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

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// Copyright (C) 2003-2008 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/
// Games that uses this UCode:
// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
#include "../Globals.h"
#include "FileUtil.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "../MailHandler.h"
#include "../main.h"
#include "Mixer.h"
// TODO: replace with table from RAM.
const u16 afccoef[16][2] =
{
{0,0}, {0x0800,0}, {0, 0x0800},{0x0400,0x0400},
{0x1000,0xf800},{0x0e00,0xfa00},{0x0c00,0xfc00},{0x1200,0xf600},
{0x1068,0xf738},{0x12c0,0xf704},{0x1400,0xf400},{0x0800,0xf800},
{0x0400,0xfc00},{0xfc00,0x0400},{0xfc00,0}, {0xf800,0}
};
// Decoder from in_cube by hcs/destop/etc. Haven't yet found a valid use for it.
// Looking at in_cube, it seems to be 9 bytes of input = 16 samples of output.
// Different from AX ADPCM which is 8 bytes of input = 14 samples of output.
// input = location of encoded source samples
// out = location of destination buffer (16 bits / sample)
void AFCdecodebuffer(const u8 *input, s16 *out, short *histp, short *hist2p)
{
short nibbles[16];
u8 *dst = (u8 *)out;
short hist = *histp;
short hist2 = *hist2p;
const u8 *src = input;
// 9 bytes input - first byte contain delta scaling and coef index.
const short delta = 1 << (((*src) >> 4) & 0xf);
const short idx = *src & 0xf;
src++;
// denibble the rest of the 8 bytes into 16 values.
for (int i = 0; i < 16; i += 2)
{
int j = *src >> 4;
nibbles[i] = j;
j = *src & 0xF;
nibbles[i + 1] = j;
src++;
}
// make the nibbles signed.
for (int i = 0; i < 16; i++)
{
if (nibbles[i] >= 8)
nibbles[i] = nibbles[i] - 16;
}
// Perform ADPCM filtering.
for (int i = 0; i < 16; i++)
{
int sample = (delta * nibbles[i]) << 11;
sample += ((long)hist * afccoef[idx][0]) + ((long)hist2 * afccoef[idx][1]);
sample = sample >> 11;
// Clamp sample.
if (sample > 32767) {
sample = 32767;
}
if (sample < -32768) {
sample = -32768;
}
*(short*)dst = (short)sample;
dst = dst + 2;
hist2 = hist;
hist = (short)sample;
}
// Store state.
*histp = hist;
*hist2p = hist2;
}
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
: IUCode(_rMailHandler)
, m_bSyncInProgress(false)
, m_SyncIndex(0)
, m_SyncStep(0)
, m_SyncMaxStep(0)
, m_bSyncCmdPending(false)
, m_SyncEndSync(0)
, m_SyncCurStep(0)
, m_SyncCount(0)
, m_SyncMax(0)
, m_numSteps(0)
, m_bListInProgress(false)
, m_step(0)
, m_readOffset(0)
, num_param_blocks(0)
, param_blocks_ptr(0)
, param_blocks2_ptr(0)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3551111); // handshake
memset(m_Buffer, 0, sizeof(m_Buffer));
memset(m_SyncValues, 0, sizeof(m_SyncValues));
}
CUCode_Zelda::~CUCode_Zelda()
{
m_rMailHandler.Clear();
}
void CUCode_Zelda::Update(int cycles)
{
// check if we have to sent something
//if (!m_rMailHandler.IsEmpty())
// g_dspInitialize.pGenerateDSPInterrupt();
}
void CUCode_Zelda::HandleMail(u32 _uMail)
{
// When we used to lose sync, the last mails we get before the audio goes bye-bye
// 0
// 0x00000
// 0
// 0x10000
// 0
// 0x20000
// 0
// 0x30000
// And then silence... Looks like some reverse countdown :)
if (m_bSyncInProgress)
{
if (m_bSyncCmdPending)
{
u32 n = (_uMail >> 16) & 0xF;
m_SyncStep = (n + 1) << 4;
m_SyncValues[n] = _uMail & 0xFFFF;
m_bSyncInProgress = false;
m_SyncCurStep = m_SyncStep;
if (m_SyncCurStep == m_SyncMaxStep)
{
m_SyncCount++;
