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718112a8fe
Currently none of these is being used, but eventually they will, once more code gets ported over. So it's better to have them right away and avoid editing the project file too much, only to revert that later.
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
// Atari XL/XE SAP music file emulator
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// Game_Music_Emu https://bitbucket.org/mpyne/game-music-emu/
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#ifndef SAP_EMU_H
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#define SAP_EMU_H
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#include "Classic_Emu.h"
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#include "Sap_Apu.h"
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#include "Sap_Cpu.h"
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class Sap_Emu : private Sap_Cpu, public Classic_Emu {
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typedef Sap_Cpu cpu;
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public:
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static gme_type_t static_type() { return gme_sap_type; }
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public:
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Sap_Emu();
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~Sap_Emu();
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struct info_t {
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byte const* rom_data;
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const char* warning;
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long init_addr;
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long play_addr;
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long music_addr;
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int type;
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int track_count;
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int fastplay;
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bool stereo;
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char author [256];
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char name [256];
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char copyright [ 32];
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};
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protected:
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blargg_err_t track_info_( track_info_t*, int track ) const;
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blargg_err_t load_mem_( byte const*, long );
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blargg_err_t start_track_( int );
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blargg_err_t run_clocks( blip_time_t&, int );
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void set_tempo_( double );
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void set_voice( int, Blip_Buffer*, Blip_Buffer*, Blip_Buffer* );
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void update_eq( blip_eq_t const& );
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public: private: friend class Sap_Cpu;
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int cpu_read( sap_addr_t );
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void cpu_write( sap_addr_t, int );
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void cpu_write_( sap_addr_t, int );
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private:
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info_t info;
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byte const* file_end;
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sap_time_t scanline_period;
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sap_time_t next_play;
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sap_time_t time_mask;
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Sap_Apu apu;
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Sap_Apu apu2;
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// large items
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struct {
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byte padding1 [0x100];
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byte ram [0x10000 + 0x100];
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} mem;
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Sap_Apu_Impl apu_impl;
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sap_time_t play_period() const;
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void call_play();
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void cpu_jsr( sap_addr_t );
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void call_init( int track );
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void run_routine( sap_addr_t );
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};
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#endif
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