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shared.js
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shared.js
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"use strict";
////////////////////////////////////
//
// Emulator Execution
//
////////////////////////////////////
//must be set > 0
var scaleFactor = 5;
//dom id for canvas element
var renderTarget = "target";
const optionFlags = [
"tickrate",
"fillColor",
"fillColor2",
"blendColor",
"backgroundColor",
"buzzColor",
"quietColor",
"shiftQuirks",
"loadStoreQuirks",
"vfOrderQuirks",
"clipQuirks",
"vBlankQuirks",
"jumpQuirks",
"screenRotation",
"maxSize",
"touchInputMode",
"logicQuirks",
"fontStyle",
]
function unpackOptions(emulator, options) {
optionFlags.forEach(x => { if (x in options) emulator[x] = options[x] })
if (options["enableXO"]) emulator.maxSize = 65024 // legacy option
}
function packOptions(emulator) {
const r = {}
optionFlags.forEach(x => r[x] = emulator[x])
return r
}
function setRenderTarget(scale, canvas) {
scaleFactor = scale;
renderTarget = canvas;
var c = document.getElementById(canvas);
// Remove any existing previous delta frame so first frame is always drawn:
c.last = undefined;
var w = scaleFactor * 128;
var h = scaleFactor * 64;
if (emulator.screenRotation == 90 || emulator.screenRotation == 270) {
c.width = h;
c.height = w;
}
else {
c.width = w;
c.height = h;
}
}
function setTransform(emulator, g) {
g.setTransform(1, 0, 0, 1, 0, 0);
var x = scaleFactor * 128;
var y = scaleFactor * 64;
switch(emulator.screenRotation) {
case 90:
g.rotate(0.5 * Math.PI);
g.translate(0, -y);
break;
case 180:
g.rotate(1.0 * Math.PI);
g.translate(-x, -y);
break;
case 270:
g.rotate(1.5 * Math.PI);
g.translate(-x, 0);
break;
default:
console.assert(emulator.screenRotation === 0, 'Screen rotation not set to 0, 90, 180, or 270. Treating as 0.')
}
}
function arrayEqual(a, b) {
var length = a.length;
if (length !== b.length) { return false; }
for (var i = 0; i < length; i++) {
if (a[i] !== b[i]) { return false; }
}
return true;
}
function getColor(id) {
switch(id) {
case 0: return emulator.backgroundColor;
case 1: return emulator.fillColor;
case 2: return emulator.fillColor2;
case 3: return emulator.blendColor;
}
throw "invalid color: " + id;
}
function renderDisplay(emulator) {
var c = document.getElementById(renderTarget);
// Canvas rendering can be expensive. Exit out early if nothing has changed.
var colors = [emulator.backgroundColor, emulator.fillColor, emulator.fillColor2, emulator.blendColor];
if (c.last !== undefined) {
if (arrayEqual(c.last.p[0], emulator.p[0]) && arrayEqual(c.last.p[1], emulator.p[1])
&& arrayEqual(c.last.colors, colors)) {
return;
}
if (c.last.hires !== emulator.hires)
c.last = undefined; // full redraw when switching resolution
}
var g = c.getContext("2d");
setTransform(emulator, g);
var w = emulator.hires ? 128 : 64;
var h = emulator.hires ? 64 : 32;
var size = emulator.hires ? scaleFactor : scaleFactor*2;
var lastPixels = c.last !== undefined? c.last.p: [[], []]
g.scale(size, size)
var z = 0;
for(var y = 0; y < h; ++y) {
for(var x = 0; x < w; ++x, ++z) {
var oldColorIdx = lastPixels[0][z] + (lastPixels[1][z] << 1);
var colorIdx = emulator.p[0][z] + (emulator.p[1][z] << 1);
if (oldColorIdx !== colorIdx) {
g.fillStyle = getColor(colorIdx);
g.fillRect(x, y, 1, 1);
}
}
}
g.scale(1, 1) //restore scale to 1,1 just in case
c.last = {
colors: colors,
p: [emulator.p[0].slice(), emulator.p[1].slice()],
hires: emulator.hires,
};
}
////////////////////////////////////
//
// Audio Playback
//
////////////////////////////////////
var audio;
var audioNode;
var audioSource;
var audioData;
var XOAudio;
var AudioBuffer = function(buffer, duration) {
if (!(this instanceof AudioBuffer)) {
return new AudioBuffer(buffer, duration);
}
this.pointer = 0;
this.buffer = buffer;
this.duration = duration;
}
AudioBuffer.prototype.write = function(buffer, index, size) {
size = Math.max(0, Math.min(size, this.duration))
if (!size) { return size; }
this.duration -= size;
var bufferSize = this.buffer.length;
var end = index + size;
for(var i = index; i < end; ++i) {
buffer[i] = this.buffer[this.pointer++];
this.pointer %= bufferSize;
}
return size;
}
AudioBuffer.prototype.dequeue = function(duration) {
this.duration -= duration;
}
var FREQ = 4000;
var PITCH_BIAS = 64;
function audioEnable() {
// this will only work if called directly from a user-generated input handler:
