DSP HLE: Break out the ADPCM decoder, add a few comments.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3504 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-06-20 10:39:45 +00:00
parent 22a6533f7f
commit 8d30e3f3c0
7 changed files with 286 additions and 297 deletions

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@ -593,14 +593,6 @@
RelativePath=".\Src\UCodes\UCode_ROM.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda.cpp"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCodes.cpp"
>
@ -673,6 +665,26 @@
>
</File>
</Filter>
<Filter
Name="UCode Zelda"
>
<File
RelativePath=".\Src\UCodes\UCode_Zelda.cpp"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.cpp"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.h"
>
</File>
</Filter>
</Filter>
<Filter
Name="ConfigDialog"

View File

@ -20,6 +20,10 @@
#include "UCodes.h"
// This uCode should be deleted and replaced with a small modification of the Zelda uCode.
// The big difference is that games using this one won't send "message counts"
// before sending the command data.
class CUCode_Jac : public IUCode
{
private:

View File

@ -21,6 +21,7 @@
#include "../Globals.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "UCode_Zelda_ADPCM.h"
#include "../MailHandler.h"
#include "../main.h"
@ -28,9 +29,6 @@
#include "WaveFile.h"
class CResampler
{
public:
@ -86,11 +84,8 @@ public:
FixedSizeQueue<s16, queue_maxlength> sample_queue;
int m_queueSize;
int m_mode;
};
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
: IUCode(_rMailHandler)
, m_numSteps(0)
@ -107,7 +102,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
m_rMailHandler.PushMail(0xF3551111); // handshake
memset(m_Buffer, 0, sizeof(m_Buffer));
for (int i=0; i<0x10; i++)
for (int i = 0; i < 0x10; i++)
m_PBMask[i] = false;
templbuffer = new int[1024 * 1024];
@ -151,10 +146,11 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
// zelda:
// perhaps init or "has played before"
pTest[0x32] = 0x00;
pTest[0x66] = 0x00; // history1
pTest[0x66] = 0x00; // history1
pTest[0x67] = 0x00; // history2
// samplerate? length? num of samples? i dunno...
// Likely length...
pTest[0x3a] = pTest[0x8a];
pTest[0x3b] = pTest[0x8b];
@ -163,66 +159,29 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
pTest[0x39] = pTest[0x8d];
}
if (pTest[0x01] != 0) // early out... i dunno if this can happen because we filter it above
{
if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
return;
}
u32 t1 = pTest[0x39];
u32 t2 = pTest[0x38];
u32 ARAMAddr = (t2<<16) | t1;
u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
// ????????????????????????????????
u32 t3 = pTest[0x3a];
u32 t4 = pTest[0x3b];
u32 NumberOfSamples = (t3<<16) | t4;
// round upwards how many samples we need to copy, 0759
NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
u32 frac = NumberOfSamples& 0xF;
u32 frac = NumberOfSamples & 0xF;
u8 inBuffer[9];
short outbuf[16];
u32 sampleCount = 0;
// It must be something like this:
// The PB contains a small sample buffer of 0x4D decoded samples.
// If it's empty or "used", decode to it.
// Then, resample from this buffer to the output as you go. When it needs
// wrapping, decode more.
#define USE_RESAMPLE 1
#if USE_RESAMPLE == 1
while(NumberOfSamples > 0)
{
for (int i=0; i<9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize-=1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#else
#if USE_RESAMPLE != 1
for (int s=0; s<(_Size/16);s++)
{
for (int i=0; i<9; i++)
@ -246,9 +205,38 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
if (NumberOfSamples<=0)
break;
}
#else
while (NumberOfSamples > 0)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize-=1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#endif
if (NumberOfSamples == 0)
{
pTest[0x01] = 1; // we are done ??
@ -256,6 +244,7 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
// write back
NumberOfSamples = (NumberOfSamples << 4); // missing fraction
pTest[0x38] = ARAMAddr >> 16;
pTest[0x39] = ARAMAddr & 0xFFFF;
pTest[0x3a] = NumberOfSamples >> 16;
@ -268,7 +257,7 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
static u8 Buffer[500000];
for (int i =0; i<NumberOfSamples*9; i++)
{
Buffer[i]=g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
Buffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
}
// yes, the dumps are really zelda sound ;)
@ -297,21 +286,12 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
void CUCode_Zelda::Update(int cycles)
{
// check if we have to sent something
// if (!m_rMailHandler.IsEmpty())
// g_dspInitialize.pGenerateDSPInterrupt();
// This is called at arbitrary intervals from the core emu.
// We don't need it.
}
void CUCode_Zelda::HandleMail(u32 _uMail)
{
// XK: Sync mails spam the logs
/*
DEBUG_LOG(DSPHLE, "Zelda mail 0x%08X, list in progress? %s, sync in progress? %s", _uMail,
m_bListInProgress ? "Yes" : "No", m_bSyncInProgress ? "Yes" : "No");
*/
switch (m_MailState)
{
case WaitForMail:
@ -334,8 +314,6 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
case ReadingFrameSync:
{
// PanicAlert("SyncMail: 0x%08x", _uMail);
int Slot = (_uMail >> 16) & 0x000F;
m_PBMask[Slot] = _uMail & 0xFFFF;
m_MailState = WaitForMail;
@ -368,48 +346,38 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
m_MailState = WaitForMail;
}
break;
}
}
void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
{
//TODO(XK): Zelda UCode MixAdd?
if (m_NumberOfFramesToRender > 0)
{
if (m_NumPBs <= m_MaxSyncedPB) // we just render if all PBs are synced...Zelda does it in steps of 0x10 PBs but hey this is HLE
{
if (_iSize > 1024 * 1024)
_iSize = 1024 * 1024;
memset(templbuffer, 0, _iSize * sizeof(int));
memset(temprbuffer, 0, _iSize * sizeof(int));
CopyPBsFromRAM();
// render frame...
for (u32 i = 0; i < m_NumPBs; i++)
{
CopyPBsFromRAM();
// render frame...
for (u32 i=0; i<m_NumPBs; i++)
