dolphin/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_ZELDA_H
#define _UCODE_ZELDA_H
#include "Common.h"
#include "UCodes.h"
// Obviously missing things that must be in here, somewhere among the "unknown":
// * Volume
// * L/R Pan
// * (probably) choice of resampling algorithm (point, linear, cubic)
union ZeldaVoicePB
{
struct
{
// Read-Write part
u16 Status; // 0x00 | 1 = play, 0 = stop
u16 KeyOff; // 0x01 | writing 1 stops voice?
u16 RatioInt; // 0x02 | Position delta (playback speed)
u16 Unk03; // 0x03 | unknown
u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
u16 ReachedEnd; // 0x05 | set to 1 when end reached
u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
u16 Unk07; // 0x07 | unknown, in zelda always 0x0010. Something to do with number of saved samples (0x68)?
u16 SoundType; // 0x08 | "Sound type": so far in zww: 0x0d00 for music (volume mode 0), 0x4861 for sfx (volume mode 1)
u16 volumeLeft1; // 0x09 | Left Volume 1 // There's probably two of each because they should be ramped within each frame.
u16 volumeLeft2; // 0x0A | Left Volume 2
u16 Unk0B; // 0x0B | unknown
u16 SoundType2; // 0x0C | "Sound type" 2 (not really sound type)
u16 volumeRight1; // 0x0D | Right Volume 1
u16 volumeRight2; // 0x0E | Right Volume 2
u16 Unk0F; // 0x0F | unknown
u16 SoundType3; // 0x10 | "Sound type" 3 (not really sound type)
u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
u16 Unk13; // 0x13 | unknown
u16 SoundType4; // 0x14 | "Sound type" 4 (not really sound type)
u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
u16 Unk17; // 0x17 | unknown
u16 Unk18[0x10]; // 0x18 | unknown
u16 Unk28; // 0x28 | unknown
u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
u16 Unk2a; // 0x2A | unknown // loaded at 0d2e/ZWW
u16 Unk2b; // 0x2B | unknown
u16 VolumeMode; // 0x2C | unknown // See 0337/ZWW
u16 Unk2D; // 0x2D | unknown
u16 Unk2E; // 0x2E | unknown
u16 Unk2F; // 0x2F | unknown
u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
u16 Unk31; // 0x31 | unknown / unused
u16 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
u16 FixedSample; // 0x33 | sample value for "blank" voices
u32 RestartPos; // 0x34 | restart pos / "loop start offset"
u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
u32 CurAddr; // 0x38 | current address
u32 RemLength; // 0x3A | remaining length
u16 ResamplerOldData[4]; // 0x3C | The resampler stores the last 4 decoded samples here from the previous frame, so that the filter kernel has something to read before the start of the buffer.
u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
u16 Unk58[0x8]; // 0x58 |
u16 Unk60[0x6]; // 0x60 |
u16 YN2; // 0x66 | YN2
u16 YN1; // 0x67 | YN1
u16 Unk68[0x10]; // 0x68 | Saved samples from last decode?
u16 FilterState1; // 0x78 | unknown // ZWW: 0c84_FilterBufferInPlace loads and stores. Simply, the filter state.
u16 FilterState2; // 0x79 | unknown // ZWW: same as above. these two are active if 0x04a8 != 0.
u16 Unk7A; // 0x7A | unknown
u16 Unk7B; // 0x7B | unknown
u16 Unk7C; // 0x7C | unknown
u16 Unk7D; // 0x7D | unknown
u16 Unk7E; // 0x7E | unknown
u16 Unk7F; // 0x7F | unknown
// Read-only part
u16 Format; // 0x80 | audio format
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
u16 Unk84; // 0x84 | IIR Filter # coefs?
u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
u16 Unk86; // 0x86 | unknown
u16 Unk87; // 0x87 | unknown
u32 LoopStartPos; // 0x88 | loopstart pos
u32 Length; // 0x8A | sound length
u32 StartAddr; // 0x8C | sound start address
u32 UnkAddr; // 0x8E | ???
u16 Padding[0x10]; // 0x90 | padding
u16 Padding2[0x8]; // 0xa0 | FIR filter coefs of some sort (0xa4 controls the appearance of 0xa5-0xa7 and is almost always 0x7FFF)
u16 FilterEnable; // 0xa8 | FilterBufferInPlace enable
u16 Padding3[0x7]; // 0xa9 | padding
u16 Padding4[0x10]; // 0xb0 | padding
};
u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
};
union ZeldaUnkPB
{
struct
{
u16 Control; // 0x00 | control
u16 Unk01; // 0x01 | unknown
u32 SrcAddr; // 0x02 | some address
u16 Unk04[0xC]; // 0x04 | unknown
};
u16 raw[16];
};
namespace {
// If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts).