if (audio && audio.state == 'suspended') audio.resume()
}
function audioSetup(emulator) {
if (!audio) {
if (typeof AudioContext !== 'undefined') {
audio = new AudioContext();
}
else if (typeof webkitAudioContext !== 'undefined') {
audio = new webkitAudioContext();
}
}
audioEnable()
if (audio && !audioNode) {
const bufferSize = // set bufferSize according to environment's samplerate
audio.sampleRate < 64000 ? 2048 : // for 48000hz or 44100hz or less
audio.sampleRate < 128000 ? 4096 : 8192; // for 96000hz or more
audioNode = audio.createScriptProcessor(bufferSize, 1, 1);
audioNode.gain = audio.createGain();
audioNode.gain.gain.value = VOLUME ;
audioNode.onaudioprocess = function(audioProcessingEvent) {
var outputBuffer = audioProcessingEvent.outputBuffer;
var outputData = outputBuffer.getChannelData(0);
var samples_n = outputBuffer.length;
var index = 0;
while(audioData.length && index < samples_n) {
var size = samples_n - index;
var written = audioData[0].write(outputData, index, size);
index += written;
if (written < size) {
audioData.shift();
}
}
while(index < samples_n) {
outputData[index++] = 0;
}
//the last one can be long sound with high value of buzzer, so always keep it
if (audioData.length > 1) {
var audioDataSize = 0;
var audioBufferSize = audioNode.bufferSize;
audioData.forEach(function(buffer) { audioDataSize += buffer.duration; })
while(audioDataSize > audioBufferSize && audioData.length > 1) {
audioDataSize -= audioData.shift().duration;
}
}
}
audioData = [];
audioNode.connect(audioNode.gain);
audioNode.gain.connect(audio.destination);
XOAudio = new AudioControl();
emulator.buzzTimer = _ => XOAudio.setTimer(_);
emulator.buzzBuffer = _ => XOAudio.setBuffer(_);
emulator.buzzPitch = _ => XOAudio.setPitch(_);
}
return audio && audioNode
}
function stopAudio() {
if (!audio) { return; }
if (audioNode) {
audioNode.disconnect();
audioNode = null;
}
audioData = [];
}
var VOLUME = 0.25;
function playPattern(soundLength,buffer,pitch=PITCH_BIAS,
sampleState={ pos: 0 }) {
if (!audio) { return; }
audioEnable()
var freq = FREQ*2**((pitch-PITCH_BIAS)/48);
var samples = Math.ceil(audio.sampleRate * soundLength);
var bufflen = buffer.length * 8;
var audioBuffer = new Float32Array(samples);
var step = freq / audio.sampleRate;
var pos = sampleState.pos;
// keep super-sampling consistent with audio sample rate
var quality = Math.ceil( 384000 / audio.sampleRate );
var lowPassAlpha = getLowPassAlpha(audio.sampleRate * quality);
for(var i = 0, il = samples; i < il; i++) {
for (var j = 0; j < quality; ++j) {
var cell = pos >> 3, shift = pos & 7 ^ 7;
var value = getLowPassFilteredValue(lowPassAlpha, buffer[cell] >> shift & 1);
pos = ( pos + step/quality ) % bufflen;
}
audioBuffer[i] = value;
}
audioData.push(new AudioBuffer(audioBuffer, samples));
return { pos };
}
const silentPattern = new Array(64).fill(0);
function AudioControl(){
this.state = { pos: 0 };
this.reset = true;
this.buffer = [];
this.timer = 0;
this.pitch = PITCH_BIAS;
this.refresh = _ => {
if (this.reset) this.state.pos = 0; this.reset = false;
if (this.timer == 0) playPattern(_,silentPattern);
else this.state = playPattern(_,this.buffer,this.pitch,this.state);
if((this.timer -= this.timer>0) == 0) this.reset = true;
while(audioData.length > 8) audioData.shift();
}
this.setTimer = (timer) => {
if(timer == 0) this.reset = true;
this.timer = timer;
}
this.setBuffer = buffer => this.buffer = buffer;
this.setPitch = pitch => this.pitch = pitch;
}
function escapeHtml(str) {
var div = document.createElement('div');
div.appendChild(document.createTextNode(str));
return div.innerHTML;
}
// Should be a good way below the Nyquist limit of 22.05 kHz.
const cutoffFrequency = 18000;
// How many filters to put in sequence.
const lowPassFilterSteps = 4;
// Each filter is an exponential filter, which mimics a simple analog RC filter.
// We need multiple of them in series to get decent attenuation near the stop band.
const lowPassBuffer = new Array(lowPassFilterSteps + 1).fill(0);
function getLowPassAlpha(samplingFrequency) {
const c = Math.cos(2 * Math.PI * cutoffFrequency / samplingFrequency);
return c - 1 + Math.sqrt(c * c - 4 * c + 3);
}
function getLowPassFilteredValue(alpha, targetValue) {
lowPassBuffer[0] = targetValue;
for (let i = 1; i < lowPassBuffer.length; ++i) {
lowPassBuffer[i] += (lowPassBuffer[i - 1] - lowPassBuffer[i]) * alpha;
}
return lowPassBuffer[lowPassBuffer.length - 1];
}