Added support for playing PCM16 sounds, looping or non-looping.
It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. PS: sorry. lots of stuff from latest commits will be reverted because, when updating, I got serious conflicts and everything was messed up :( if you want I can help you with reintegrating what was lost. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3570 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
900287be50
commit
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@ -1,7 +1,7 @@
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#include "../Globals.h"
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#include "UCode_Zelda_ADPCM.h"
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#include "../MailHandler.h"
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int m_mode;
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};
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|
||||
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
|
||||
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
|
||||
: IUCode(_rMailHandler)
|
||||
, m_CRC(_CRC)
|
||||
, m_bSyncInProgress(false)
|
||||
, m_MaxVoice(0)
|
||||
, m_NumVoices(0)
|
||||
, m_bSyncCmdPending(false)
|
||||
, m_CurVoice(0)
|
||||
, m_CurBuffer(0)
|
||||
, m_NumBuffers(0)
|
||||
, m_VoicePBsAddr(0)
|
||||
, m_UnkTableAddr(0)
|
||||
, m_AFCCoefTableAddr(0)
|
||||
, m_ReverbPBsAddr(0)
|
||||
, m_RightBuffersAddr(0)
|
||||
, m_LeftBuffersAddr(0)
|
||||
, m_DMABaseAddr(0)
|
||||
, m_numSteps(0)
|
||||
, m_step(0)
|
||||
, m_readOffset(0)
|
||||
, m_NumberOfFramesToRender(0)
|
||||
, m_CurrentFrameToRender(0)
|
||||
, m_MaxSyncedPB(0)
|
||||
, m_MailState(WaitForMail)
|
||||
{
|
||||
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
|
||||
m_rMailHandler.PushMail(DSP_INIT);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF3551111); // handshake
|
||||
|
||||
m_TempBuffer = new s32[256 * 1024];
|
||||
m_LeftBuffer = new s32[256 * 1024];
|
||||
m_RightBuffer = new s32[256 * 1024];
|
||||
|
||||
memset(m_Buffer, 0, sizeof(m_Buffer));
|
||||
memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
|
||||
memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
|
||||
|
||||
for (int i = 0; i < 0x10; i++)
|
||||
m_PBMask[i] = false;
|
||||
|
||||
templbuffer = new int[1024 * 1024];
|
||||
temprbuffer = new int[1024 * 1024];
|
||||
m_pos = 0;
|
||||
}
|
||||
|
||||
CUCode_Zelda::~CUCode_Zelda()
|
||||
{
|
||||
m_rMailHandler.Clear();
|
||||
|
||||
delete [] templbuffer;
|
||||
delete [] temprbuffer;
|
||||
delete [] m_TempBuffer;
|
||||
delete [] m_LeftBuffer;
|
||||
delete [] m_RightBuffer;
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
|
||||
{
|
||||
u16* pTest = (u16*)&_rPB;
|
||||
|
@ -293,47 +311,92 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void CUCode_Zelda::Update(int cycles)
|
||||
{
|
||||
// This is called at arbitrary intervals from the core emu.
|
||||
// We don't need it.
|
||||
// check if we have to sent something
|
||||
if (!m_rMailHandler.IsEmpty())
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
}
|
||||
|
||||
void CUCode_Zelda::HandleMail(u32 _uMail)
|
||||
{
|
||||
switch (m_MailState)
|
||||
// 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)
|
||||
{
|
||||
case WaitForMail:
|
||||
if (m_bSyncCmdPending)
|
||||
{
|
||||
if (_uMail == 0x00000000)
|
||||
u32 n = (_uMail >> 16) & 0xF;
|
||||
m_MaxVoice = (n + 1) << 4;
|
||||
m_SyncFlags[n] = _uMail & 0xFFFF;
|
||||
m_bSyncInProgress = false;
|
||||
|
||||
// Normally, we should mix to the buffers used by the game.
|
||||
// We don't do it currently for a simple reason:
|
||||
// if the game runs fast all the time, then it's OK,
|
||||
// but if it runs slow, sound can become choppy.
