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a8de4fc2da
everything that was new for XP. - Swapped snes_spc out for the full Game Music Emu library. SVN r1631 (trunk)
218 lines
7.9 KiB
Text
218 lines
7.9 KiB
Text
Game_Music_Emu Change Log
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-------------------------
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Game_Music_Emu 0.5.2
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--------------------
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- *TONS* of changes and improvements. You should re-read the new header
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files and documentation as the changes will allow you to simplify your
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code a lot (it might even be simpler to just rewrite it). Existing code
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should continue to work without changes in most cases (see Deprecated
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features in gme.txt).
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- New file formats: AY, HES, KSS, SAP, NSFE
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- All-new comprehensive C interface (also usable from C++). Simplifies
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many things, especially file loading, and brings everything together in
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one header file (gme.h).
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- Information tags and track names and times can be accessed for all
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game music formats
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- New features supported by all emulators: end of track fading,
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automatic silence detection, adjustable song tempo, seek to new time in
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track
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- Updated mini player example to support track names and times, echo,
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tempo, and channel muting, and added visual waveform display
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- Improved configuration to use blargg_config.h, which you can modify
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and keep when you update to a newer libary version. Includes flag for
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library to automatically handle gzipped files using zlib (so you don't
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need to use Gzip_File_Reader anymore).
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- GBS: Fixed wave channel to not reset waveform when APU is powered off
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(affected Garfield). Also improved invalid bank selection (affected Game
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& Watch and others).
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- VGM: Added support for alternate noise shifter register
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configurations, used by other systems like the BBC Micro.
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- SPC: Removed IPL ROM dump from emulator, as none of the SPC files I
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scanned needed it, and an SPC file can include a copy if necessary. Also
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re-enabled supposed clamping in gaussian interpolation between the third
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and fourth lookups, though I don't know whether it matters
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- Added Music_Emu::load_mem() to use music data already in memory
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(without copying it)
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- Added Music_Emu::warning(), which reports minor problems when loading
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and playing a music file
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- Added Music_Emu::set_gain() for uniform adjustment of gain. Can only
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be set during initialization, so not useful as a general volume control.
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- Added custom operator new to ensure that no exceptions are thrown in
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the library (I'd use std::nothrow if it were part of pre-ISO (ARM) C++)
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- Added BLIP_BUFFER_FAST flag to blargg_config.h to use a lower quality
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bandlimited synthesis in "classic" emulators, which might help
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performance on ancient processors (measure first!). Don't use this
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unless absolutely necessary, as quality suffers.
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- Improved performance a bit for x86 platforms
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- Text files now in DOS newline format so they will open in Notepad
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properly
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- Removed requirement that file header structures not have any padding
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added to the end
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- Fixed common bug in all CPU emulators where negative program counter
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could crash emulator (occurred during a negative branch from the
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beginning of memory). Also fixed related bug in Z80 emulator for
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IX/IY+displacement mode.
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- Eliminated all warnings when compiling on gcc 4.0. The following
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generates no diagnostics:
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gcc -S gme/*.cpp -o /dev/null -ansi -fno-gnu-keywords
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-fno-nonansi-builtins -pedantic -W -Wabi -Wall -Wcast-align
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-Wcast-qual -Wchar-subscripts -Wdisabled-optimization -Werror
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-Winline -Wlong-long -Wmultichar -Winvalid-offsetof
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-Wnon-virtual-dtor -Woverloaded-virtual -Wparentheses
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-Wpointer-arith -Wredundant-decls -Wreorder -Wsign-compare
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-Wsign-promo -Wunknown-pragmas -Wwrite-strings
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Game_Music_Emu 0.3.0
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--------------------
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- Added more demos, including music player using the SDL multimedia
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library for sound, and improved documentation
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- All: Improved interface to emulators to allow simpler setup and
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loading. Instead of various init() functions, all now support
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set_sample_rate( long rate ) and load( const char* file_path ).
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- All: Removed error return from start_track() and play(), and added
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error_count() to get the total number of emulation errors since the
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track was last started. See demos for examples of new usage.
