Zelda UCode: Synth fixes and some RE. (Why does it still sound awful?)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3707 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -221,7 +221,8 @@ private:
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// Voice formats
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void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
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@ -22,14 +22,14 @@
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#include "../main.h"
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#include "Mixer.h"
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void CUCode_Zelda::RenderSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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void CUCode_Zelda::RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
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u32 _ratio = (PB.RatioInt << 16);
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s64 ratio = (_ratio * ratioFactor) * 16;
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s64 TrueSamplePosition = (s64)(PB.Length - PB.RemLength) << 16;
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TrueSamplePosition += PB.CurSampleFrac;
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s64 TrueSamplePosition = PB.CurSampleFrac;
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// PB.Format == 0x3 -> Rectangular Wave, 0x0 -> Square Wave
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int mask = PB.Format ? 3 : 1, shift = PB.Format ? 2 : 1;
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u32 pos[2] = {0, 0};
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@ -93,6 +93,19 @@ _lRestart:
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PB.CurSampleFrac = TrueSamplePosition & 0xFFFF;
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}
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void CUCode_Zelda::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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s32 ratio = PB.RatioInt * 2;
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s64 pos = PB.CurSampleFrac;
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for(int i = 0; i < 0x50; i++) {
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pos += ratio;
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_Buffer[i] = pos & 0xFFFF;
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}
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PB.CurSampleFrac = pos & 0xFFFF;
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}
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void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
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{
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@ -386,9 +386,13 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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{
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// Synthesized sounds
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case 0x0000: // Example: Magic meter filling up in ZWW
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case 0x0003:
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RenderSynth_RectWave(PB, m_TempBuffer, _Size);
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break;
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case 0x0001: // Example: "Denied" sound when trying to pull out a sword
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// indoors in ZWW
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RenderSynth_Waveform(PB, m_TempBuffer, _Size);
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// indoors in ZWW
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RenderSynth_SawWave(PB, m_TempBuffer, _Size);
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break;
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case 0x0006:
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@ -2876,27 +2876,37 @@ void 07eb_AFCDecoder(_numberOfSample(AC0.M))
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//////////////////////////////////////////// DEFAULT DECODER
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void 087c_DefaultDecoder()
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{
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087c 8100 clr $ACC0
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087c 8100 clr $ACC0 // ACC0 = 0
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087d 1f5e mrr $AX0.H, $AC0.M
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087e 00d8 0402 lr $AX0.L, @0x0402 // AX0.L = PB.RatioInt
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// 087c 8100 clr $ACC0
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// 087d 1f5e mrr $AX0.H, $AC0.M
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// 087e 00d8 0402 lr $AX0.L, @0x0402
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ACC0 = 0;
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AX0.L = *0x0402; // == PB.RatioInt
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// Sample fraction is stored in a common way, but sample position is not, so
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// it's in the individual decoders. Some decoders, like square wave, only care about
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// fractional sample position. So here we just load up the fractional sample
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// position before handing control over.
