Prican25 Posted February 27, 2005 Share Posted February 27, 2005 http://www.mame.net/downmain.html 0.93---- The main feature of this release is Aaron's huge update to the sound system.There is a high chance this has introduced new sound / crashing bugs inseveral drivers. A number of problems were already found and fixed prior tothe 0.93 release thanks to Aaron, Derrick and R.Belmont. Updates will followto correct any severe bugs found. Please test this release extensively. ---- Sound System update [Aaron Giles] (see list below for changes) Sound System Changes-------------------- Core changes-----------common.c:* Changed auto_malloc() behavior so that a failure is absolute (calls osd_die); you can now assume that auto_malloc will always succeed and will never return NULL.* Removed all sample loading code; this is now in sound/samples.c config.c:* Tried to update this to the new mixer stuff in usrintrf.c, but it hasn't been tested and I bet it's busted somehow. driver.h:* driver->sound_attributes is gone; if you need to detect stereo support, count the speakers. mame.h:* Machine->samples is history (yay!) timer.c:* I created a new type of timer that has a pointer for a callback param instead of an int. These sit next to the existing timer code, so nothing else is affected. They made object orienting the sound cores much much cleaner. usrintrf.c:* Mixing volumes are retrived from the sound core, not from the mixer (which is gone). Mixing volumes can now be overdriven to 2.0 (could be increased in the future) Machine driver changes----------------------* MDRV_SPEAKER_ADD is how to create a new speaker. You specify a name and a 3D vector for where the speaker is relative to the player's head.* MDRV_SPEAKER_REMOVE and MDRV_SPEAKER_REPLACE operate as expected.* MDRV_SPEAKER_STANDARD_MONO("name") specifies a single standard mono speaker positioned directly in front of the user.* MDRV_SPEAKER_STANDARD_STEREO("leftname","rightname") specifies a standard pair of stereo speakers situated to the left/right of the user. * MDRV_SOUND_ADD now takes a 'clock' parameter instead of an interface pointer. The clock for each chip is specified here rather than in the interface. I have removed any 'clock'-like parameters from all the sound interface structures.* MDRV_SOUND_CONFIG is where you specify the interface. This mirrors MDRV_CPU_CONFIG. Note that you do not have to specify a config; in this case, it is NULL. This is ok. Many sound chips really only need a clock and volume info (which has also been removed from the interface structs).* MDRV_SOUND_ROUTE is how to control where a sound chip outputs its data. The first parameter is the output index, or ALL_OUTPUTS if you want to route all the outputs for a given chip to the same place. The second parameter is either the name of a speaker or the name of another tagged sound chip. The third parameter is a floating point gain: 1.0 is standard.* You can specify as many sound routes as you need; multiple routes for the same output will split the sound. For example, you can route the single mono output of an OKIM6295 to both the left and right speakers on a stereo system. Sound core interface changes----------------------------mixer.c/.h:* These files are gone, gone, gone. Everything is handled by the streams or by sndintrf.c directly. Mixing is performed by code in sndintrf.c which creates a stream to do the final mixing. sndintrf.h:* We now no longer #include every sound core's header. You have to include them yourself in your driver. sndintrf.c:* Sound cores are now hooked up very much like CPU cores. There is a single get_info function that is public for each core; all other functions and data are retrieved through it.* Similar to CPU cores, you can call sndtype_xxx() to query/set values for a specific sound chip type; you can also call sndnum_xxx() to query/set values for an indexed sound chip in the Machine->drv->sound array; finally, you can call sndti_xxx() to query/set values for the nth instance of any give sound chip type (sndti = sound type+index).* At startup, all sound cores/filters are created. Then all the speakers are created. Finally, everything is wired up together. There are new consistency checks to make sure you don't do anything wildly bad.* sndintrf.c calls the OSD layer now, and always requests stereo output. It also does a final downmix from the various speaker streams into left/right streams based on the X coordinate of the speaker. sound/streams.c:* I have added a new type defined in sound/streams.h: stream_sample_t, which is used to represent a sample as used by the stream system. It is typedef'd to an INT32.