// masking of PBs is done in zelda 0272... skip it for the moment
/* int Slot = i >> 4;
int Mask = i & 0x0F;
if (m_PBMask[Slot] & Mask)) */
{
// masking of PBs is done in zelda 0272... skip it for the moment
/* int Slot = i >> 4;
int Mask = i & 0x0F;
if (m_PBMask[Slot] & Mask))*/
{
UpdatePB(m_PBs[i], templbuffer, temprbuffer, _iSize);
}
}
CopyPBsToRAM();
m_MaxSyncedPB = 0;
UpdatePB(m_PBs[i], templbuffer, temprbuffer, _iSize);
}
}
CopyPBsToRAM();
m_MaxSyncedPB = 0;
if(_pBuffer) {
if (_pBuffer) {
for (int i = 0; i < _iSize; i++)
{
// Clamp into 16-bit. Maybe we should add a volume compressor here.
@ -430,7 +398,6 @@ void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
return;
}
m_CurrentFrameToRender++;
// sync, we are ready
@ -450,9 +417,6 @@ void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
m_CurrentFrameToRender = 0;
}
}
}
// zelda debug ..803F6418
@ -480,29 +444,29 @@ void CUCode_Zelda::ExecuteList()
m_NumPBs = 0x40;
}
u32 tmp[4];
m_PBAddress = tmp[0] = Read32();
tmp[1] = Read32();
tmp[2] = Read32();
tmp[3] = Read32();
m_PBAddress = Read32();
u32 DSPADPCM_FILTER = Read32();
u32 DSPRES_FILTER = Read32();
m_PBAddress2 = Read32();
// What is this stuff?
u16 Buffer[0x280];
for (int i=0; i<0x280;i++)
for (int i = 0; i < 0x280; i++)
{
Buffer[i] = Memory_Read_U16(tmp[1] + (i*2));
Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2));
}
u16* pTmp = (u16*)m_AFCCoefTable;
for (int i=0; i<0x20;i++)
for (int i = 0; i < 0x20; i++)
{
pTmp[i] = Memory_Read_U16(tmp[2] + (i*2));
pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2));
}
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[1]);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[3]);
DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp1);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp2);
DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2);
}
break;
@ -510,52 +474,47 @@ void CUCode_Zelda::ExecuteList()
// SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end"
case 0x02:
{
u32 tmp[3];
tmp[0] = Read32();
tmp[1] = Read32();
tmp[2] = Read32();
m_MixingBufferLeft = Read32();
m_MixingBufferRight = Read32();
m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
m_MaxSyncedPB = 0;
DEBUG_LOG(DSPHLE, "DsyncFrame");
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[1]);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
// This is where we should render.
soundStream->GetMixer()->SetHLEReady(true);
}
return;
/*
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
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[2];
u32 tmp[1];
tmp[0] = Read32();
tmp[1] = Read32();
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size 0x500): 0x%08x", tmp[1]);
}
break;
// Set VARAM
// Luigi__: in the real Zelda ucode, this opcode is dummy
// however, in the ucode used by SMG it isn't
// Set VARAM
// Luigi__: in the real Zelda ucode, this opcode is dummy
// however, in the ucode used by SMG it isn't
case 0x0e:
{
DEBUG_LOG(DSPHLE, "Set VARAM - ???");
/*
00b0 0080 037d lri $AR0, #0x037d
00b2 0e01 lris $AC0.M, #0x01
@ -581,8 +540,6 @@ void CUCode_Zelda::ExecuteList()
m_rMailHandler.PushMail(0xF3550000 | Sync);
}
void CUCode_Zelda::CopyPBsFromRAM()
{
for (u32 i = 0; i < m_NumPBs; i++)
@ -619,100 +576,11 @@ void CUCode_Zelda::CopyPBsToRAM()
// 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
//
int CUCode_Zelda::AFCdecodebuffer(char *input, signed short *out, short * histp, short * hist2p, int type)
{
int sample;
short nibbles[16];
int i,j;
char *src,*dst;
short idx;
short delta;
short hist=*histp;
short hist2=*hist2p;
dst = (char*)out;
src=input;
delta = 1<<(((*src)>>4)&0xf);
idx = (*src)&0xf;
src++;
if (type == 9)
{
for(i = 0; i < 16; i = i + 2) {
j = ( *src & 255) >> 4;
nibbles[i] = j;
j = *src & 255 & 15;
nibbles[i+1] = j;
src++;
}
for(i = 0; i < 16; i = i + 1) {
if(nibbles[i] >= 8)
nibbles[i] = nibbles[i] - 16;
}
}
else
{
// untested !!! i havnt seen such a sample yet :)
for(i = 0; i < 16; i = i + 4)
{
j = (*src >> 0) & 0x02;
nibbles[i] = j;
j = (*src >> 2) & 0x02;
nibbles[i+1] = j;
j = (*src >> 4) & 0x02;
nibbles[i+2] = j;
j = (*src >> 6) & 0x02;
nibbles[i+3] = j;
src++;
}
for(i = 0; i < 16; i = i + 1)
{
if(nibbles[i] >= 2)
nibbles[i] = nibbles[i] - 4;
}
}
for(i = 0; i<16 ; i = i + 1) {
sample = (delta * nibbles[i])<<11;
sample += ((long)hist * m_AFCCoefTable[idx][0]) + ((long)hist2 * m_AFCCoefTable[idx][1]);
sample = sample >> 11;
if(sample > 32767) {
sample = 32767;
}
if(sample < -32768) {
sample = -32768;
}
*(short*)dst = (short)sample;
dst = dst + 2;
hist2 = hist;
hist = (short)sample;
}
*histp=hist;
*hist2p=hist2;
return((int)src);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// --- Debug Helper
@ -722,14 +590,18 @@ int CUCode_Zelda::AFCdecodebuffer(char *input, signed short *out, short * histp,
void CUCode_Zelda::DumpPB(const ZPB& _rPB)
{
u16* pTmp = (u16*)&_rPB;
FILE* pF = fopen("e:\\PB.txt", "wt");
FILE* pF = fopen("d:\\dump\\PB.txt", "a");
if (pF)
{
for (int i=0; i<0xc0;i++)
{
fprintf(pF, "[0x%02x] 0x%04x\n", i, pTmp[i]);
}
fclose(pF);
if (_rPB.addr_high)
{
for (int i = 0; i < 0xc0; i += 4)
{
fprintf(pF, "[0x%02x] %04x %04x %04x %04x\n", i, pTmp[i], pTmp[i + 1], pTmp[i + 2], pTmp[i + 3]);
}
fprintf(pF, "\n");
fclose(pF);
}
}
}
@ -755,7 +627,6 @@ int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
0x02, 0x00, 0x10, 0x00, 0x64, 0x61, 0x74, 0x61, 0x00, 0x00, 0x00, 0x00
};
outfile = fopen("d:/supa.wav","wb");
if (!outfile) return 1;
@ -771,7 +642,7 @@ int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
memcpy(inbuf, pIn, 9);
pIn += 9;
AFCdecodebuffer((char*)inbuf,outbuf,&hist,&hist2);
AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9);
if (fwrite(outbuf,1,16*2,outfile) != 16*2)
return 1;
@ -782,7 +653,6 @@ int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
return 0;
}
void CUCode_Zelda::DoState(PointerWrap &p) {
p.Do(m_MailState);
p.Do(m_PBMask);

