300 lines
6.8 KiB
C
300 lines
6.8 KiB
C
/* FCE Ultra - NES/Famicom Emulator
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*
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* Copyright notice for this file:
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* Copyright (C) 2002 Xodnizel
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/* Begin FDS sound */
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#include <string.h>
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#include "fceu-types.h"
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#include "x6502.h"
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#include "fceu.h"
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#include "sound.h"
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#include "state.h"
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#define FDSClock (1789772.7272727272727272 / 2)
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typedef struct {
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int64 cycles; /* Cycles per PCM sample */
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int64 count; /* Cycle counter */
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int64 envcount; /* Envelope cycle counter */
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uint32 b19shiftreg60;
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uint32 b24adder66;
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uint32 b24latch68;
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uint32 b17latch76;
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int32 clockcount; /* Counter to divide frequency by 8. */
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uint8 b8shiftreg88; /* Modulation register. */
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uint8 amplitude[2]; /* Current amplitudes. */
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uint8 speedo[2];
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uint8 mwcount;
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uint8 mwstart;
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uint8 mwave[0x20]; /* Modulation waveform */
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uint8 cwave[0x40]; /* Game-defined waveform(carrier) */
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uint8 SPSG[0xB];
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} FDSSOUND;
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static FDSSOUND fdso;
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#define SPSG fdso.SPSG
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#define b19shiftreg60 fdso.b19shiftreg60
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#define b24adder66 fdso.b24adder66
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#define b24latch68 fdso.b24latch68
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#define b17latch76 fdso.b17latch76
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#define b8shiftreg88 fdso.b8shiftreg88
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#define clockcount fdso.clockcount
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#define amplitude fdso.amplitude
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#define speedo fdso.speedo
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void FDSSoundStateAdd(void) {
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AddExState(fdso.cwave, 64, 0, "WAVE");
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AddExState(fdso.mwave, 32, 0, "MWAV");
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AddExState(amplitude, 2, 0, "AMPL");
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AddExState(SPSG, 0xB, 0, "SPSG");
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AddExState(&b8shiftreg88, 1, 0, "B88");
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AddExState(&clockcount, 4, 1, "CLOC");
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AddExState(&b19shiftreg60, 4, 1, "B60");
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AddExState(&b24adder66, 4, 1, "B66");
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AddExState(&b24latch68, 4, 1, "B68");
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AddExState(&b17latch76, 4, 1, "B76");
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}
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static DECLFR(FDSSRead) {
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switch (A & 0xF) {
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case 0x0: return(amplitude[0] | (X.DB & 0xC0));
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case 0x2: return(amplitude[1] | (X.DB & 0xC0));
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}
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return(X.DB);
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}
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static void RenderSound(void);
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static void RenderSoundHQ(void);
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static DECLFW(FDSSWrite) {
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if (FSettings.SndRate) {
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if (FSettings.soundq >= 1)
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RenderSoundHQ();
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else
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RenderSound();
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}
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A -= 0x4080;
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switch (A) {
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case 0x0:
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case 0x4:
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if (V & 0x80)
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amplitude[(A & 0xF) >> 2] = V & 0x3F;
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break;
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case 0x7:
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b17latch76 = 0;
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SPSG[0x5] = 0;
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break;
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case 0x8:
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b17latch76 = 0;
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fdso.mwave[SPSG[0x5] & 0x1F] = V & 0x7;
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SPSG[0x5] = (SPSG[0x5] + 1) & 0x1F;
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break;
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}
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SPSG[A] = V;
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}
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/* $4080 - Fundamental wave amplitude data register 92
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* $4082 - Fundamental wave frequency data register 58
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* $4083 - Same as $4082($4083 is the upper 4 bits).
