cam900
cb34054473
Fix compile
2023-04-11 12:50:24 +09:00
cam900
f13cea6a8e
pv1000: Add XORing features
2023-04-11 09:19:12 +09:00
tildearrow
5af3804195
GA20: implement getSamplePos()
2023-03-21 03:56:17 -05:00
tildearrow
591cd633d7
SegaPCM: implement getSamplePos()
2023-03-19 16:49:31 -05:00
tildearrow
62b9b98300
SNES: implement getSamplePos()
...
but gotta fix one thing
2023-03-19 04:18:57 -05:00
tildearrow
293d2b8775
PV-1000: more accurate emulation
2023-03-18 17:15:13 -05:00
cam900
dbd1f56a10
Add NEC D65010G031 support
...
chip flag and instrument color is placeholder
2023-03-05 14:01:44 +09:00
tildearrow
aa5c3ec28a
a wavetable chip that breaks Furnace limits?!
2023-03-03 19:31:51 -05:00
tildearrow
223a00884e
M114S? what's that?
2023-03-03 14:13:33 -05:00
tildearrow
6c76515ff9
Game Boy: don't use rand()
2023-03-01 15:23:20 -05:00
tildearrow
68c88aea02
NES: don't use rand() in NSFplay
2023-03-01 15:21:55 -05:00
tildearrow
814907c0a7
SM8521: don't use rand()
...
issue #1004
2023-03-01 15:15:17 -05:00
tildearrow
8313d0f518
let's try console
2023-02-14 01:02:35 -05:00
tildearrow
78d3f9d97f
ES5506: one more percent off
2023-02-11 23:43:19 -05:00
cam900
d26f2149e7
Fix newline
2023-02-11 22:03:24 +09:00
cam900
28c6b1dc60
Fix copyright year
2023-02-11 22:02:00 +09:00
cam900
98b34ab7ce
Output fix
2023-02-11 21:50:44 +09:00
cam900
07a1c57a5a
Fix compile, Add SM8521 to list
2023-02-11 21:37:11 +09:00
cam900
6c5e806fb2
Prepare for SM8521
2023-02-11 21:06:17 +09:00
tildearrow
0165a19630
SoundUnit: change 1-bit PDM mode to 8-bit TDM
2023-02-10 16:25:51 -05:00
tildearrow
6036366f38
SegaPCM: new real emulation core
2023-02-10 02:01:23 -05:00
tildearrow
0d424c7962
SegaPCM: prepare to actually emulate it
2023-02-09 19:11:27 -05:00
cam900
ffe5ced7b9
Fix GA20 mute
2023-02-09 10:20:36 +09:00
tildearrow
0b2df4f7d4
SoundUnit: enough of bitfields, part 2
2023-02-06 14:14:50 -05:00
tildearrow
63d0eb46a9
SoundUnit: enough of bitfields
2023-02-06 14:02:20 -05:00
tildearrow
26739bba11
YM2612: fix CSM on ymfm
...
finally
2023-02-05 17:42:48 -05:00
tildearrow
e6dfeebaee
SoundUnit: emulator license
...
MIT license - I am the only one who wrote this specific piece of code
2023-02-01 14:39:35 -05:00
tildearrow
c918ed3449
SoundUnit: big-endian again
2023-01-25 15:09:05 -05:00
tildearrow
a5a3407d3b
who used sprintf!
2023-01-19 19:01:31 -05:00
tildearrow
be79f80770
SoundUnit: separate flag register
...
issue #649
2023-01-15 00:40:57 -05:00
tildearrow
aea7a67d3e
Namco WSG: noise in per-chan osc for real?
2023-01-12 17:45:33 -05:00
tildearrow
51cef18bff
AY: optimize
2023-01-12 16:05:03 -05:00
tildearrow
821df80594
Namco WSG: noise in per-chan osc?