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF355FF00 | m_SyncCount);
m_SyncCurStep = 0;
if (m_SyncCount == (m_SyncMax + 1))
{
m_rMailHandler.PushMail(DSP_UNKN);
g_dspInitialize.pGenerateDSPInterrupt();
soundStream->GetMixer()->SetHLEReady(true);
DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = false;
}
}
}
else
{
m_bSyncInProgress = false;
}
return;
}
if (_uMail != 0)
{
DEBUG_LOG(DSPHLE, "Zelda mail 0x%08X, list in progress? %s", _uMail,
m_bListInProgress ? "Yes" : "No");
}
if (m_bListInProgress)
{
if (m_step < 0 || m_step >= sizeof(m_Buffer) / 4)
PanicAlert("m_step out of range");
((u32*)m_Buffer)[m_step] = _uMail;
m_step++;
if (m_step >= m_numSteps)
{
DEBUG_LOG(DSPHLE, "Executing %i-step list.", m_numSteps);
ExecuteList();
m_bListInProgress = false;
}
return;
}
if (_uMail == 0)
{
m_bSyncInProgress = true;
}
else if ((_uMail >> 16) == 0)
{
m_bListInProgress = true;
m_numSteps = _uMail;
m_step = 0;
// make sure we never read outside the buffer by mistake.
// Before deleting extra reads in ExecuteList, we were getting these
// values.
memset(m_Buffer, 0xcc, sizeof(m_Buffer));
}
else
{
WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
}
}
void CUCode_Zelda::ExecuteList()
{
// begin with the list
m_readOffset = 0;
// First figure out what command we're dealing with.
u32 CmdMail = Read32();
u32 Command = (CmdMail >> 24) & 0x7f;
u32 Sync = CmdMail >> 16;
u16 ExtraData = CmdMail & 0xFFFF; // not yet used
DEBUG_LOG(DSPHLE, "==============================================================================");
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
switch (Command)
{
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
num_param_blocks = ExtraData;
u32 tmp[4];
param_blocks_ptr = tmp[0] = Read32();
tmp[1] = Read32();
tmp[2] = Read32();
param_blocks2_ptr = tmp[3] = Read32();
m_SyncMaxStep = CmdMail & 0xFFFF;
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Num param blocks: %i", num_param_blocks);
DEBUG_LOG(DSPHLE, "Param blocks 1: 0x%08x", tmp[0]);
// This points to some strange data table.
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
// Zelda WW: This points to a 64-byte array of coefficients, which are EXACTLY the same
// as the AFC ADPCM coef array in decode.c of the in_cube winamp plugin,
// which can play Zelda audio.
// There's also a lot more table-looking data immediately after - maybe alternative
// tables? I wonder where the parameter blocks are?
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "Param blocks 2: 0x%08x", tmp[3]);
}
break;
// SyncFrame ... zelda ww jumps to 0x0243
case 0x02:
{
u32 tmp[2];
tmp[0] = Read32();
tmp[1] = Read32();
// We're ready to mix
// soundStream->GetMixer()->SetHLEReady(true);
// DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = true;
m_SyncEndSync = Sync;
m_SyncCount = 0;
m_SyncMax = (CmdMail >> 16) & 0xFF;
DEBUG_LOG(DSPHLE, "DsyncFrame");
// These alternate between three sets of mixing buffers. They are all three fairly near,
// but not at, the ADMA read addresses.
DEBUG_LOG(DSPHLE, "Left mixing buffer? 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "Right mixing buffer? 0x%08x", tmp[1]);
// Let's log the parameter blocks.
// Copy and byteswap the parameter blocks.
// For some reason, in Z:WW we get no param blocks until in-game,
// while Zelda Four Swords happily sets param blocks as soon as the title screen comes up.
// Looks like it's playing midi music.
