- Fixes wrong offset with "Les Guignols de l’Info"
- Fixes graphical corruption with "Christmas Crisis"
- Fixes "skewed image corruption" with MPEG video
- Adds support for NIS video event due to update of sequence parameters
- Fixes "Philips Logo Intro" with "Brain Dead 13"
Dynamic behavior is probably not yet correct.
- "Christmas Crisis" is stuttering in the bonus rides.
It should be noted that "Brain Dead 13" is still not working
after the company logo.
- Changes based on findings of the CDIC_BlackBoxAnalyzer project
- Removed side channel for audio coding
- A real CDIC reads the audio coding always from RAM
- Removed the concept of the audio tick found in MAME
- A real CDIC performs audio playback asynchronous to the CD reading
- Seek time now 19 sectors
- Fixes audio glitch in "Help cutscene" in "Zelda - Wand of Gamelon"
"Remember, tools can only be used..."
- Fixes audio regression during "Hotel Mario" score screen
- Fixed spurious IRQ caused by sector data interrupt after reading stopped
- Should fix hang on shopkeeper cutscene in "Zelda - Wand of Gamelon"
(Cannot be reproduced or is very unlikely now)
Lowest bit is now set when the audiomap has
finalized the playback after processing the 0xff decoding.
The bit is reset after reading it.
Derived by observing the registers on a 210/05 unit.
- Removal of Tick wait counter
It was an artifact only required by software emulators
- Added abort of playback
Fixes some audio map related sound glitches in Zelda's Adventure
- Added mysterious bit reset
Forces Unmute during Audio Channel playback
Full function not yet understood
AD7528: Added instances for stereo mixing
- Fixes audio panning in Zelda's Adventure
- Fixes stereo to mono mixing (SFX + BGM)
- Hotel Mario
- Zelda - Wand of Gamelon
- Added state management for audiomap usage
- Added coding dependent sector playback delay
- Basic seeking time simulation and constant data rate
- Removed debugging option to disable MODE2 filters
- Added a lot documentation about expectations of
the CDIC to the code
- Splitted off all audio playback into seperate file
- Added DC bias filter to reduce pops between playbacks
- Fixed wrong sample during underflow of FIFO
- Added two sample delay for ADPCM
Fixes frequent clicks and pops due to latency of ADPCM calculation
- Buffer management now equal to CDIC emulation of MAME
Uses internal bank switching to avoid ADPCM overwrite
Stabilizes intro of "Zelda's Adventure" and "Hotel Mario"
SCC68070: DMA support for transfer to CDIC memory
Added additional test roms to verify the additions
Known issues:
- Hotel Mario hangs during score screen
- Frog Feast hangs ingame