CompileTimeAssert<sizeof(ZeldaVoicePB) == 0x180> ensure_zpb_size_correct;
} // namespace
class CUCode_Zelda : public IUCode
{
public:
CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC);
virtual ~CUCode_Zelda();
void HandleMail(u32 _uMail);
void HandleMail_LightVersion(u32 _uMail);
void HandleMail_SMSVersion(u32 _uMail);
void HandleMail_NormalVersion(u32 _uMail);
void Update(int cycles);
void MixAdd(short* buffer, int size);
void CopyPBsFromRAM();
void CopyPBsToRAM();
void DoState(PointerWrap &p);
int *templbuffer;
int *temprbuffer;
// Simple dump ...
int DumpAFC(u8* pIn, const int size, const int srate);
u32 Read32()
{
u32 res = *(u32*)&m_Buffer[m_readOffset];
m_readOffset += 4;
return res;
}
private:
// These map CRC to behaviour.
// DMA version
// - sound data transferred using DMA instead of accelerator
bool IsDMAVersion() const
{
switch (m_CRC)
{
case 0xb7eb9a9c: // Wii Pikmin - PAL
case 0xeaeb38cc: // Wii Pikmin 2 - PAL
case 0x6c3f6f94: // Wii Zelda TP - PAL
case 0xD643001F: // Super Mario Galaxy
return true;
default:
return false;
}
}
// Light version
// - slightly different communication protocol (no list begin mail)
// - exceptions and interrupts not used
bool IsLightVersion() const
{
switch (m_CRC)
{
case 0x6ba3b3ea: // IPL - PAL
case 0x24b22038: // IPL - NTSC/NTSC-JAP
case 0x42f64ac4: // Luigi
case 0x4be6a5cb: // AC, Pikmin NTSC
return true;
default:
return false;
}
}
// SMS version
// - sync mails are sent every frame, not every 16 PBs
// (named SMS because it's used by Super Mario Sunshine
// and I couldn't find a better name)
bool IsSMSVersion() const
{
switch (m_CRC)
{
case 0x56d36052: // Super Mario Sunshine
case 0x267fd05a: // Pikmin PAL
return true;
default:
return false;
}
}
u32 m_CRC;
// These are the only dynamically allocated things allowed in the ucode.
s32* m_VoiceBuffer;
s16* m_ResampleBuffer;
s32* m_LeftBuffer;
s32* m_RightBuffer;
// If you add variables, remember to keep DoState() and the constructor up to date.
s16 m_AFCCoefTable[32];
s16 m_MiscTable[0x280];
bool m_bSyncInProgress;
u32 m_MaxVoice;
u32 m_SyncFlags[16];
// Used by SMS version
u32 m_NumSyncMail;
u32 m_NumVoices;
bool m_bSyncCmdPending;
u32 m_CurVoice;
u32 m_CurBuffer;
u32 m_NumBuffers;
// Those are set by command 0x1 (DsetupTable)
u32 m_VoicePBsAddr;
u32 m_UnkTableAddr;
u32 m_AFCCoefTableAddr;
u32 m_ReverbPBsAddr;
u32 m_RightBuffersAddr;
u32 m_LeftBuffersAddr;
//u32 m_unkAddr;
u32 m_pos;
// Only in SMG ucode
// Set by command 0xE (DsetDMABaseAddr)
u32 m_DMABaseAddr;
// List, buffer management =====================
u32 m_numSteps;
bool m_bListInProgress;
u32 m_step;
u8 m_Buffer[1024];
u32 m_readOffset;
enum EMailState
{
WaitForMail,
ReadingFrameSync,
ReadingMessage,
ReadingSystemMsg
};
EMailState m_MailState;
u16 m_PBMask[0x10];
u32 m_NumPBs;
u32 m_PBAddress; // The main param block array
u32 m_PBAddress2; // 4 smaller param blocks
void ExecuteList();
u8 *GetARAMPointer(u32 address);
// AFC decoder
static void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);
void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
// Voice formats
void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderVoice_PCM8(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_Raw(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
int ConvertRatio(int pb_ratio);
int SizeForResampling(ZeldaVoicePB &PB, int size, int ratio);
// Renders a voice and mixes it into LeftBuffer, RightBuffer
void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
};
#endif