|
||||
// This problem won't happen when mixing to the buffer
|
||||
// provided by MixAdd(), because the size of this buffer
|
||||
// is automatically adjusted if the game runs slow.
|
||||
#if 0
|
||||
if (m_SyncFlags[n] & 0x8000)
|
||||
{
|
||||
m_MailState = ReadingFrameSync;
|
||||
for (; m_CurVoice < m_MaxVoice; m_CurVoice++)
|
||||
{
|
||||
if (m_CurVoice >= m_NumVoices)
|
||||
break;
|
||||
|
||||
MixVoice(m_CurVoice);
|
||||
}
|
||||
else if (_uMail < 0x255)
|
||||
}
|
||||
else
|
||||
#endif
|
||||
m_CurVoice = m_MaxVoice;
|
||||
|
||||
if (m_CurVoice >= m_NumVoices)
|
||||
{
|
||||
m_numSteps = _uMail;
|
||||
m_MailState = ReadingMessage;
|
||||
m_CurBuffer++;
|
||||
|
||||
m_rMailHandler.PushMail(DSP_SYNC);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
|
||||
|
||||
m_CurVoice = 0;
|
||||
|
||||
if (m_CurBuffer == m_NumBuffers)
|
||||
{
|
||||
m_rMailHandler.PushMail(DSP_FRAME_END);
|
||||
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
|
||||
{
|
||||
PanicAlert("Unknown Mail: 0x%08x", _uMail);
|
||||
m_bSyncInProgress = false;
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case ReadingFrameSync:
|
||||
{
|
||||
int Slot = (_uMail >> 16) & 0x000F;
|
||||
m_PBMask[Slot] = _uMail & 0xFFFF;
|
||||
m_MailState = WaitForMail;
|
||||
|
||||
// Zelda UC 05db
|
||||
m_MaxSyncedPB = (Slot+1) << 4;
|
||||
}
|
||||
break;
|
||||
|
||||
case ReadingMessage:
|
||||
if (m_bListInProgress)
|
||||
{
|
||||
if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
|
||||
PanicAlert("m_step out of range");
|
||||
|
@ -344,21 +407,48 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
|
|||
if (m_step >= m_numSteps)
|
||||
{
|
||||
ExecuteList();
|
||||
m_MailState = WaitForMail;
|
||||
m_bListInProgress = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (_uMail == 0)
|
||||
{
|
||||
m_bSyncInProgress = true;
|
||||
}
|
||||
else if ((_uMail >> 16) == 0)
|
||||
{
|
||||
m_bListInProgress = true;
|
||||
m_numSteps = _uMail;
|
||||
m_step = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case ReadingSystemMsg:
|
||||
else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
|
||||
{
|
||||
_dbg_assert_msg_(DSPHLE, (_uMail & 0xFFFF0000) == 0xCDD10000, "This is not a system msg", _uMail);
|
||||
m_MailState = WaitForMail;
|
||||
// The low part of the mail tells the operation to perform
|
||||
switch (_uMail & 0xFFFF)
|
||||
{
|
||||
case 0x0003: // Do nothing
|
||||
return;
|
||||
|
||||
case 0x0000: // Halt
|
||||
case 0x0001: // Dump memory? and halt
|
||||
case 0x0002: // Do something and halt
|
||||
WARN_LOG(DSPHLE, "Zelda uCode: received halting operation %04X", _uMail & 0xFFFF);
|
||||
return;
|
||||
|
||||
default: // Invalid (the real ucode would likely crash)
|
||||
WARN_LOG(DSPHLE, "Zelda uCode: received invalid operation %04X", _uMail & 0xFFFF);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
|
||||
{
|
||||
if (m_NumberOfFramesToRender > 0)
|
||||
|
@ -410,24 +500,13 @@ void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
|
|||
|
||||
m_CurrentFrameToRender++;
|
||||
|
||||
// sync, we are ready
|
||||
m_rMailHandler.PushMail(DSP_SYNC);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF3550000 | m_CurrentFrameToRender | 0xFF00);
|
||||
|
||||
if (m_CurrentFrameToRender == m_NumberOfFramesToRender)
|
||||
{
|
||||
/*
|
||||
afaik zelda hasnt registered a handler to FRAME_END... so skip it
|
||||
m_rMailHandler.PushMail(DSP_FRAME_END);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_MailState = ReadingSystemMsg;
