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/*
* 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 LSB_FIRST
struct { uint8 A, Y; } B;
#else
struct { uint8 Y, A; } B;
#endif
uint16 W;
uint32 _padder; // make sure this whole thing takes 4 bytes
} YAndA;
struct SAPURegisters{
uint8 P;
YAndA YA;
uint8 X;
uint8 S;
uint16 PC;
};
//EXTERN_C struct SAPURegisters APURegisters;
// 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_C 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)
EXTERN_C int spc700_execute(int cycles);
#endif // SPCTOOL
#endif
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