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*
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* $4084 - Modulation amplitude data register 78
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* $4086 - Modulation frequency data register 72
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* $4087 - Same as $4086($4087 is the upper 4 bits)
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*/
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static void DoEnv() {
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int x;
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for (x = 0; x < 2; x++)
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if (!(SPSG[x << 2] & 0x80) && !(SPSG[0x3] & 0x40)) {
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static int counto[2] = { 0, 0 };
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if (counto[x] <= 0) {
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if (!(SPSG[x << 2] & 0x80)) {
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if (SPSG[x << 2] & 0x40) {
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if (amplitude[x] < 0x3F)
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amplitude[x]++;
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} else {
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if (amplitude[x] > 0)
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amplitude[x]--;
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}
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}
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counto[x] = (SPSG[x << 2] & 0x3F);
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} else
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counto[x]--;
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}
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}
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static DECLFR(FDSWaveRead) {
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return(fdso.cwave[A & 0x3f] | (X.DB & 0xC0));
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}
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static DECLFW(FDSWaveWrite) {
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if (SPSG[0x9] & 0x80)
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fdso.cwave[A & 0x3f] = V & 0x3F;
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}
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static int ta;
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static INLINE void ClockRise(void) {
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if (!clockcount) {
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ta++;
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b19shiftreg60 = (SPSG[0x2] | ((SPSG[0x3] & 0xF) << 8));
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b17latch76 = (SPSG[0x6] | ((SPSG[0x07] & 0xF) << 8)) + b17latch76;
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if (!(SPSG[0x7] & 0x80)) {
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int t = fdso.mwave[(b17latch76 >> 13) & 0x1F] & 7;
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int t2 = amplitude[1];
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int adj = 0;
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if ((t & 3)) {
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if ((t & 4))
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adj -= (t2 * ((4 - (t & 3))));
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else
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adj += (t2 * ((t & 3)));
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}
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adj *= 2;
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if (adj > 0x7F) adj = 0x7F;
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if (adj < -0x80) adj = -0x80;
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b8shiftreg88 = 0x80 + adj;
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} else {
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b8shiftreg88 = 0x80;
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}
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} else {
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b19shiftreg60 <<= 1;
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b8shiftreg88 >>= 1;
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}
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b24adder66 = (b24latch68 + b19shiftreg60) & 0x1FFFFFF;
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}
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static INLINE void ClockFall(void) {
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if ((b8shiftreg88 & 1))
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b24latch68 = b24adder66;
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clockcount = (clockcount + 1) & 7;
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}
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static INLINE int32 FDSDoSound(void) {
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fdso.count += fdso.cycles;
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if (fdso.count >= ((int64)1 << 40)) {
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dogk:
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fdso.count -= (int64)1 << 40;
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ClockRise();
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ClockFall();
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fdso.envcount--;
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if (fdso.envcount <= 0) {
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fdso.envcount += SPSG[0xA] * 3;
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DoEnv();
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}
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}
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if (fdso.count >= 32768) goto dogk;
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/* Might need to emulate applying the amplitude to the waveform a bit better... */
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{
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int k = amplitude[0];
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if (k > 0x20) k = 0x20;
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return (fdso.cwave[b24latch68 >> 19] * k) * 4 / ((SPSG[0x9] & 0x3) + 2);
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}
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}
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static int32 FBC = 0;
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static void RenderSound(void) {
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int32 end, start;
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int32 x;
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start = FBC;
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end = (SOUNDTS << 16) / soundtsinc;
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if (end <= start)
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return;
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FBC = end;
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if (!(SPSG[0x9] & 0x80))
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for (x = start; x < end; x++) {
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uint32 t = FDSDoSound();
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t += t >> 1;
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t >>= 4;
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Wave[x >> 4] += t; /* (t>>2)-(t>>3); */ /* >>3; */
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}
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}
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static void RenderSoundHQ(void) {
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uint32 x;
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if (!(SPSG[0x9] & 0x80))
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for (x = FBC; x < SOUNDTS; x++) {
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uint32 t = FDSDoSound();
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t += t >> 1;
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WaveHi[x] += t; /* (t<<2)-(t<<1); */
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}
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FBC = SOUNDTS;
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}
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static void HQSync(int32 ts) {
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FBC = ts;
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}
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void FDSSound(int c) {
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RenderSound();
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FBC = c;
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}
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static void FDS_ESI(void) {
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if (FSettings.SndRate) {
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if (FSettings.soundq >= 1) {
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fdso.cycles = (int64)1 << 39;
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} else {
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fdso.cycles = ((int64)1 << 40) * FDSClock;
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fdso.cycles /= FSettings.SndRate * 16;
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}
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}
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SetReadHandler(0x4040, 0x407f, FDSWaveRead);
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SetWriteHandler(0x4040, 0x407f, FDSWaveWrite);
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SetWriteHandler(0x4080, 0x408A, FDSSWrite);
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SetReadHandler(0x4090, 0x4092, FDSSRead);
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}
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void FDSSoundReset(void) {
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memset(&fdso, 0, sizeof(fdso));
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FDS_ESI();
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GameExpSound.HiSync = HQSync;
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GameExpSound.HiFill = RenderSoundHQ;
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GameExpSound.Fill = FDSSound;
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GameExpSound.RChange = FDS_ESI;
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}
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uint8 FDSSoundRead(uint32 A) {
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if (A >= 0x4040 && A < 0x4080) return FDSWaveRead(A);
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if (A >= 0x4090 && A < 0x4093) return FDSSRead(A);
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return X.DB;
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}
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void FDSSoundWrite(uint32 A, uint8 V) {
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if (A >= 0x4040 && A < 0x4080) FDSWaveWrite(A, V);
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else if (A >= 0x4080 && A < 0x408B) FDSSWrite(A, V);
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}
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void FDSSoundPower(void) {
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FDSSoundReset();
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FDSSoundStateAdd();
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}
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