/* * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. * * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and * Jerremy Koot (jkoot@snes9x.com) * * Super FX C emulator code * (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and * Gary Henderson. * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. * * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_. * C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com). * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: http://www.snes9x.com * * Permission to use, copy, modify and distribute Snes9x in both binary and * source form, for non-commercial purposes, is hereby granted without fee, * providing that this license information and copyright notice appear with * all copies and any derived work. * * This software is provided 'as-is', without any express or implied * warranty. In no event shall the authors be held liable for any damages * arising from the use of this software. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * The copyright holders request that bug fixes and improvements to the code * should be forwarded to them so everyone can benefit from the modifications * in future versions. * * Super NES and Super Nintendo Entertainment System are trademarks of * Nintendo Co., Limited and its subsidiary companies. */ #ifndef _SPC700_H_ #define _SPC700_H_ #ifdef SPCTOOL #define NO_CHANNEL_STRUCT #include "spctool/dsp.h" #include "spctool/spc700.h" #include "spctool/soundmod.h" #endif #define Carry 1 #define Zero 2 #define Interrupt 4 #define HalfCarry 8 #define BreakFlag 16 #define DirectPageFlag 32 #define Overflow 64 #define Negative 128 #define APUClearCarry() (IAPU._Carry = 0) #define APUSetCarry() (IAPU._Carry = 1) #define APUSetInterrupt() (IAPU.P |= Interrupt) #define APUClearInterrupt() (IAPU.P &= ~Interrupt) #define APUSetHalfCarry() (IAPU.P |= HalfCarry) #define APUClearHalfCarry() (IAPU.P &= ~HalfCarry) #define APUSetBreak() (IAPU.P |= BreakFlag) #define APUClearBreak() (IAPU.P &= ~BreakFlag) #define APUSetDirectPage() (IAPU.P |= DirectPageFlag) #define APUClearDirectPage() (IAPU.P &= ~DirectPageFlag) #define APUSetOverflow() (IAPU._Overflow = 1) #define APUClearOverflow() (IAPU._Overflow = 0) #define APUCheckZero() (IAPU._Zero == 0) #define APUCheckCarry() (IAPU._Carry) #define APUCheckInterrupt() (IAPU.P & Interrupt) #define APUCheckHalfCarry() (IAPU.P & HalfCarry) #define APUCheckBreak() (IAPU.P & BreakFlag) #define APUCheckDirectPage() (IAPU.P & DirectPageFlag) #define APUCheckOverflow() (IAPU._Overflow) #define APUCheckNegative() (IAPU._Zero & 0x80) //#define APUClearFlags(f) (IAPU.P &= ~(f)) //#define APUSetFlags(f) (IAPU.P |= (f)) //#define APUCheckFlag(f) (IAPU.P & (f)) typedef union { #ifdef MSB_FIRST struct { uint8 Y, A; } B; #else struct { uint8 A, Y; } B; #endif uint16 W; uint32 _padder; // make sure this whole thing takes 4 bytes } YAndA; typedef struct { uint8 P; YAndA YA; uint8 X; uint8 S; uint16 PC; } SAPURegisters; // Needed by ILLUSION OF GAIA //#define ONE_APU_CYCLE 14 #define ONE_APU_CYCLE 21 // Needed by all games written by the software company called Human //#define ONE_APU_CYCLE_HUMAN 17 #define ONE_APU_CYCLE_HUMAN 21 // 1.953us := 1.024065.54MHz #ifdef SPCTOOL extern int32 ESPC(int32); #define APU_EXECUTE() \ { \ int32 l = (CPU.Cycles - CPU.APU_Cycles) / 14; \ if (l > 0) \ { \ l -= _EmuSPC(l); \ CPU.APU_Cycles += l * 14; \ } \ } #else // return cycles left (always negative) int spc700_execute(int cycles); #endif // SPCTOOL #endif