|
||||
*/
|
||||
m_NumberOfFramesToRender = 0;
|
||||
m_CurrentFrameToRender = 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));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// zelda debug ..803F6418
|
||||
void CUCode_Zelda::ExecuteList()
|
||||
|
@ -438,6 +517,7 @@ void CUCode_Zelda::ExecuteList()
|
|||
u32 CmdMail = Read32();
|
||||
u32 Command = (CmdMail >> 24) & 0x7f;
|
||||
u32 Sync = CmdMail >> 16;
|
||||
u32 ExtraData = CmdMail & 0xFFFF;
|
||||
|
||||
DEBUG_LOG(DSPHLE, "==============================================================================");
|
||||
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
|
||||
|
@ -447,55 +527,128 @@ void CUCode_Zelda::ExecuteList()
|
|||
// DsetupTable ... zelda ww jumps to 0x0095
|
||||
case 0x01:
|
||||
{
|
||||
m_NumPBs = (CmdMail & 0xFFFF);
|
||||
if (m_NumPBs > 0x40)
|
||||
{
|
||||
PanicAlert("(m_NumPBs > 0x40) to much PBs");
|
||||
m_NumPBs = 0x40;
|
||||
}
|
||||
u16 *TempPtr;
|
||||
int i;
|
||||
// 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_PBAddress = Read32();
|
||||
u32 DSPADPCM_FILTER = Read32();
|
||||
u32 DSPRES_FILTER = Read32();
|
||||
m_PBAddress2 = Read32();
|
||||
m_NumVoices = ExtraData;
|
||||
|
||||
// What is this stuff?
|
||||
u16 Buffer[0x280];
|
||||
for (int i = 0; i < 0x280; i++)
|
||||
{
|
||||
Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2));
|
||||
}
|
||||
m_VoicePBsAddr = Read32() & 0x7FFFFFFF;
|
||||
m_UnkTableAddr = Read32() & 0x7FFFFFFF;
|
||||
m_AFCCoefTableAddr = Read32() & 0x7FFFFFFF;
|
||||
m_ReverbPBsAddr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
|
||||
|
||||
u16* pTmp = (u16*)m_AFCCoefTable;
|
||||
for (int i = 0; i < 0x20; i++)
|
||||
{
|
||||
pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2));
|
||||
}
|
||||
// Read AFC coef table
|
||||
TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
|
||||
for (i = 0; i < 32; i++)
|
||||
m_AFCCoefTable[i] = Common::swap16(TempPtr[i]);
|
||||
|
||||
DEBUG_LOG(DSPHLE, "DsetupTable");
|
||||
DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress);
|
||||
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", DSPADPCM_FILTER);
|
||||
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", DSPRES_FILTER);
|
||||
DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2);
|
||||
DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_NumVoices);
|
||||
DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_VoicePBsAddr);
|
||||
|
||||
// This points to some strange data table.
|
||||
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_UnkTableAddr);
|
||||
|
||||
// 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", m_AFCCoefTableAddr);
|
||||
DEBUG_LOG(DSPHLE, "Reverb param blocks address: 0x%08x", m_ReverbPBsAddr);
|
||||
}
|
||||
break;
|
||||
|
||||
// SyncFrame ... zelda ww jumps to 0x0243
|
||||
// SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end"
|
||||
case 0x02:
|
||||
{
|
||||
m_MixingBufferLeft = Read32();
|
||||
m_MixingBufferRight = Read32();
|
||||
//u32 tmp[2];
|
||||
//tmp[0] = Read32();
|
||||
//tmp[1] = Read32();
|
||||
|
||||
m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
|
||||
m_MaxSyncedPB = 0;
|
||||
// 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_CurBuffer = 0;
|
||||
m_NumBuffers = (CmdMail >> 16) & 0xFF;
|
||||
|
||||
// Addresses for right & left buffers in main memory
|
||||
// Each buffer is 160 bytes long. The number of (both left & right) buffers
|
||||
// is set by the first mail of the list.
