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////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia 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.
//
// Nestopia 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 Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#ifndef NST_BOARD_KONAMI_VRC6_H
#define NST_BOARD_KONAMI_VRC6_H
#ifdef NST_PRAGMA_ONCE
#pragma once
#endif
namespace Nes
{
namespace Core
{
namespace Boards
{
namespace Konami
{
class Vrc6 : public Board
{
public:
explicit Vrc6(const Context&);
class Sound : public Apu::Channel
{
public:
explicit Sound(Apu&,bool=true);
void WriteSquareReg0 (uint,uint);
void WriteSquareReg1 (uint,uint);
void WriteSquareReg2 (uint,uint);
void WriteSawReg0 (uint);
void WriteSawReg1 (uint);
void WriteSawReg2 (uint);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&);
protected:
void Reset();
bool UpdateSettings();
Sample GetSample();
private:
class BaseChannel
{
protected:
void Reset();
ibool enabled;
uint waveLength;
ibool active;
idword timer;
Cycle frequency;
uint step;
};
class Square : BaseChannel
{
public:
void Reset();
NST_SINGLE_CALL dword GetSample(Cycle);
NST_SINGLE_CALL void WriteReg0(uint);
NST_SINGLE_CALL void WriteReg1(uint,dword);
NST_SINGLE_CALL void WriteReg2(uint,dword);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&,uint);
void UpdateSettings(uint);
private:
bool CanOutput() const;
enum
{
VOLUME = OUTPUT_MUL * 2,
MIN_FRQ = 0x04
};
enum
{
REG0_VOLUME = 0x0F,
REG0_DUTY = 0x70,
REG0_DIGITIZED = 0x80,
REG1_WAVELENGTH_LOW = 0xFF,
REG2_WAVELENGTH_HIGH = 0x0F,
REG2_ENABLE = 0x80,
REG0_DUTY_SHIFT = 4
};
uint duty;
dword volume;
ibool digitized;
};
class Saw : BaseChannel
{
public:
void Reset();
NST_SINGLE_CALL dword GetSample(Cycle);
NST_SINGLE_CALL void WriteReg0(uint);
NST_SINGLE_CALL void WriteReg1(uint,dword);
NST_SINGLE_CALL void WriteReg2(uint,dword);
void SaveState(State::Saver&,dword) const;
void LoadState(State::Loader&,uint);
void UpdateSettings(uint);
private:
bool CanOutput() const;
enum
{
VOLUME = OUTPUT_MUL * 2,
MIN_FRQ = 0x4,
FRQ_SHIFT = 1
};
enum
{
REG0_PHASE = 0x3F,
REG1_WAVELENGTH_LOW = 0xFF,
REG2_WAVELENGTH_HIGH = 0x0F,
REG2_ENABLE = 0x80
};
uint phase;
dword amp;
};
uint output;
Cycle rate;
uint fixed;
Square square[2];
Saw saw;
DcBlocker dcBlocker;
};
private:
void SubReset(bool);
void SubSave(State::Saver&) const;
void SubLoad(State::Loader&,dword);
void Sync(Event,Input::Controllers*);
static uint GetPrgLineShift(const Context&,uint,uint);
NES_DECL_POKE( 9000 );
NES_DECL_POKE( 9001 );
NES_DECL_POKE( 9002 );
NES_DECL_POKE( A000 );
NES_DECL_POKE( A001 );
NES_DECL_POKE( A002 );
NES_DECL_POKE( B000 );
NES_DECL_POKE( B001 );
NES_DECL_POKE( B002 );
NES_DECL_POKE( B003 );
NES_DECL_POKE( F000 );
NES_DECL_POKE( F001 );
NES_DECL_POKE( F002 );
Vrc4::Irq irq;
Sound sound;
const uint prgLineA;
const uint prgLineB;
};
}
}
}
}
#endif
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