DEBUG_LOG(DSPHLE, "Param block at %08x:", param_blocks_ptr);
CopyPBsFromRAM();
for (int i = 0; i < num_param_blocks; i++)
{
const ZPB &pb = zpbs[i];
// The only thing that consistently looks like a pointer in the param blocks.
u32 addr = (pb.addr_high << 16) | pb.addr_low;
if (addr)
{
DEBUG_LOG(DSPHLE, "Param block: ==== %i ( %08x ) ====", i, GetParamBlockAddr(i));
DEBUG_LOG(DSPHLE, "Addr: %08x Type: %i", addr, pb.type);
// Got one! Read from ARAM, dump to file.
// I can't get the below to produce anything resembling sane audio :(
//addr *= 2;
/*
int size = 0x10000;
u8 *temp = new u8[size];
for (int i = 0; i < size; i++) {
temp[i] = g_dspInitialize.pARAM_Read_U8(addr + i);
}
s16 *audio = new s16[size * 4];
int aoff = 0;
short hist1 = 0, hist2 = 0;
for (int i = 0; i < size; i+=9)
{
AFCdecodebuffer(temp + i, audio + aoff, &hist1, &hist2);
aoff += 16;
}
char fname[256];
sprintf(fname, "%08x.bin", addr);
if (File::Exists(fname))
continue;
FILE *f = fopen(fname, "wb");
fwrite(audio, 1, size*4, f);
fclose(f);
sprintf(fname, "%08x_raw.bin", addr);
f = fopen(fname, "wb");
fwrite(temp, 1, size, f);
fclose(f);
*/
}
}
CopyPBsToRAM();
}
return;
break;
/*
case 0x03: break; // dunno ... zelda ww jmps to 0x0073
case 0x04: break; // dunno ... zelda ww jmps to 0x0580
case 0x05: break; // dunno ... zelda ww jmps to 0x0592
case 0x06: break; // dunno ... zelda ww jmps to 0x0469
case 0x07: break; // dunno ... zelda ww jmps to 0x044d
case 0x08: break; // Mixer ... zelda ww jmps to 0x0485
case 0x09: break; // dunno ... zelda ww jmps to 0x044d
*/
// DsetDolbyDelay ... zelda ww jumps to 0x00b2
case 0x0d:
{
u32 tmp = Read32();
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
}
break;
// Set VARAM
// Luigi__: in the real Zelda ucode, this opcode is dummy
// however, in the ucode used by SMG it isn't
case 0x0e:
{
/*
00b0 0080 037d lri $AR0, #0x037d
00b2 0e01 lris $AC0.M, #0x01
00b3 02bf 0065 call 0x0065
00b5 00de 037d lr $AC0.M, @0x037d
00b7 0240 7fff andi $AC0.M, #0x7fff
00b9 00fe 037d sr @0x037d, $AC0.M
00bb 029f 0041 jmp 0x0041
*/
//
}
break;
// default ... zelda ww jumps to 0x0043
default:
PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps);
break;
}
// sync, we are ready
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3550000 | Sync);
}
void CUCode_Zelda::CopyPBsFromRAM()
{
for (int i = 0; i < num_param_blocks; i++)
{
u32 addr = param_blocks_ptr + i * sizeof(ZPB);
const u16 *src_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
u16 *dst_ptr = (u16 *)&zpbs[i];
for (size_t p = 0; p < sizeof(ZPB) / 2; p++)
{
dst_ptr[p] = Common::swap16(src_ptr[p]);
}
}
}
void CUCode_Zelda::CopyPBsToRAM()
{
for (int i = 0; i < num_param_blocks; i++)
{
u32 addr = param_blocks_ptr + i * sizeof(ZPB);
const u16 *src_ptr = (u16 *)&zpbs[i];
u16 *dst_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
for (size_t p = 0; p < sizeof(ZPB) / 2; p++)
{
dst_ptr[p] = Common::swap16(src_ptr[p]);
}
}
}
// size is in stereo samples.
void CUCode_Zelda::MixAdd(short* buffer, int size)
{
// for (int i = 0; i < size; i++)
// {
// buffer[i*2] = rand();
// buffer[i*2+1] = rand();
// }
}