|
||||
m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
|
||||
m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
|
||||
|
||||
DEBUG_LOG(DSPHLE, "DsyncFrame");
|
||||
DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
|
||||
DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
|
||||
// These alternate between three sets of mixing buffers. They are all three fairly near,
|
||||
// but not at, the ADMA read addresses.
|
||||
DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_RightBuffersAddr);
|
||||
DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_LeftBuffersAddr);
|
||||
//DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]); // wtf?
|
||||
|
||||
// This is where we should render.
|
||||
soundStream->GetMixer()->SetHLEReady(true);
|
||||
// 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.
|
||||
#if 0
|
||||
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();
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
|
||||
|
@ -515,26 +668,18 @@ void CUCode_Zelda::ExecuteList()
|
|||
u32 tmp[1];
|
||||
tmp[0] = Read32();
|
||||
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
|
||||
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
|
||||
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
|
||||
// This opcode, in the SMG ucode, sets the base address for audio data transfers from main memory (using DMA).
|
||||
// In the Zelda ucode, it is dummy, because this ucode uses accelerator for audio data transfers.
|
||||
case 0x0e:
|
||||
{
|
||||
DEBUG_LOG(DSPHLE, "Set VARAM - ???");
|
||||
/*
|
||||
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
|
||||
*/
|
||||
//
|
||||
m_DMABaseAddr = Read32() & 0x7FFFFFFF;
|
||||
|
||||
DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
|
||||
DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_DMABaseAddr);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -550,6 +695,7 @@ void CUCode_Zelda::ExecuteList()
|
|||
m_rMailHandler.PushMail(0xF3550000 | Sync);
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CUCode_Zelda::CopyPBsFromRAM()
|
||||
{
|
||||
for (u32 i = 0; i < m_NumPBs; i++)
|
||||
|
@ -578,18 +724,7 @@ void CUCode_Zelda::CopyPBsToRAM()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
|
||||
// I am sure that there are 5 bytes of input for 16 samples output too... just check the UCode
|
||||
// if (type == 5) -> 5 input bytes
|
||||
// if (type == 9) -> 9 input bytes
|
||||
//
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
|
@ -615,65 +750,65 @@ void CUCode_Zelda::DumpPB(const ZPB& _rPB)
|
|||
}
|
||||
}
|
||||
|
||||
void write32le(int in, unsigned char * buf) {
|
||||
buf[0]=in&0xff;
|
||||
buf[1]=(in>>8)&0xff;
|
||||
buf[2]=(in>>16)&0xff;
|
||||
buf[3]=(in>>24)&0xff;
|
||||
}
|
||||
|
||||
int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
|
||||
// size is in stereo samples.
|
||||
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
||||
{
|
||||
unsigned char inbuf[9];
|
||||
short outbuf[16];
|
||||
FILE * outfile;
|
||||
int sizeleft;
|
||||
int outsize,outsizetotal;
|
||||
short hist=0,hist2=0;
|
||||
if (_Size > 256 * 1024)
|
||||
_Size = 256 * 1024;
|
||||
|
||||
unsigned char wavhead[44] = {
|
||||
0x52, 0x49, 0x46, 0x46, 0x00, 0x00, 0x00, 0x00, 0x57, 0x41, 0x56, 0x45, 0x66, 0x6D, 0x74, 0x20,
|
||||
0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x10, 0x00, 0x64, 0x61, 0x74, 0x61, 0x00, 0x00, 0x00, 0x00
