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So, lots of early assumptions proved to be wrong. This meant that there was a bunch of code that had to be rewritten. 1) iNES format stores ROMs in 16k / 8k chunks, but that does _not_ mean that all mappers bank along those lines! I rewrote the entire ROM File parsing logic, and instead of chunking the raw ROM into banks at the iNES parsing stage, it is done on a mapper-per-mapper basis 2) Cartridges are _not_ just dumb data storage devices, and can have cycle-dependant logic! To be fair, I knew I would have to cross this bridge someday. I had to expand the Cartridge / Mapper interfaces to expose more of the NES's. This is in both directions: Giving the Cartridge acess to the NES's cycling logic, and also giving the NES a direct way to get mirror modes from the cartridge (dynamically) I was hoping that getting Mapper 1 working would also get Zelda working, but alas, it's crasahing for some reason! As usual, I suspect it's some shitty timings, and I can confirm, I am failing a bunch of the NMI timing tests... I _really_ don't want to go back into the hellhole that is the PPU, but gosh darnit, I wanna play Zelda! But hey, at least Megaman II works now :D PS: I've been working on this commit for probably, oh, 8h total? Not all at once mind you, it's been over the span of several days. Now that i'm back in Toronto, i've been a bit busy, what with the holidays, and old friends, and Wolfenstein II / DOOM taking up my time. |
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boost | ||
nes_apu | ||
changes.txt | ||
LGPL.txt | ||
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readme.txt | ||
usage.txt |
Nes_Snd_Emu 0.1.7: NES Sound Emulator ------------------------------------- This is a portable Nintendo Entertainment System (NES) 2A03 APU sound chip emulator library for use in a NES emulator. Its main features are high accuracy, sound quality, and efficiency. Also included are Namco 106 and Konami VRC6 expansion sound chip emulators. Licensed under the GNU Lesser General Public License (LGPL); see LGPL.TXT. Copyright (C) 2003-2005 Shay Green. Website: http://www.slack.net/~ant/libs/ Forum : http://groups-beta.google.com/group/blargg-sound-libs Contact: hotpop.com@blargg (swap to e-mail) Getting Started --------------- Build a program consisting of demo.cpp, Simple_Apu.cpp, and all source files in the nes_apu/ directory. Running the program should generate a WAVE sound file "out.wav" of random tones. See notes.txt for more information, and respective header (.h) files for reference. Visit the discussion forum to get assistance. Files ----- notes.txt General notes about the library changes.txt Changes since previous releases LGPL.TXT GNU Lesser General Public License usage.txt Two ways of using Nes_Apu in a NES emulator demo.cpp Shows how to use Simple_Apu in an emulator Simple_Apu.h Simpler interface for APU for getting started Simple_Apu.cpp Wave_Writer.hpp WAVE sound file writer used for demo output Wave_Writer.cpp Sound_Queue.h Synchronous sound queue for use with SDL sound Sound_Queue.cpp nes_apu/ Core library modules Nes_Apu.h NES APU emulator Nes_Apu.cpp Nes_Oscs.h Nes_Oscs.cpp blargg_common.h Common services blargg_source.h Blip_Synth.h Sound synthesis buffer Blip_Buffer.h Blip_Buffer.cpp Optional modules apu_snapshot.cpp Snapshot support apu_snapshot.h Nes_Vrc6.h Konami VRC6 sound chip emulator Nes_Vrc6.cpp Nes_Namco.h Namco 106 sound chip emulator Nes_Namco.cpp Nonlinear_Buffer.h Sample buffer that emulates APU's non-linearity Nonlinear_Buffer.cpp Multi_Buffer.h Multi_Buffer.cpp boost/ Substitute for boost library if it's unavailable -- Shay Green <hotpop.com@blargg> (swap to e-mail)