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319 lines
11 KiB
Text
319 lines
11 KiB
Text
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snes_spc 0.9.0: SNES SPC-700 APU Emulator
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-----------------------------------------
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Author : Shay Green <gblargg@gmail.com>
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Website: http://www.slack.net/~ant/
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Forum : http://groups.google.com/group/blargg-sound-libs
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License: GNU Lesser General Public License (LGPL)
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Contents
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--------
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* C and C++ Interfaces
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* Overview
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* Full SPC Emulation
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* DSP Emulation
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* SPC Music Playback
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* State Copying
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* Library Compilation
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* Error handling
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* Solving Problems
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* Accurate S-DSP Limitations
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* Fast S-DSP Limitations
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* S-SMP Limitations
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* To Do
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* Thanks
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C and C++ Interfaces
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--------------------
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The library includes a C interface in spc.h and dsp.h, which can be used
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from C and C++. This C interface is referred to in the following
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documentation. If you're building this as a shared library (rather than
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linking statically), you should use the C interface since it will change
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less in future versions.
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The native C++ interface is in the header files SNES_SPC.h, SPC_DSP.h,
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and SPC_Filter.h, and the two interfaces can be freely mixed in C++
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code. Conversion between the two interfaces generally follows a pattern:
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C interface C++ interface
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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SNES_SPC* spc; SNES_SPC* spc;
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spc = spc_new(); spc = new SNES_SPC;
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spc_play( spc, count, buf ); spc->play( count, buf );
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spc_sample_rate SNES_SPC::sample_rate
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spc_delete( spc ); delete spc;
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Overview
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--------
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There are three main roles for this library:
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* Full SPC emulation in a SNES emulator
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* DSP emulation in a SNES emulator (where you emulate the SMP CPU)
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* SPC playback in an SPC music file player
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Each of these uses are described separately below.
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Full SPC Emulation
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------------------
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See spc.h for full function reference (SNES_SPC.h if using C++).
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* Create SPC emulator with spc_new() and check for NULL.
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* Call spc_init_rom() with a pointer to the 64-byte IPL ROM dump (not
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included with library).
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* When your emulated SNES is powered on, call spc_reset(). When the
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reset switch is pressed, call spc_soft_reset().
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* Call spc_set_output() with your output buffer, then do emulation.
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* When the SNES CPU accesses APU ports, call spc_read_port() and
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spc_write_port().
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* When your emulator's timebase is going back to 0, call
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spc_end_frame(), usually at the end of a video frame or scanline.
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* Periodically play samples from your buffer. Use spc_sample_count() to
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find out how many samples have been written, then spc_set_output() after
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you've made more space in your buffer.
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* Save/load full emulator state with spc_copy_state().
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* You can save as an SPC music file with spc_save_spc().
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* When done, use spc_delete() to free memory.
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DSP Emulation
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-------------
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See dsp.h for full function reference (SPC_DSP.h if using C++).
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* Create DSP emulator with spc_dsp_new() and check for NULL.
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* Let the DSP know where your 64K RAM is with spc_dsp_init().
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* When your emulated SNES is powered on, call spc_dsp_reset(). When the
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reset switch is pressed, call spc_dsp_soft_reset().
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* Call spc_dsp_set_output() with your output buffer, then do emulation.
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* Use spc_dsp_run() to run DSP for specified number of clocks (1024000
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per second). Every 32 clocks a pair of samples is added to your output
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buffer.
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* Use spc_dsp_read() and spc_dsp_write() to handle DSP reads/writes from
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the S-SMP. Before calling these always catch the DSP up to present time
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with spc_dsp_run().
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* Periodically play samples from your buffer. Use spc_dsp_sample_count()
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to find out how many samples have been written, then
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spc_dsp_set_output() after you've made more space in your buffer.
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* Use spc_dsp_copy_state() to save/load full DSP state.
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* When done, use spc_delete() to free memory.
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SPC Music Playback
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------------------
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See spc.h for full function reference (SNES_SPC.h if using C++).
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* Create SPC emulator with spc_new() and check for NULL.
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* Load SPC with spc_load_spc() and check for error.
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* Optionally cear echo buffer with spc_clear_echo(). Many SPCs have
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garbage in echo buffer, which causes noise at the beginning.
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* Generate samples as needed with spc_play().
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* When done, use spc_delete() to free memory.
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* For a more complete game music playback library, use Game_Music_Emu
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State Copying
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-------------
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The SPC and DSP modules include state save/load functions. They take a
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pointer to a pointer to a buffer to store state, and a copy function.
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This copy function can either copy data to the buffer or from it,
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allowing state save and restore with the same library function. The
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internal save state format allows for future expansion without making
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previous save states unusable.
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The SPC save state format puts the most important parts first to make it
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easier to manually examine. It's organized as follows:
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Offset Size Data
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- - - - - - - - - - - - - - - - - -
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0 $10000 SPC RAM
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$10000 $10 SMP $F0-$FF registers
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$10010 4 SMP $F4-$F8 output registers
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$10014 2 PC
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$10016 1 A
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$10017 1 X
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$10018 1 Y
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$10019 1 PSW
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$1001A 1 SP
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$1001B 5 internal
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$10020 $80 DSP registers
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$100A0 ... internal
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Library Compilation
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-------------------
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While this library is in C++, it has been written to easily link in a C
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program *without* needing the standard C++ library. It doesn't use
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exception handling or run-time type information (RTTI), so you can
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disable these in your C++ compiler to increase efficiency.
