Use CDDA on PSX
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48aba6f5df
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@ -1,7 +1,20 @@
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{
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"folders": [
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{
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"name": "JabyEngine",
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"path": "."
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},
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{
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"name": "PSYQ",
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"path": "..\\..\\PSYQ\\Converted\\Include"
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},
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{
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"name": "NEXTGPU",
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"path": "..\\..\\..\\..\\PSX\\projects\\NEXTGPU"
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},
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{
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"name": "CDPLAYER",
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"path": "..\\..\\..\\..\\PSX\\projects\\CDPLAYER"
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}
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],
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"tasks": {
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@ -120,6 +133,9 @@
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"C_Cpp.default.compilerArgs": [
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],
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"C_Cpp.default.defines": [
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]
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],
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"files.associations": {
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"CDDADEMO.C": "cpp"
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}
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}
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}
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@ -18,6 +18,6 @@
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<dummy sectors="1024"/>
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</directory_tree>
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</track>
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<!--<track type="audio" source="..\Ressources\fox.wav"/>-->
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<!--<track type="audio" source="..\Ressources\shark.wav"/>-->
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<track type="audio" source="D:\PSX\projects\NEXTGPU\data\Burg.wav"/>
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<track type="audio" source="D:\PSX\projects\VS2019\JabyPhew\JabyPhew\Ressources\shark.wav"/>-->
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</iso_project>
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@ -1,8 +1,49 @@
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#include "JabyEngine.h"
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#include <types.h>
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#include <libcd.h>
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#include <libetc.h>
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#include <libgte.h>
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#include <libgpu.h>
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#include <stdio.h>
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int main()
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{
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printf("Hello Planschi!\n");
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static CdlLOC TOC[100] = {0};
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static void setup() {
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ResetCallback();
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//ResetGraph(0);
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CdInit();
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CdSetDebug(0);
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//SetDispMask(1);
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}
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static int fill_toc() {
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u_char param[4] = {0};
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param[0] = CdlModeRept|CdlModeDA; // report ON / CD-DA ON
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CdControlB(CdlSetmode, param, 0);
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return CdGetToc(TOC); // TOC
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}
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static void play_track(int track) {
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for(int n = 0; n < 100; n++) {
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const auto& cur_toc = TOC[n];
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printf("Now playing %i.) %x:%x:%x\n", n, cur_toc.minute, cur_toc.second, cur_toc.sector);
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}
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CdControlB(CdlSetloc, reinterpret_cast<u_char*>(&TOC[track]), 0); // seek to start of track "track"
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CdControlB(CdlPlay, 0, 0); // play track
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}
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int main() {
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setup();
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const int track_count = fill_toc();
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printf("Hello Planschi!\nI found %i tracks\n", track_count);
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play_track(2);
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while(true);
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return 0;
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}
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