// Nintendo Game Boy GBS music file emulator // Game_Music_Emu 0.5.2 #ifndef GBS_EMU_H #define GBS_EMU_H #include "rom_data.h" #include "multi_buffer.h" #include "gb_apu.h" #include "gb_cpu.h" #include "m3u_playlist.h" /* typedef uint8_t byte; */ typedef short sample_t; enum { joypad_addr = 0xFF00 }; enum { ram_addr = 0xA000 }; enum { hi_page = 0xFF00 - ram_addr }; enum { io_base = 0xFF00 }; enum { buf_size = 2048 }; // Selects which sound hardware to use. AGB hardware is cleaner than the // others. Doesn't take effect until next start_track(). enum sound_t { sound_dmg = mode_dmg, // Game Boy monochrome sound_cgb = mode_cgb, // Game Boy Color sound_agb = mode_agb, // Game Boy Advance sound_gbs // Use DMG/CGB based on GBS (default) }; // GBS file header enum { header_size = 112 }; struct header_t { char tag [3]; byte vers; byte track_count; byte first_track; byte load_addr [2]; byte init_addr [2]; byte play_addr [2]; byte stack_ptr [2]; byte timer_modulo; byte timer_mode; char game [32]; char author [32]; char copyright [32]; }; struct Gbs_Emu { enum sound_t sound_hardware; int tempo; // timer blip_time_t cpu_time; blip_time_t end_time; blip_time_t play_period; blip_time_t next_play; // Sound long clock_rate_; long sample_rate_; unsigned buf_changed_count; int voice_count_; int gain_; int tempo_; // track-specific byte track_count; volatile bool track_ended; int current_track_; 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 // Disable automatic end-of-track detection and skipping of silence at beginning bool ignore_silence; int max_initial_silence; int mute_mask_; 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 // Larger items at the end // Header for currently loaded file struct header_t header; // M3u Playlist struct M3u_Playlist m3u; struct Gb_Apu apu; struct Gb_Cpu cpu; struct Stereo_Buffer stereo_buf; sample_t buf [buf_size]; // rom & ram struct Rom_Data rom; byte ram [0x4000 + 0x2000 + cpu_padding]; }; // Basic functionality // Initializes Gbs_Emu structure void Gbs_init( struct Gbs_Emu* this ); // Stops (clear) Gbs_Emu structure void Gbs_stop( struct Gbs_Emu* this ); // Loads a file from memory blargg_err_t Gbs_load( struct Gbs_Emu* this, void* data, long size ); // Set output sample rate. Must be called only once before loading file. blargg_err_t Gbs_set_sample_rate( struct Gbs_Emu* this, long sample_rate ); // Start a track, where 0 is the first track. Also clears warning string. blargg_err_t Gbs_start_track( struct Gbs_Emu* this, int ); // Generate 'count' samples info 'buf'. Output is in stereo. Any emulation // errors set warning string, and major errors also end track. blargg_err_t Gbs_play( struct Gbs_Emu* this, long count, sample_t* buf ) ICODE_ATTR; // Track status/control // Number of milliseconds (1000 msec = 1 second) played since beginning of track long Track_tell( struct Gbs_Emu* this ); // Seek to new time in track. Seeking backwards or far forward can take a while. blargg_err_t Track_seek( struct Gbs_Emu* this, long msec ); // Skip n samples blargg_err_t Track_skip( struct Gbs_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 Gbs_Emu* this, long start_msec, long length_msec ); // Get track length in milliseconds static inline long Track_get_length( struct Gbs_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 Gbs_Emu* this, int ); // Mute/unmute voice i, where voice 0 is first voice void Sound_mute_voice( struct Gbs_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 Gbs_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 Gbs_Emu* this, int g ) { assert( !this->sample_rate_ ); // you must set gain before setting sample rate this->gain_ = g; } // Emulation (You shouldn't touch these) blargg_err_t Run_clocks( struct Gbs_Emu* this, blip_time_t duration ) ICODE_ATTR; void Set_bank( struct Gbs_Emu* this, int ) ICODE_ATTR; void Update_timer( struct Gbs_Emu* this ) ICODE_ATTR; // Runs CPU until time becomes >= 0 void Run_cpu( struct Gbs_Emu* this ) ICODE_ATTR; // Reads/writes memory and I/O int Read_mem( struct Gbs_Emu* this, addr_t addr ) ICODE_ATTR; void Write_mem( struct Gbs_Emu* this, addr_t addr, int data ) ICODE_ATTR; // Current time static inline blip_time_t Time( struct Gbs_Emu* this ) { return Cpu_time( &this->cpu ) + this->end_time; } void Jsr_then_stop( struct Gbs_Emu* this, byte const [] ) ICODE_ATTR; void Write_io_inline( struct Gbs_Emu* this, int offset, int data, int base ) ICODE_ATTR; void Write_io_( struct Gbs_Emu* this, int offset, int data ) ICODE_ATTR; int Read_io( struct Gbs_Emu* this, int offset ) ICODE_ATTR; void Write_io( struct Gbs_Emu* this, int offset, int data ) ICODE_ATTR; #endif