2022-12-31 16:19:02 -05:00
tildearrow
893b48b9bb
fix SPC_DSP.cpp to work on GCC 5
2022-12-28 21:37:42 -05:00
Waldemar Pawlaszek
e5e3a83302
More refactoring
2022-12-23 07:31:22 +01:00
Waldemar Pawlaszek
2423ec9bc6
Refactoring
2022-12-23 07:06:17 +01:00
Waldemar Pawlaszek
f1c40082d6
Fixing osciloscope volume
2022-12-23 06:27:37 +01:00
Waldemar Pawlaszek
d66042b9c7
macOS compilation fix
2022-12-22 23:25:14 +01:00
Waldemar Pawlaszek
44a26791c6
Applied code review remarks.
2022-12-22 23:17:38 +01:00
Waldemar Pawlaszek
1b2eb9cacb
bugfixes
2022-12-22 23:04:03 +01:00
Waldemar Pawlaszek
4a7e76c448
Renaming new POKEY core to AltASAP. Added core selection.
2022-12-22 22:40:29 +01:00
Waldemar Pawlaszek
3a94a7acde
Implementation of POKEY core based on ASAP ( http://asap.sourceforge.net )
2022-12-22 21:53:29 +01:00
tildearrow
15dc663a15
POKEY: remove dithering
...
we only use 16-bit output anyway
2022-12-20 15:07:58 -05:00
tildearrow
ba674a0329
start work on POKEY
...
to-do:
- add ability to change AUDCTL
- bass shape frequency and waveform mapping
- easy noise???
2022-12-19 19:45:04 -05:00
tildearrow
4ba8c0513e
the final mzpokeysnd change (maybe)
...
it works! now to work on DivPlatformPOKEY...
2022-12-19 17:10:45 -05:00
tildearrow
112d773544
and more mzpokeysnd changes
2022-12-19 16:46:19 -05:00
tildearrow
139ac97144
more mzpokeysnd changes
2022-12-19 16:39:10 -05:00
tildearrow
a8071a3c9f
update mzpokeysnd
2022-12-19 14:18:32 -05:00
tildearrow
c4be8c9f5d
let's try out mzpokeysnd
...
to-do:
- de-Atari800ize the core
- remove resampling funcs
- make Update* public
-
-
- DivPlatformPOKEY already!
2022-12-18 20:01:29 -05:00
cam900
f627c4728f
Merge branch 'master' of https://github.com/tildearrow/furnace into ga20
2022-12-16 19:21:59 +09:00
tildearrow
38d25bd6c2
update ymfm modification disclaimer
2022-12-15 16:48:03 -05:00
tildearrow
5984383b9d
wait!!!!
2022-12-15 15:37:11 -05:00
cam900
ee983e47f0
Fix core
2022-12-15 20:26:53 +09:00
cam900
d5f44557c2
add (Partial) GA20 support
2022-12-15 20:03:54 +09:00
tildearrow
2f8e2f9a5e
YM2612: partial, buggy CSM on ymfm
2022-12-14 19:22:34 -05:00
tildearrow
7732031404
update ymfm
2022-12-14 17:07:46 -05:00
tildearrow
8041173eb9
YMZ280B: fix VGM export
2022-11-21 16:12:29 -05:00
tildearrow
6a997fd21f
SoundUnit: fix fix
2022-11-16 05:07:41 -05:00
tildearrow
c14e24688f
SoundUnit: big-endian fix (I think)
2022-11-15 22:36:19 -05:00
tildearrow
f8896ed64c
T 6 W 2 8
2022-10-12 00:12:56 -05:00
tildearrow
691a7eeea7
unblip-ize the T6W28 code
2022-10-09 12:46:21 -05:00
tildearrow
9ea72a321f
I don't understand how am I going to do this
...