* Regardless of the size of stream_sample_t, all streams should be generated as if 16 bits were the maximum. The extra bits give us headroom to overdrive things if we want.* All streams have the same format callback, with support for multiple inputs and outputs.* Each stream has a sample rate; inputs to that stream will be down/upsampled to that rate; outputs will be down/upsampled as necessary to connect to the input of the next stream/speaker in line.* Each input to a stream has its own gain, and each output has a gain as well. These can be controlled while things are running to provide some extra volume knobs.* I haven't done much in the way of optimizations in order to keep things simple and working. Once things are back to normal, I may consider some additional optimizations. Notes for sound core authors----------------------------* I marked all sound cores as Copyright the MAME Team; if you want your own credit there, feel free to send an update.* I removed all volume and clock speeds from the interfaces; these are specified elsewhere now.* I made interfaces optional for many sound chips that often don't need an interface.* Many sound cores used global variables and assumed a single instance of themselves; this has been fixed in all cases.* In some cases I removed global lookup tables and pushed them into the sound interfaces. This can eventually be fixed but I didn't want to deal with it.* stream_init and stream_init_multi are gone; there is only stream_create now.* Streams are named for you automatically, so you don't need to pass in names to stream_create. Volumes are also outside of your control now, so you don't need to pass in volumes to stream_create either.* The get_info function can return pointers to set_info(), start(), stop(), and reset(). There is no concept of an update() function anymore -- updates are handled via streams.* The start() function is passed three things: a 'sound index', which indicates which instance of chip you are (i.e., 0 if you're the first chip of this type to be created, 1 if you're the second, etc); a 'clock' which is specified in the driver (no clocks in the interfaces please!); and a 'config' which is a pointer to the interface for this chip (it can be NULL too, be careful).* The start() function now is expected to allocate memory for its data structures and return a pointer to that if successful. If not, it should return NULL.* The pointer returned by the start() function is passed to the stop() and reset() functions.* Since there were many cases where we provided a read/write handler for the 'nth' chip, you can also fetch the pointer from the start() function by calling sndti_token(chip_type, index).* If you have a non-digital chip that doesn't do internal clipping, you can probably remove the clipping code and let the mixer clip it in the end.* If you do your mixing in a secondary buffer to get more bits of resolution, you can probably optimize your code to mix directly into the stream buffer.* While fixing up all the sound cores I was VERY brute force in getting things to work. If you don't like what I did to your sound core, feel free to fix it up. Sound core-specific changes---------------------------* ADPCM -- I removed this entirely and wired up dummy MSM5205s to most of the drivers still using it; these need to be revisited and fixed.* AY8910 -- cleaned up the interface for the YM chips to access this.* Custom -- many drivers using "custom" drivers were just using hard-coded samples and playing them with the (now-defunct) mixer. This is not "custom", it is "samples". They have been converted over to samples.* Filter (volume) -- this is a new very simple filter that can be used to control the volume of a stream if you need an extra knob.* Filter (RC) -- this is a new filter that replaces the old RC filter that was in the streams code. Eventually, this could get replaced by some simple discrete logic.* IremGA20 -- Acho cod... transmission lost* NES APU -- changed the way this worked so that it used streams properly instead of an update function.* Samples -- there is now a start function that allows you to create your own custom samples if you want. This allows us to replace "custom" drivers with "samples" in several cases. There is a new call sample_start_raw() which lets you play a raw sample from a pointer to INT16 data.* Votrax -- there was a dead Vortrax core that was still being hard-compiled. I pulled this out and made it a proper sound type (which currently isn't included).* VRender0 -- fixed a clipping bug that was lurking there (negative clipping wrapped to positive values -- noticeable at 32-bits)* YM2151 -- removed the alternate version and kept only Jarek's around. Having two cores was confusing and caused problems.