|
||||
};
|
||||
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
|
||||
memset(m_RightBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
outfile = fopen("d:/supa.wav","wb");
|
||||
if (!outfile) return 1;
|
||||
for (u32 i = 0; i < m_NumVoices; i++)
|
||||
{
|
||||
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
|
||||
if (!(flags & 0x8000))
|
||||
continue;
|
||||
|
||||
outsize = size/9*16*2;
|
||||
outsizetotal = outsize+8;
|
||||
write32le(outsizetotal,wavhead+4);
|
||||
write32le(outsize,wavhead+40);
|
||||
write32le(srate,wavhead+24);
|
||||
write32le(srate*2,wavhead+28);
|
||||
if (fwrite(wavhead,1,44,outfile)!=44) return 1;
|
||||
ZeldaVoicePB pb;
|
||||
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
|
||||
for (sizeleft=size;sizeleft>=9;sizeleft-=9) {
|
||||
memcpy(inbuf, pIn, 9);
|
||||
pIn += 9;
|
||||
if (pb.Status == 0)
|
||||
continue;
|
||||
if (pb.KeyOff != 0)
|
||||
continue;
|
||||
|
||||
AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9);
|
||||
|
||||
if (fwrite(outbuf,1,16*2,outfile) != 16*2)
|
||||
return 1;
|
||||
MixAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
|
||||
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
}
|
||||
|
||||
if (fclose(outfile)==EOF) return 1;
|
||||
if (_Buffer)
|
||||
{
|
||||
for (u32 i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
|
||||
return 0;
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
|
||||
_Buffer += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CUCode_Zelda::DoState(PointerWrap &p) {
|
||||
p.Do(m_MailState);
|
||||
p.Do(m_PBMask);
|
||||
p.Do(m_NumPBs);
|
||||
p.Do(m_PBAddress);
|
||||
p.Do(m_MaxSyncedPB);
|
||||
p.Do(m_PBs);
|
||||
//p.Do(m_MailState);
|
||||
//p.Do(m_PBMask);
|
||||
//p.Do(m_NumPBs);
|
||||
//p.Do(m_PBAddress);
|
||||
//p.Do(m_MaxSyncedPB);
|
||||
//p.Do(m_PBs);
|
||||
p.Do(m_readOffset);
|
||||
p.Do(m_NumberOfFramesToRender);
|
||||
p.Do(m_CurrentFrameToRender);
|
||||
//p.Do(m_NumberOfFramesToRender);
|
||||
//p.Do(m_CurrentFrameToRender);
|
||||
p.Do(m_numSteps);
|
||||
p.Do(m_step);
|
||||
p.Do(m_Buffer);
|
||||
}
|
||||
|
||||
|
|
|
@ -21,6 +21,46 @@
|
|||
#include "Common.h"
|
||||
#include "UCodes.h"
|
||||
|
||||
|
||||
struct ZeldaVoicePB
|
||||
{
|
||||
// Read-Write part
|
||||
u16 Status; // 0x00 | 1 = play, 0 = stop
|
||||
u16 KeyOff; // 0x01 | writing 1 stops voice?
|
||||
u16 RatioInt; // 0x02 | delta? ratio? integer part
|
||||
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[0x29]; // 0x07 | unknown
|
||||
u16 RatioFrac; // 0x30 | ??? ratio fractional part
|
||||
u16 Unk31; // 0x31 | unknown
|
||||
u16 CurBlock; // 0x32 | current block?
|
||||
u16 FixedSample; // 0x33 | sample value for "blank" voices
|
||||
u32 RestartPos; // 0x34 | restart pos
|
||||
u16 Unk36[2]; // 0x36 | unknown
|
||||
u32 CurAddr; // 0x38 | current address
|
||||
u32 RemLength; // 0x3A | remaining length
|
||||
u16 Unk3C[0x2A]; // 0x3C | unknown
|
||||
u16 YN1; // 0x66 | YN1
|
||||
u16 YN2; // 0x67 | YN2
|
||||
u16 Unk68[0x18]; // 0x68 | unknwon
|
||||
|
||||
// Read-only part
|
||||
u16 Format; // 0x80 | audio format
|
||||
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
|
||||
u16 Unk82[0x6]; // 0x82 | unknown
|
||||
u32 LoopStartPos; // 0x88 | loopstart pos
|
||||
u32 Length; // 0x8A | sound length
|
||||
u32 StartAddr; // 0x8C | sound start address
|
||||
u32 UnkAddr; // 0x8E | ???