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- All: Fixed mute_voices() muting to be preserved after loading files
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and starting tracks, instead of being cleared as it was whenever a track
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was started
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- VGM: Rewrote Vgm_Emu to support Sega Genesis/Mega Drive FM sound at
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any sample rate with optional FM oversampling, support for alternate
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YM2612 sound cores, and support for optional YM2413
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- VGM: Added tempo control, useful for slowing 60Hz NTSC Sega Genesis
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music to 50Hz PAL
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- VGM: Removed Vgm_Emu::track_data(), since I realized that this
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information is already present in the VGM header (oops!)
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- GYM: Changed Gym_Emu::track_length() operation (see Gym_Emu.h)
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- NSF: Added support for Sunsoft FME-7 sound chip used by Gimmick
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soundtrack
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- NSF: Fixed Namco 106 problems with Final Lap and others
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- Moved library sources to gme/ directory to reduce clutter, and merged
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boost/ functionality into blargg_common.h
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- Added Gzip_File_Reader for transparently using gzipped files
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Game_Music_Emu 0.2.4
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--------------------
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- Created a discussion forum for problems and feedback:
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http://groups-beta.google.com/group/blargg-sound-libs
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- Changed error return value of Blip_Buffer::sample_rate() (also for
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Stereo_Buffer, Effects_Buffer, etc.) to blargg_err_t (defined in
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blargg_common.h), to make error reporting consistent with other
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functions. This means the "no error" return value is the opposite of
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what it was before, which will break current code which checks the error
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return value:
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// current code (broken)
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if ( !buf.sample_rate( samples_per_sec ) )
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out_of_memory();
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// quick-and-dirty fix (just remove the ! operation)
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if ( buf.sample_rate( samples_per_sec ) )
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out_of_memory();
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// proper fix
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blargg_err_t error = buf.sample_rate( samples_per_sec );
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if ( error )
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report_error( error );
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- Implemented workaround for MSVC++ 6 compiler limitations, allowing it
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to work on that compiler again
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- Added sample clamping to avoid wrap-around at high volumes, allowing
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higher volume with little distortion
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- Added to-do list and design notes
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- Added Music_Emu::skip( long sample_count ) to skip ahead in current
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track
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- Added Gym_Emu::track_length() and Vgm_Emu::track_length() for
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determining the length of non-looped GYM and VGM files
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- Partially implemented DMC non-linearity when its value is directly set
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using $4011, which reduces previously over-emphasized "popping" of
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percussion on some games (TMNT II in particular)
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- Fixed Fir_Resampler, used for SPC and GYM playback (was incorrectly
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using abs() instead of fabs()...argh)
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- Fixed SPC emulation bugs: eliminated clicks in Plok! soundtrack and
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now stops sample slightly earlier than the end, as the SNES does. Fixed
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a totally broken CPU addressing mode.
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- Fixed Konami VRC6 saw wave (was very broken before). Now VRC6 music
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sounds decent
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- Fixed a minor GBS emulation bug
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- Fixed GYM loop point bug when track was restarted before loop point
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had been reached
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- Made default GBS frequency equalization less muffled
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- Added pseudo-surround effect removal for SPC files
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- Added Music_Emu::voice_names() which returns names for each voice.
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- Added BLARGG_SOURCE_BEGIN which allows custom compiler options to be
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easily set for library sources
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- Changed assignment of expansion sound chips in Nsf_Emu to be spread
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more evenly when using Effects_Buffer
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- Changed 'size_t' values in Blip_Buffer interface to 'long'
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- Changed demo to generate a WAVE sound file rather than an AIFF file
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Game_Music_Emu 0.2.0
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--------------------
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- Redid framework and rewrote/cleaned up emulators
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- Changed licensing to GNU Lesser General Public License (LGPL)
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- Added Sega Genesis GYM and Super Nintendo SPC emulators
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- Added Namco-106 and Konami VRC6 sound chip support to NSF emulator
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- Eliminated use of static mutable data in emulators, allowing
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multi-instance safety
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Game_Music_Emu 0.1.0
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--------------------
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- First release
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