Closed okaxaki closed 4 years ago
It looks good to me. As for in_vgm, it is usually only compiled with Visual C++ 6.0 AFAIK.
Thanks for checking this. I'm sorry that i currently do not have Visual C++ 6.0 ... (this is a reason why i could not create patch for in_vgm.dsw).
Thanks a lot for the PR!
Sorry for the long delay. I merged it and made a few changes to fix the VC6 build, which was broken since the NukedOPLL PR.
I also restored smooth channel panning (I hope you don't mind) and even noticed a bug with channel assignment that was there for years.
Also it's not a problem that you don't have VC6. I'm just trying to keep it compatible with it, because it's what I used when I started with VGMPlay. (And it's nice to be able to run VGMPlay under Windows 2000.)
Thanks for mergning this and additional changes. I will import the smooth panning feature to emu2413 when I update next time.
This pull-request updates emu2413 core to the latest v1.2.7.
Since this pull request drastically improves emu2413's emulation quality, I would appreciate if you consider merging this. However, I know that VGMPlay is in maintenance phase so I don't mind if it takes time or being rejected in some reason:)
If I need to fix/check/explain more, let me know please.
[Notes]
[Build Check] I have checked to build VGMPlay with the following environments.
[in_vgm] This pull-request does not contain a patch for in_vgm but I locally confirmed to build on VS2015/2019 with the following changes:
ucrt.lib
,vcruntime.lib
andlegacy_stdio_definitions.lib
to Linker->Input->Additional Dependencies.No (/SAFESHE:NO)
.I could not build with VS2010 since VS2010 failed to convert in_vgm.dsw.
Thanks,