|
||||
u16 Padding[0x30]; // 0x90 | padding
|
||||
};
|
||||
|
||||
// Here's a piece of pure guesswork, looking at random supposedly-PBs
|
||||
// from Zelda Four Swords.
|
||||
|
||||
// These are 0x180 bytes large.
|
||||
struct ZPB
|
||||
{
|
||||
// R/W data =============
|
||||
|
@ -60,7 +100,7 @@ namespace {
|
|||
class CUCode_Zelda : public IUCode
|
||||
{
|
||||
public:
|
||||
CUCode_Zelda(CMailHandler& _rMailHandler);
|
||||
CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC);
|
||||
virtual ~CUCode_Zelda();
|
||||
|
||||
void HandleMail(u32 _uMail);
|
||||
|
@ -81,6 +121,13 @@ public:
|
|||
void DumpPB(const ZPB& _rPB);
|
||||
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:
|
||||
enum EDSP_Codes
|
||||
{
|
||||
|
@ -92,15 +139,43 @@ private:
|
|||
DSP_FRAME_END = 0xDCD10005,
|
||||
};
|
||||
|
||||
// AFC CoefTable
|
||||
s16 m_AFCCoefTable[32];
|
||||
u32 m_CRC;
|
||||
|
||||
// Command 0x2: SyncFrame
|
||||
int m_NumberOfFramesToRender;
|
||||
int m_CurrentFrameToRender;
|
||||
s32* m_TempBuffer;
|
||||
s32* m_LeftBuffer;
|
||||
s32* m_RightBuffer;
|
||||
|
||||
// List in progress
|
||||
u16 m_AFCCoefTable[32];
|
||||
|
||||
bool m_bSyncInProgress;
|
||||
u32 m_MaxVoice;
|
||||
u32 m_SyncFlags[16];
|
||||
|
||||
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];
|
||||
void ExecuteList();
|
||||
|
@ -126,16 +201,12 @@ private:
|
|||
u32 m_MixingBufferLeft;
|
||||
u32 m_MixingBufferRight;
|
||||
|
||||
u32 m_MaxSyncedPB;
|
||||
|
||||
ZPB m_PBs[0x40];
|
||||
void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
|
||||
void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
|
||||
|
||||
u32 Read32()
|
||||
{
|
||||
u32 res = *(u32*)&m_Buffer[m_readOffset];
|
||||
m_readOffset += 4;
|
||||
return res;
|
||||
}
|
||||
void MixAddVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
|
||||
void MixAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,161 @@
|
|||
// 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/
|
||||
|
||||
#ifndef _UCODE_ZELDA_VOICE_H
|
||||
#define _UCODE_ZELDA_VOICE_H
|
||||
|
||||
#include "../main.h"
|
||||
#include "Mixer.h"
|
||||
|
||||
void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
|
||||
{
|
||||
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
|
||||
|
||||
// Perform byteswap
|
||||
for (int i = 0; i < (0x180 / 2); i++)
|
||||
((u16*)&PB)[i] = Common::swap16(memory[i]);
|
||||
|
||||
PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
|
||||
PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
|
||||
PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
|
||||
PB.LoopStartPos = (PB.LoopStartPos << 16) | (PB.LoopStartPos >> 16);
|
||||
PB.Length = (PB.Length << 16) | (PB.Length >> 16);
|
||||
PB.StartAddr = (PB.StartAddr << 16) | (PB.StartAddr >> 16);
|
||||
PB.UnkAddr = (PB.UnkAddr << 16) | (PB.UnkAddr >> 16);
|
||||
}
|
||||
|
||||
void CUCode_Zelda::WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB)
|
||||
{
|
||||
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
|
||||
|
||||
PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
|
||||
PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
|
||||
PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
|
||||
|
||||
// Perform byteswap
|
||||
// Only the first 0x100 bytes are written back
|
||||
for (int i = 0; i < (0x100 / 2); i++)
|
||||
memory[i] = Common::swap16(((u16*)&PB)[i]);
|
||||
}
|
||||
|
||||
