📄 spc700.h
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/* * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. * * (c) Copyright 1996 - 2001 Gary Henderson (gary@daniver.demon.co.uk) and * Jerremy Koot (jkoot@snes9x.com) * * Super FX C emulator code * (c) Copyright 1997 - 1999 Ivar (Ivar@snes9x.com) and * Gary Henderson. * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. * * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_. * C4 C code (c) Copyright 2001 Gary Henderson (gary@daniver.demon.co.uk). * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: www.snes9x.com * * Permission to use, copy, modify and distribute Snes9x in both binary and * source form, for non-commercial purposes, is hereby granted without fee, * providing that this license information and copyright notice appear with * all copies and any derived work. * * This software is provided 'as-is', without any express or implied * warranty. In no event shall the authors be held liable for any damages * arising from the use of this software. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * The copyright holders request that bug fixes and improvements to the code * should be forwarded to them so everyone can benefit from the modifications * in future versions. * * Super NES and Super Nintendo Entertainment System are trademarks of * Nintendo Co., Limited and its subsidiary companies. */#ifndef _SPC700_H_#define _SPC700_H_#ifdef SPCTOOL#define NO_CHANNEL_STRUCT#include "spctool/dsp.h"#include "spctool/spc700.h"#include "spctool/soundmod.h"#endif#define Carry 1#define Zero 2#define Interrupt 4#define HalfCarry 8#define BreakFlag 16#define DirectPageFlag 32#define Overflow 64#define Negative 128#define APUClearCarry() (IAPU._Carry = 0)#define APUSetCarry() (IAPU._Carry = 1)#define APUSetInterrupt() (APURegisters.P |= Interrupt)#define APUClearInterrupt() (APURegisters.P &= ~Interrupt)#define APUSetHalfCarry() (APURegisters.P |= HalfCarry)#define APUClearHalfCarry() (APURegisters.P &= ~HalfCarry)#define APUSetBreak() (APURegisters.P |= BreakFlag)#define APUClearBreak() (APURegisters.P &= ~BreakFlag)#define APUSetDirectPage() (APURegisters.P |= DirectPageFlag)#define APUClearDirectPage() (APURegisters.P &= ~DirectPageFlag)#define APUSetOverflow() (IAPU._Overflow = 1)#define APUClearOverflow() (IAPU._Overflow = 0)#define APUCheckZero() (IAPU._Zero == 0)#define APUCheckCarry() (IAPU._Carry)#define APUCheckInterrupt() (APURegisters.P & Interrupt)#define APUCheckHalfCarry() (APURegisters.P & HalfCarry)#define APUCheckBreak() (APURegisters.P & BreakFlag)#define APUCheckDirectPage() (APURegisters.P & DirectPageFlag)#define APUCheckOverflow() (IAPU._Overflow)#define APUCheckNegative() (IAPU._Zero & 0x80)#define APUClearFlags(f) (APURegisters.P &= ~(f))#define APUSetFlags(f) (APURegisters.P |= (f))#define APUCheckFlag(f) (APURegisters.P & (f))typedef union{#ifdef LSB_FIRST struct { uint8 A, Y; } B;#else struct { uint8 Y, A; } B;#endif uint16 W;} YAndA;struct SAPURegisters{ uint8 P; YAndA YA; uint8 X; uint8 S; uint16 PC;};EXTERN_C struct SAPURegisters APURegisters;// Needed by ILLUSION OF GAIA//#define ONE_APU_CYCLE 14#define ONE_APU_CYCLE 21// Needed by all games written by the software company called Human//#define ONE_APU_CYCLE_HUMAN 17#define ONE_APU_CYCLE_HUMAN 21// 1.953us := 1.024065.54MHz#ifdef SPCTOOLEXTERN_C int32 ESPC (int32);#define APU_EXECUTE() \{ \ int32 l = (CPU.Cycles - APU.Cycles) / 14; \ if (l > 0) \ { \ l -= _EmuSPC(l); \ APU.Cycles += l * 14; \ } \}#else#ifdef DEBUGGER#define APU_EXECUTE1() \{ \ if (APU.Flags & TRACE_FLAG) \ S9xTraceAPU ();\ APU.Cycles += S9xAPUCycles [*IAPU.PC]; \ (*S9xApuOpcodes[*IAPU.PC]) (); \}#else#define APU_EXECUTE1() \{ \ APU.Cycles += S9xAPUCycles [*IAPU.PC]; \ (*S9xApuOpcodes[*IAPU.PC]) (); \}#endif#define APU_EXECUTE() \if (IAPU.APUExecuting) \{\ while (APU.Cycles <= CPU.Cycles) \ APU_EXECUTE1(); \}#endif#endif
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