Add smart rumble to games without a rumblepak
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151d58eb60
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@ -493,7 +493,6 @@ void GB_apu_run(GB_gameboy_t *gb)
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/* Step LFSR */
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/* Step LFSR */
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unsigned high_bit_mask = gb->apu.noise_channel.narrow ? 0x4040 : 0x4000;
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unsigned high_bit_mask = gb->apu.noise_channel.narrow ? 0x4040 : 0x4000;
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/* Todo: is this formula is different on a GBA? */
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bool new_high_bit = (gb->apu.noise_channel.lfsr ^ (gb->apu.noise_channel.lfsr >> 1) ^ 1) & 1;
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bool new_high_bit = (gb->apu.noise_channel.lfsr ^ (gb->apu.noise_channel.lfsr >> 1) ^ 1) & 1;
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gb->apu.noise_channel.lfsr >>= 1;
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gb->apu.noise_channel.lfsr >>= 1;
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@ -200,14 +200,8 @@ static void display_vblank(GB_gameboy_t *gb)
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}
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}
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}
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}
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}
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}
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GB_handle_rumble(gb);
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if (gb->rumble_callback) {
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if (gb->rumble_on_cycles + gb->rumble_off_cycles) {
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gb->rumble_callback(gb, gb->rumble_on_cycles / (double)(gb->rumble_on_cycles + gb->rumble_off_cycles));
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gb->rumble_on_cycles = gb->rumble_off_cycles = 0;
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}
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}
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if (gb->vblank_callback) {
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if (gb->vblank_callback) {
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gb->vblank_callback(gb);
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gb->vblank_callback(gb);
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}
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}
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@ -22,6 +22,7 @@
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#include "symbol_hash.h"
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#include "symbol_hash.h"
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#include "sgb.h"
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#include "sgb.h"
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#include "cheats.h"
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#include "cheats.h"
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#include "rumble.h"
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#define GB_STRUCT_VERSION 13
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#define GB_STRUCT_VERSION 13
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42
Core/rumble.c
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42
Core/rumble.c
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@ -0,0 +1,42 @@
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#include "rumble.h"
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#include "gb.h"
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void GB_handle_rumble(GB_gameboy_t *gb)
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{
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if (gb->rumble_callback) {
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if (gb->cartridge_type->has_rumble) {
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if (gb->rumble_on_cycles + gb->rumble_off_cycles) {
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gb->rumble_callback(gb, gb->rumble_on_cycles / (double)(gb->rumble_on_cycles + gb->rumble_off_cycles));
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gb->rumble_on_cycles = gb->rumble_off_cycles = 0;
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}
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}
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else {
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unsigned volume = (gb->io_registers[GB_IO_NR50] & 7) + 1 + ((gb->io_registers[GB_IO_NR50] >> 4) & 7) + 1;
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unsigned ch4_volume = volume * (!!(gb->io_registers[GB_IO_NR51] & 8) + !!(gb->io_registers[GB_IO_NR51] & 0x80));
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unsigned ch1_volume = volume * (!!(gb->io_registers[GB_IO_NR51] & 1) + !!(gb->io_registers[GB_IO_NR51] & 0x10));
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double ch4_rumble = (MIN(gb->apu.noise_channel.sample_length * (gb->apu.noise_channel.narrow? 8 : 1) , 4096) * ((signed) gb->apu.noise_channel.current_volume * gb->apu.noise_channel.current_volume * ch4_volume / 32.0 - 50) - 2048) / 2048.0;
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ch4_rumble = MIN(ch4_rumble, 1.0);
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ch4_rumble = MAX(ch4_rumble, 0.0);
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double ch1_rumble = 0;
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if (gb->apu.sweep_enabled && ((gb->io_registers[GB_IO_NR10] >> 4) & 7)) {
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double sweep_speed = (gb->io_registers[GB_IO_NR10] & 7) / (double)((gb->io_registers[GB_IO_NR10] >> 4) & 7);
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ch1_rumble = gb->apu.square_channels[GB_SQUARE_1].current_volume * ch1_volume / 32.0 * sweep_speed / 8.0 - 0.5;
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ch1_rumble = MIN(ch1_rumble, 1.0);
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ch1_rumble = MAX(ch1_rumble, 0.0);
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}
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if (!gb->apu.is_active[GB_NOISE]) {
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ch4_rumble = 0;
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}
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if (!gb->apu.is_active[GB_SQUARE_1]) {
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ch1_rumble = 0;
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}
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gb->rumble_callback(gb, MIN(MAX(ch1_rumble / 2 + ch4_rumble, 0.0), 1.0));
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}
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}
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}
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8
Core/rumble.h
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8
Core/rumble.h
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#ifndef rumble_h
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#define rumble_h
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#include "gb_struct_def.h"
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void GB_handle_rumble(GB_gameboy_t *gb);
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#endif /* rumble_h */
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