0;
for (int i=0; i<parent->song.sampleLen; i++) {
DivSample* s=parent->song.sample[i];
if (!s->renderOn[0][sysID]) {
sampleOffB[i]=0;
continue;
}
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int paddedLen=(s->lengthB+255)&(~0xff);
if ((memPos&0xf00000)!=((memPos+paddedLen)&0xf00000)) {
memPos=(memPos+0xfffff)&0xf00000;
}
if (memPos>=getSampleMemCapacity(0)) {
logW("out of ADPCM memory for sample %d!",i);
break;
}
if (memPos+paddedLen>=getSampleMemCapacity(0)) {
memcpy(adpcmBMem+memPos,s->dataB,getSampleMemCapacity(0)-memPos);
logW("out of ADPCM memory for sample %d!",i);
} else {
memcpy(adpcmBMem+memPos,s->dataB,paddedLen);
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sampleLoaded[i]=true;
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}
sampleOffB[i]=memPos;
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memPos+=paddedLen;
}
adpcmBMemLen=memPos+256;
}
int DivPlatformOPL::init(DivEngine* p, int channels, int sugRate, const DivConfig& flags) {
parent=p;
dumpWrites=false;
skipRegisterWrites=false;
for (int i=0; i<20; i++) {
isMuted[i]=false;
}
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for (int i=0; i<20; i++) {
oscBuf[i]=new DivDispatchOscBuffer;
}
setFlags(flags);
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if (adpcmChan>=0) {
adpcmBMem=new unsigned char[getSampleMemCapacity(0)];
adpcmBMemLen=0;
iface.adpcmBMem=adpcmBMem;
iface.sampleBank=0;
adpcmB=new ymfm::adpcm_b_engine(iface,2);
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}
reset();
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return totalChans;
}
void DivPlatformOPL::quit() {
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for (int i=0; i<20; i++) {
delete oscBuf[i];
}
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if (adpcmChan>=0) {
delete adpcmB;
delete[] adpcmBMem;
}
}
DivPlatformOPL::~DivPlatformOPL() {
}