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If you're building a shared library (DLL), I recommend only exporting
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the C interfaces in spc.h and dsp.h, as the C++ interfaces expose
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implementation details that will break link compatibility across
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versions.
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If you're using C and compiling with GCC, I recommend the following
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command-line options when compiling the library source, otherwise GCC
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will insert calls to the standard C++ library and require that it be
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linked in:
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-fno-rtti -fno-exceptions
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For maximum optimization, see the NDEBUG and BLARGG_NONPORTABLE options
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in blargg_config. If using GCC, you can enable these by adding the
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following command-line options when you invoke gcc. If you encounter
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problems, try without -DBLARGG_NONPORTABLE; if that works, contact me so
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I can figure out why BLARGG_NONPORTABLE was causing it to fail.
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-O3 -DNDEBUG -DBLARGG_NONPORTABLE -fno-rtti -fno-exceptions
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Error handling
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--------------
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Functions which can fail have a return type of spc_err_t (blargg_err_t
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in the C++ interfaces), which is a pointer to an error string (const
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char*). If a function is successful it returns NULL. Errors that you can
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easily avoid are checked with debug assertions; spc_err_t return values
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are only used for genuine run-time errors that can't be easily predicted
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in advance (out of memory, I/O errors, incompatible file data). Your
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code should check all error values.
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To improve usability for C programmers, C++ programmers unfamiliar with
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exceptions, and compatibility with older C++ compilers, the library does
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*not* throw any C++ exceptions and uses malloc() instead of the standard
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operator new. This means that you *must* check for NULL when creating a
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library object with the new operator.
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Solving Problems
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----------------
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If you're having problems, try the following:
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* If you're getting garbled sound, try this simple siren generator in
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place of your call to play(). This will quickly tell whether the problem
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is in the library or in your code.
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static void play_siren( long count, short* out )
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{
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static double a, a2;
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while ( count-- )
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*out++ = 0x2000 * sin( a += .1 + .05*sin( a2+=.00005 ) );
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}
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* Enable debugging support in your environment. This enables assertions
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and other run-time checks.
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* Turn the compiler's optimizer is off. Sometimes an optimizer generates
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bad code.
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* If multiple threads are being used, ensure that only one at a time is
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accessing a given set of objects from the library. This library is not
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in general thread-safe, though independent objects can be used in
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separate threads.
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* If all else fails, see if the demos work.
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Accurate S-DSP Limitations
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--------------------------
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* Power-up and soft reset behavior might have slight inaccuracies.
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* Muting (FLG bit 6) behavior when toggling bit very rapidly is not
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emulated properly.
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* No other known inaccuracies. Has passed 100+ strenuous tests.
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Fast S-DSP Limitations
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----------------------
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* Uses faster sample calculations except in cases where exact value is
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actually important (BRR decoding, and gaussian interpolation combined
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with pitch modulation).
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* Stops decoding BRR data when a voice's envelope has released to
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silence.
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* Emulates 32 clocks at a time, so DSP register and memory accesses are
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all done in a bunch rather than spread out. Even though, some clever
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code makes register accesses separated by 40 or so clocks occur with
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cycle-accurate timing.
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S-SMP Limitations
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-----------------
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* Opcode fetches and indirect pointers are always read directly from
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memory, even for the $F0-$FF region, and the DSP is not caught up for
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these fetches.
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* Attempts to perversely execute data in registers or an area being
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modified by echo will not be emulated properly.
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* Has not been thoroughly tested.
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* Test register ($F0) is not implemented.
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* Echo buffer can overwrite IPL ROM area, and does not correctly update
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extra RAM there.
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To Do
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-----
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* I'd like feedback on the interface and any ways to improve it. In
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particular, the differing features between the accurate and fast DSP
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emulators might make it harder to cleanly switch between them without
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modifying source code.
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* Finish thorough tests on SMP memory access times.
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* Finish thorough tests on SMP instruction behavior (flags, registers).
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* Finish thorough tests on SMP timers.
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* Finish power-up and reset behavior testing.
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* Come up with best starting conditions to play an SPC and implement in
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hardware SNES SPC player for verification.
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Thanks
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------
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Thanks to Anti-Resonance's SPC2ROM and help getting SPCs playing on my
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SNES in the first place, then Brad Martin's openspc and Chris Moeller's
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openspc++ C++ adaptation, giving me a good SPC emulator to start with
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several years ago. Thanks to Richard Bannister, Mahendra Tallur, Shazz,
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nenolod, theHobbit, Johan Samuelsson, nes6502, and Micket for helping
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test my Game_Music_Emu library. Thanks to hcs for help in converting to
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C for the Rockbox port. Thanks to byuu (bsnes author) and pagefault and
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Nach (zsnes team) for testing and using my new rewritten DSP in their
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emulators. Thanks to anomie for his good SNES documentation and
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discussions with me to keep it up to date with my latest findings.
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--
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Shay Green <gblargg@gmail.com>
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