// Sega/Game Gear/Coleco SGC music file emulator // Game_Music_Emu 0.6-pre #ifndef SGC_EMU_H #define SGC_EMU_H #include "blargg_common.h" #include "multi_buffer.h" #include "rom_data.h" #include "z80_cpu.h" #include "sms_fm_apu.h" #include "sms_apu.h" #include "m3u_playlist.h" typedef short sample_t; typedef struct Z80_Cpu Sgc_Cpu; enum { buf_size = 2048 }; // SGC file header enum { header_size = 0xA0 }; struct header_t { char tag [4]; // "SGC\x1A" byte vers; // 0x01 byte rate; // 0=NTSC 1=PAL byte reserved1 [2]; byte load_addr [2]; byte init_addr [2]; byte play_addr [2]; byte stack_ptr [2]; byte reserved2 [2]; byte rst_addrs [7*2]; byte mapping [4]; // Used by Sega only byte first_song; // Song to start playing first byte song_count; byte first_effect; byte last_effect; byte system; // 0=Master System 1=Game Gear 2=Colecovision byte reserved3 [23]; char game [32]; // strings can be 32 chars, NOT terminated char author [32]; char copyright [32]; }; // True if header has valid file signature static inline bool valid_tag( struct header_t* h ) { return 0 == memcmp( h->tag, "SGC\x1A", 4 ); } static inline int effect_count( struct header_t* h ) { return h->last_effect ? h->last_effect - h->first_effect + 1 : 0; } struct Sgc_Emu { bool fm_accessed; cpu_time_t play_period; cpu_time_t next_play; void const* bank2; // ROM selected for bank 2, in case RAM is currently hiding it addr_t vectors_addr; // RST vectors start here addr_t idle_addr; // return address for init/play routines void* coleco_bios; // general int voice_count; int mute_mask_; int tempo; int gain; long sample_rate; // track-specific volatile bool track_ended; int current_track; int track_count; blargg_long out_time; // number of samples played since start of track blargg_long emu_time; // number of samples emulator has generated since start of track bool emu_track_ended_; // emulator has reached end of track // fading blargg_long fade_start; int fade_step; // silence detection bool ignore_silence; int max_initial_silence; int silence_lookahead; // speed to run emulator when looking ahead for silence long silence_time; // number of samples where most recent silence began long silence_count; // number of samples of silence to play before using buf long buf_remain; // number of samples left in silence buffer long clock_rate_; unsigned buf_changed_count; // M3u Playlist struct M3u_Playlist m3u; sample_t buf [buf_size]; struct Stereo_Buffer stereo_buf; struct Sms_Apu apu; struct Sms_Fm_Apu fm_apu; Sgc_Cpu cpu; // large items struct header_t header; struct Rom_Data rom; byte vectors [page_size + page_padding]; byte ram [0x2000 + page_padding]; byte ram2 [0x4000 + page_padding]; byte unmapped_write [0x4000]; }; // Basic functionality (see Gme_File.h for file loading/track info functions) void Sgc_init( struct Sgc_Emu* this ); blargg_err_t Sgc_load_mem( struct Sgc_Emu* this, const void* data, long size ); static inline int clock_rate( struct Sgc_Emu* this ) { return this->header.rate ? 3546893 : 3579545; } // 0x2000 bytes static inline void set_coleco_bios( struct Sgc_Emu* this, void* p ) { this->coleco_bios = p; } // Set output sample rate. Must be called only once before loading file. blargg_err_t Sgc_set_sample_rate( struct Sgc_Emu* this, long sample_rate ); // Start a track, where 0 is the first track. Also clears warning string. blargg_err_t Sgc_start_track( struct Sgc_Emu* this, int track ); // Generate 'count' samples info 'buf'. Output is in stereo. Any emulation // errors set warning string, and major errors also end track. blargg_err_t Sgc_play( struct Sgc_Emu* this, long count, sample_t* buf ); // Track status/control // Number of milliseconds (1000 msec = 1 second) played since beginning of track long Track_tell( struct Sgc_Emu* this ); // Seek to new time in track. Seeking backwards or far forward can take a while. blargg_err_t Track_seek( struct Sgc_Emu* this, long msec ); // Skip n samples blargg_err_t Track_skip( struct Sgc_Emu* this, long n ); // Set start time and length of track fade out. Once fade ends track_ended() returns // true. Fade time can be changed while track is playing. void Track_set_fade( struct Sgc_Emu* this, long start_msec, long length_msec ); // Get track length in milliseconds static inline long Track_get_length( struct Sgc_Emu* this, int n ) { long length = 120 * 1000; /* 2 minutes */ if ( (this->m3u.size > 0) && (n < this->m3u.size) ) { struct entry_t* entry = &this->m3u.entries [n]; length = entry->length; } return length; } // Sound customization // Adjust song tempo, where 1.0 = normal, 0.5 = half speed, 2.0 = double speed. // Track length as returned by track_info() assumes a tempo of 1.0. void Sound_set_tempo( struct Sgc_Emu* this, int t ); // Mute/unmute voice i, where voice 0 is first voice void Sound_mute_voice( struct Sgc_Emu* this, int index, bool mute ); // Set muting state of all voices at once using a bit mask, where -1 mutes them all, // 0 unmutes them all, 0x01 mutes just the first voice, etc. void Sound_mute_voices( struct Sgc_Emu* this, int mask ); // Change overall output amplitude, where 1.0 results in minimal clamping. // Must be called before set_sample_rate(). static inline void Sound_set_gain( struct Sgc_Emu* this, int g ) { assert( !this->sample_rate ); // you must set gain before setting sample rate this->gain = g; } // True if Master System or Game Gear static inline bool sega_mapping( struct Sgc_Emu* this ) { return this->header.system <= 1; } // Emulation (You shouldn't touch these) bool run_cpu( struct Sgc_Emu* this, cpu_time_t end_time ) ICODE_ATTR; void cpu_out( struct Sgc_Emu* this, cpu_time_t time, addr_t addr, int data ) ICODE_ATTR; void cpu_write( struct Sgc_Emu* this, addr_t addr, int data ) ICODE_ATTR; void jsr( struct Sgc_Emu* this, byte addr [2] ) ICODE_ATTR; #endif