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0880 00dc 0430 lr $AC0.L, @0x0430 // AC0.L = PB.CurSampleFrac
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0882 0080 0520 lri $AR0, #0x0520 // AR0 = 0x0520
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// 0880 00dc 0430 lr $AC0.L, @0x0430
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// 0882 0080 0520 lri $AR0, #0x0520
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AC0.L = *0x430; // == PB.CurSampleFrac
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AR0 = 0x0520;
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// 0884 00df 0480 lr $AC1.M, @0x0480
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// 0886 1501 lsl $ACC1, #1 // AC1.M = (PB.Format << 1)
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// 0887 0340 007e andi $AC1.M, #0x007e // AC1.M &= 0x007e
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// 0889 0300 0891 addi $AC1.M, #0x0891 // AC1.M += 0x0891
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// 088b 1c5f mrr $AR2, $AC1.M // AR2 = AC1.M
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// 0886 1501 lsl $ACC1, #1
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// 0887 0340 007e andi $AC1.M, #0x007e
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// 0889 0300 0891 addi $AC1.M, #0x0891
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// 088b 1c5f mrr $AR2, $AC1.M
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// 088c 175f callr $AR2 // (*$AR2)() <-- See jump table at 0x0891
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AC1.M = ((*0x480 * 2) & 0x007e) + 0x0891; // == ((PB.Format * 2) & 0x007e) + 0x0891
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AR2 = AC1.M;
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JumpTable0891(PB.Format);
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088d 00fc 0430 sr @0x0430, $AC0.L // PB.CurSampleFrac = AC0.L
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//088d 00fc 0430 sr @0x0430, $AC0.L
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*0x430 = AC0.L; // *0x430 == PB.CurSampleFrac
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// 088f 029f 02d8 jmp 0x02d8
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GOTO ContinueWithBlock: // in SyncFrame
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@ -2923,7 +2933,7 @@ void 087c_DefaultDecoder()
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08af 029f 08b1 jmp 0x08b1 // case 0xf (unused)
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08b1 02df ret
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void 08b2_Decoder0x0_SquareWave() {
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void 08b2_Decoder0x0_SquareWave(ACC0, AR0, AX0.L) {
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08b2 1401 lsl $ACC0, #1 // t = samplePosition * 2
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// Set up sound buffers
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@ -2949,7 +2959,7 @@ void 08b2_Decoder0x0_SquareWave() {
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// 08c1 02df ret
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}
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void 08c2_Decoder0x3_RectangleWave() {
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void 08c2_Decoder0x3_RectangleWave(ACC0, AR0, AX0.L) {
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08c2 1402 lsl $ACC0, #2 // t = PB.CurSampleFrac * 4
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08c3 8900 clr $ACC1 // ACC1 = 0
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08c4 1fb8 mrr $AC1.L, $AX0.L // AC1.L = PB.RatioInt
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@ -2976,7 +2986,7 @@ void 08c2_Decoder0x3_RectangleWave() {
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// 08d4 02df ret
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}
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void 08d5_Decoder0x2_SquareSaw() {
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void 08d5_Decoder0x2_SquareSaw(ACC0, AR0, AX0.L) {
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08d5 1401 lsl $ACC0, #1
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08d6 0081 0ca0 lri $AR1, #0x0ca0
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08d8 009b c000 lri $AX1.H, #0xc000
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@ -2997,12 +3007,24 @@ void 08d5_Decoder0x2_SquareSaw() {
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// 08ec 02df ret
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}
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void 08ed_Decoder0x1_SawWave() {
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08ed 8900 clr $ACC1
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08ee 1fb8 mrr $AC1.L, $AX0.L
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08ef 157f lsr $ACC1, #-1
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08f0 1050 loopi #0x50
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08f1 4c20 add's $ACC0, $AC1.L : @$AR0, $AC0.L
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void 08ed_Decoder0x1_SawWave(ACC0, AR0, AX0.L) {
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// 08ed 8900 clr $ACC1
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// 08ee 1fb8 mrr $AC1.L, $AX0.L
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// 08ef 157f lsr $ACC1, #-1
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// At this point AX0.L is PB.RatioInt and AC0.L is PB.CurSampleFrac
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ACC1 = 0;
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AC1.L = AX0.L * 2;
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// 08f0 1050 loopi #0x50
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for(int i = 0; i < 0x50; i++) {
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// 08f1 4c20 add's $ACC0, $AC1.L : @$AR0, $AC0.L
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ACC0 += AC1.L;
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*$AR0++ = AC0.L;
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}
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// 08f2 02df ret
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}
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@ -3038,7 +3060,7 @@ void 08f3_Unk() {
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// 0918 02df ret
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}
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void 0919_Decoder0x6() {
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void 0919_Decoder0x6(AR0, AX0.L) {
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// case 0x6: Fills the buffer with PB.RatioInt (zero?)
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0919 1050 loopi #0x50
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@ -3046,7 +3068,7 @@ void 0919_Decoder0x6() {
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091b 02df ret
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}
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void 091c_Decoder0x7_WaveTable() {
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void 091c_Decoder0x7_WaveTable(ACC0, AR0, AX0.L) {
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091c 0082 0100 lri $AR2, #0x0100
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091e 008a 003f lri $WR2, #0x003f
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0920 0086 0000 lri $IX2, #0x0000
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