void CUCode_Zelda::MixAddVoice_PCM16(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
|
||||
{
|
||||
float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
|
||||
u32 _ratio = (((PB.RatioInt * 80) + PB.RatioFrac) << 4) & 0xFFFF0000;
|
||||
u64 ratio = (u64)(((_ratio / 80) << 16) * ratioFactor);
|
||||
u32 pos[2] = {0, 0};
|
||||
|
||||
if (PB.KeyOff != 0)
|
||||
return;
|
||||
|
||||
if (PB.NeedsReset)
|
||||
{
|
||||
PB.RemLength = PB.Length - PB.RestartPos;
|
||||
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
|
||||
PB.ReachedEnd = 0;
|
||||
}
|
||||
|
||||
_lRestart:
|
||||
if (PB.ReachedEnd)
|
||||
{
|
||||
PB.ReachedEnd = 0;
|
||||
|
||||
if (PB.RepeatMode == 0)
|
||||
{
|
||||
PB.KeyOff = 1;
|
||||
PB.RemLength = 0;
|
||||
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
PB.RestartPos = PB.LoopStartPos;
|
||||
PB.RemLength = PB.Length - PB.RestartPos;
|
||||
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
|
||||
pos[1] = 0; pos[0] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
s16 *source;
|
||||
if (m_CRC == 0xD643001F)
|
||||
source = (s16*)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr) + PB.CurAddr);
|
||||
else
|
||||
source = (s16*)(g_dspInitialize.pGetARAMPointer() + PB.CurAddr);
|
||||
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
s16 sample = Common::swap16(source[pos[1]]);
|
||||
|
||||
_Buffer[i] = (s32)sample;
|
||||
|
||||
(*(u64*)&pos) += ratio;
|
||||
if ((pos[1] + ((PB.CurAddr - PB.StartAddr) >> 1)) >= PB.Length)
|
||||
{
|
||||
PB.ReachedEnd = 1;
|
||||
_Size -= i + 1;
|
||||
goto _lRestart;
|
||||
}
|
||||
}
|
||||
|
||||
PB.RemLength -= pos[1];
|
||||
PB.CurAddr += pos[1] * 2;
|
||||
}
|
||||
|
||||
void CUCode_Zelda::MixAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
|
||||
{
|
||||
//float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
|
||||
memset(m_TempBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
if (PB.IsBlank)
|
||||
{
|
||||
s32 sample = (s32)(s16)PB.FixedSample;
|
||||
for (int i = 0; i < _Size; i++)
|
||||
m_TempBuffer[i] = sample;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (PB.Format)
|
||||
{
|
||||
case 0x0005: // AFC / unknown
|
||||
case 0x0009: // AFC / ADPCM
|
||||
// coming soon!
|
||||
return;
|
||||
|
||||
case 0x0010: // PCM16
|
||||
MixAddVoice_PCM16(PB, m_TempBuffer, _Size);
|
||||
break;
|
||||
}
|
||||
|
||||
PB.NeedsReset = 0;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = _LeftBuffer[i] + m_TempBuffer[i];
|
||||
s32 right = _RightBuffer[i] + m_TempBuffer[i];
|
||||
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_LeftBuffer[i] = left;
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_RightBuffer[i] = right;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -65,13 +65,13 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
|
|||
case 0x56d36052: // Mario Sunshine
|
||||
case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
|
||||
INFO_LOG(CONSOLE, "Zelda ucode chosen\n");
|
||||
return new CUCode_Zelda(_rMailHandler);
|
||||
return new CUCode_Zelda(_rMailHandler, _CRC);
|
||||
|
||||
// WII CRCs
|
||||
case 0x6c3f6f94: // zelda - PAL
|
||||
case 0xd643001f: // mario galaxy - PAL
|
||||
INFO_LOG(CONSOLE, "Zelda Wii ucode chosen\n");
|
||||
return new CUCode_Zelda(_rMailHandler);
|
||||
return new CUCode_Zelda(_rMailHandler, _CRC);
|
||||
|
||||
case 0x5ef56da3: // AX demo
|
||||
case 0x347112ba: // raving rabbits
|
||||
|
|
Loading…
Reference in New Issue