this code looks too glued to Blip_Buffer
2022-10-09 04:05:44 -05:00
tildearrow
504778d975
Virtual Boy: more work
2022-10-08 23:25:15 -05:00
tildearrow
f76e4044c7
prepare for Virtual Boy
2022-10-08 19:37:22 -05:00
tildearrow
8ab0d28ace
MSM5232: per-chan osc
2022-10-04 02:35:32 -05:00
tildearrow
7b55ba4e77
MSM5232: more options
2022-10-01 19:47:40 -05:00
tildearrow
aed738e0d5
MSM5232: channel muting
2022-10-01 03:32:13 -05:00
tildearrow
5e18edb229
early MSM5232 work
2022-10-01 03:15:40 -05:00
tildearrow
3f6ca8f650
fix build on my machine
2022-09-24 18:40:36 -05:00
tildearrow
c0de45ff0c
Merge branch 'snes' of https://github.com/akumanatt/furnace into akumanatt-snes
2022-09-24 02:53:11 -05:00
Natt Akuma
0ee6d761f5
Merge branch 'master' of https://github.com/tildearrow/furnace into snes
2022-09-18 18:33:25 +07:00
cam900
52476ec1a6
Merge branch 'master' of https://github.com/tildearrow/furnace into vgsound_emu_update
2022-09-16 23:49:11 +09:00
cam900
b461ffe411
Update vgsound_emu library
2022-09-16 23:48:06 +09:00
tildearrow
146255b08e
OPZ: SysEx fixes and notes
2022-09-13 03:29:36 -05:00
tildearrow
917a03eb07
TIA: fixes fixes fixes
2022-09-09 23:40:21 -05:00
tildearrow
fcefbb4909
TIA: update to latest Stella core
2022-09-09 23:21:45 -05:00
tildearrow
3af287cf9d
AY: fix per-chan osc in Sunsoft 5B mode
2022-08-29 04:15:53 -05:00
tildearrow
4b4a254064
C64: reSIDfp per-chan osc
2022-08-29 03:54:55 -05:00
tildearrow
d485af439d
fix macOS build
2022-08-28 15:36:12 -05:00
tildearrow
c3ced46fa3
coming soon: reSIDfp core
2022-08-28 15:10:44 -05:00
tildearrow
976e193309
SoundUnit: add 1-bit PDM rev emulation
2022-08-16 02:08:10 -05:00
tildearrow
1721e1d03e
Game Boy: re-enable wave corruption bug emulation
2022-08-07 00:40:26 -05:00
tildearrow
6934a499c1
SoundUnit: actually finish it
2022-08-06 18:23:11 -05:00
tildearrow
f03123fd75
SoundUnit: implement missing input line emulation
2022-08-06 16:22:57 -05:00
cam900
89042f61eb
Fix link for vgsound_emu (moved into https://gitlab.com/cam900/vgsound_emu )
2022-08-03 21:56:22 +09:00
tildearrow
0d4f20b7a6
SoundUnit: add 64K chip revision
2022-08-03 00:05:58 -05:00
Waldemar Pawlaszek
5feba3a716
More robust popcnt
2022-07-31 22:26:59 +02:00
tildearrow
a9afcf873c
fix ARM build
2022-07-31 14:05:23 -05:00
Waldemar Pawlaszek
6ff51ce8f3
#511 Added dynamic popcnt dispatcher
2022-07-31 11:33:38 +02:00
Natt Akuma
e2449d91f1
VERA: Run noise generation in each channel update
2022-06-27 19:37:45 +07:00
tildearrow
e39a923b23
C64: fix per-channel osc for 6581
2022-06-24 03:26:00 -05:00
tildearrow
ee709b85c2
Namco WSG: per-channel oscilloscope
2022-06-20 18:20:49 -05:00
tildearrow
6772159d5f
one more GCC < 8 fix
2022-06-20 04:58:03 -05:00
cam900
25af023dc6
Various corrections and fixes
...