* YM2203/2608/2610 -- these chips now pass a set of functions into the FM core with pointers to all the AY8910-compatibility routines, rather than relying on global pointers.* YMZ280B -- this code is just terrible now compared to when I first wrote it! ---- Other changes in 0.93--------------------- Misc patch [Nathan Woods] src/debug/debugcpu.c: - Changed an instance of memory_get_read_ptr() to memory_get_op_ptr() src/cpu/g65816/g65816ds.h: src/cpu/g65816/g65816ds.c: src/cpu/g65816/g65816.c: - G65816 disassembler changes; program_read_byte() is no longer used for disassembling and also the core now reports the PC as being the full PB or'd with PC Fixed controls in Hyper Crash (still needs freeplay to start) [Angelo Salese] Changed Big Striker to use its PROM [Pierpaolo Prazzoli] Changed way.map file is generated [smf] SPI Big Endian fix [R.Belmont] Swapped Namco 54xx filters on Port A & C [Derrick Renaud] (fixes xevious sound) C89 fix [Lawrence Gold] Decrypted GFX in all SPI games [Nicola Salmoria] Fixed crash in WCBowling 1.2 [Derrick Renaud] FD1089 update (adding 317-0028) [Nicola Salmoria] Added many opcodes to Shisensho II decryption table [Pierpaolo Prazzoli] game is *almost* working correctly, still some errors Updated MACs driver [Tomasz Slanina] yujan now boots but isn't playable Fixed ddcrew (2 player) sound loading [David Haywood] Fixed Alien Syndrome ROM names [shinobiz] Removed ingame debug button in rachero which was causing you to be lockedto the middle lane [David Haywood] New Games / Clones supported or promoted from GAME_NOT_WORKING status:---------------------------------------------------------------------- Ufo Senshi Yohko Chan [Pierpaolo Prazzoli, Nicola Salmoria] Senkyu / Battle Balls [Nicola Salmoria, Ville Linde]Raiden Fighters [Nicola Salmoria, Ville Linde]Raiden Fighters 2 [Nicola Salmoria, Ville Linde]Raiden Fighters Jet [Nicola Salmoria, Ville Linde]Viper Phase 1 [Nicola Salmoria, Ville Linde]E-Jan High School [Nicola Salmoria, Ville Linde] sound emulation on the SPI games is still incomplete various alpha blending effects missing clones------ Super Cross (Japan set 2) [Pierpaolo Prazzoli] Alpha Mission [Dave Widel] Aliens (World set 3, Japan set 2) [MAN] Defense [Torsten] (note the program roms are bad on the original board, a patch is needed) High Impact Football Proto v8.6 [brian Troha] Surprise Attack (Asia Ver L.) [Andreas Thorsén] G-Darius (Ver 2.02A) New games marked as GAME_NOT_WORKING------------------------------------ MoonQuake [Mariusz Wojcieszek] Tuts TombGhost Hunter guns not hooked up Link to comment Share on other sites More sharing options...
Z-Neo Posted February 27, 2005 Share Posted February 27, 2005 Yay! Numerous sound fixes, plus more Raiden Fighter 2 goodness = Link to comment Share on other sites More sharing options...
Weirdy Posted February 27, 2005 Share Posted February 27, 2005 oohh...can't wait till MAME 32 Plus is updated man, this is gonna have kick ass sound quality, too bad I listen to musik when playing Link to comment Share on other sites More sharing options...
Gryph Posted February 27, 2005 Share Posted February 27, 2005 I love MameDev. Link to comment Share on other sites More sharing options...
Agozer Posted February 27, 2005 Share Posted February 27, 2005 Heh, James will be pissed because you took his MAME news post. <_> Link to comment Share on other sites More sharing options...
Weirdy Posted February 27, 2005 Share Posted February 27, 2005 Heh, James will be pissed because you took his MAME news post. <{POST_SNAPBACK}>i think James needs a MAME vacatiton...again Link to comment Share on other sites More sharing options...
Prican25 Posted February 27, 2005 Author Share Posted February 27, 2005 Heh, James will be pissed because you took his MAME news post. <{POST_SNAPBACK}>this wasn't the first time hehe but that didn't stop him from changing the topic name/description Link to comment Share on other sites More sharing options...
Diso Posted February 27, 2005 Share Posted February 27, 2005 Damn another mame. Props to the mame team Link to comment Share on other sites More sharing options...
James Posted February 27, 2005 Share Posted February 27, 2005 Heh, James will be pissed because you took his MAME news post. <{POST_SNAPBACK}>this wasn't the first time hehe but that didn't stop him from changing the topic name/description <{POST_SNAPBACK}>Like I did again this time Link to comment Share on other sites More sharing options...
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