Fix NSF player to support N163 waveform lengths like the real thing
parent
b7487e2ad2
commit
5fbf722f29
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@ -36,7 +36,6 @@ void Nes_Namco_Apu::reset()
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Namco_Osc& osc = oscs [i];
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osc.delay = 0;
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osc.last_amp = 0;
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osc.wave_pos = 0;
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}
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}
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@ -109,19 +108,17 @@ void Nes_Namco_Apu::run_until( blip_time_t nes_end_time )
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blip_resampled_time_t period =
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output->resampled_duration( lowest_freq_period / 8 ) / freq * 8 * active_oscs;
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int wave_size = 32 - (osc_reg [4] >> 2 & 7) * 4;
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if ( !wave_size )
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continue;
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int wave_size = 256 - (osc_reg [4] & 0xFC);
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int last_amp = osc.last_amp;
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int wave_pos = osc.wave_pos;
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int wave_pos = osc_reg [5] % wave_size;
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output->set_modified();
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do
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{
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// read wave sample
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int addr = wave_pos + osc_reg [6];
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int addr = (wave_pos + osc_reg [6]) & 0xFF;
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int sample = reg [addr >> 1] >> (addr << 2 & 4);
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wave_pos++;
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sample = (sample & 15) * volume;
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@ -141,7 +138,7 @@ void Nes_Namco_Apu::run_until( blip_time_t nes_end_time )
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}
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while ( time < end_time );
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osc.wave_pos = wave_pos;
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((BOOST::uint8_t*)osc_reg)[5] = wave_pos;
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osc.last_amp = last_amp;
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}
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osc.delay = time - end_time;
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@ -45,7 +45,6 @@ private:
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int delay;
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Blip_Buffer* output;
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short last_amp;
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short wave_pos;
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};
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Namco_Osc oscs [osc_count];
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