Fix SN PSG pitch corrections
Revive YM2612 from dead
Add Game Gear stereo function finally
Add OPN/A prescaler config
2022-06-17 14:30:18 +09:00
Natt Akuma
b49b596fbe
WIP SNES support, part 2
...
Make the code build again, still no sound though
2022-06-10 22:59:44 +07:00
Natt Akuma
f3a90d554c
WIP SNES support, part 1
2022-06-10 03:19:31 +07:00
cam900
7bbfe3af7c
Fix per-channel osc
2022-06-07 23:59:50 +09:00
cam900
3e953f57b3
Prepare for TI-99/4A support
...
only works on MAME core only for now.
2022-06-07 12:57:09 +09:00
cam900
35caab6f82
Merge branch 'master' into preset1
2022-06-06 19:09:12 +09:00
cam900
e0e6a45000
Prepare for reducing duplicates for 4op FM related codes, Add and correct bunch of presets, Add various clock, type options for chips
...
Prepare for reducing duplicates for 4op FM related codes
Add and correct bunch of presets
- mostly based on MAME source.
- Neo Geo AES uses slightly difference clock for NTSC, PAL colorbust frequency.
- Turbosound FM + SAA: Some Turbosound FM has additional SAA1099, for additional sound channel and Plays SAM coupe tune?
- PC-98:
- Sound Orchestra: OPN with hardpanned stereo, some model has with OPL family FM addons.
V variation has Y8950 and supports ADPCM.
- Sound Blaster 16 for PC-9800: This famous PC sound card is also exists for PC-98, with optional OPN PC-9801-26(K) compatibility on some models.
- IBM PCjr: PC with SN PSG sound, but less popular than previous models, and compatible Tandy 1000.
- Tandy 1000: PCjr and previous IBM PC compatible, also has SN PSG (later embedded in their ASIC, like Sega).
- Hexion: One of konami's budget arcade hardware with SCC + MSM6295 sound system, like their amusement hardware in this era.
- DJ Boy, Atari JSA IIIs, Skimaxx: How to panning sound or plays stereo sound on MSM6295 - just use MSM6295s per each output!
- Air Buster: One of arcade hardware with OPN + MSM6295 sound system, Used this configuration is also some hardwares.
- Tecmo system: One of arcade hardware with pretty unique sound system: OPL3, YMZ280B, MSM6295; first 2 entry is mostly used in music, last entry is mostly used in sound effect.
- Sunsoft Shanghai 3: Predecessor of Sunsoft Arcade is using YM2149 rather than FM, MSM6295 is still there.
- Atari Klax: example of arcade hardware sound system with single MSM6295 only.
- Ikari warriors: This early SNK Triple-Z80 hardware uses 2 OPL1s and no ADPCM supports.
- Coreland Cyber Tank: This rare arcade machine's stereo sound is like SB Pro, but it's actually produced in 2 Y8950s.
- Data East MLC: Latest arcade hardware from Data East, with single YMZ280B for sound.
- Kaneko Jackie Chan: Predecessor of Super Kaneko Nova System hardware, also with YMZ280B.
- Super Kaneko Nova System: Latest arcade hardware from Kaneko, with single YMZ280B for sound. this announced 3D acceleration addon, but finally cancelled.
- Toaplan 1: Home of Late 80-Early 90s Good ol' stuffs, Example of arcade sound system with single OPL2
- Namco Pac-Land: and this era, Namco start to change Custom 15 WSG to their Custom 30 WSG with featured RAM based waveform, and mailbox feature.
- Namco System 1: One of latest usage of Custom 30 WSG, with OPM FM hardware and 8 bit DAC and Stereo output.
Add various clock, type options for chips
- SN7: Prepare to add 17 bit noise variation, Game gear stereo extentsion, NCR PSG variation (MAME core only for now)
- OPN, OPNA: Add placeholder for prescaler option
- OPL: Prepare for OPL3L, OPL4 downscaled output rate option
2022-06-06 19:04:52 +09:00