View File

@ -21,8 +21,6 @@
#include "Common.h"
#include "UCodes.h"
struct ZPB
{
// R/W data =============
@ -35,17 +33,18 @@ struct ZPB
u16 unk5;
u16 unk6;
u16 unk7[0x2C]; // 0x033
u16 SampleData[0x4D];
u16 unk7[0x2C]; // 0x033
u16 SampleData[0x4D]; // 0x4D = 9 * 8
// Read only data(0x80 to the end)
u16 type; // 0x5, 0x9 = AFC.
// From here, "read only" data (0x80 to the end)
// 0x88, 0x89 could be volume
u16 type; // 0x5, 0x9 = AFC. There are more types but we've only seen AFC so far.
u16 r_unknown1;
u16 r_unknown2[0x14 / 2];
// Not sure what addresses this is, hopefully to sample data in ARAM.
// These are the only things in the param blocks that look a lot like pointers.
// Pointer to sample data in ARAM.
// These are the only things in the param blocks that look a lot like pointers.
u16 addr_high; // at 0x18 = 0xC * 2
u16 addr_low;
@ -60,6 +59,28 @@ namespace {
class CUCode_Zelda : public IUCode
{
public:
CUCode_Zelda(CMailHandler& _rMailHandler);
virtual ~CUCode_Zelda();
void HandleMail(u32 _uMail);
void Update(int cycles);
void MixAdd(short* buffer, int size);
void UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size);
void CopyPBsFromRAM();
void CopyPBsToRAM();
void DoState(PointerWrap &p);
int *templbuffer;
int *temprbuffer;
// simple dump ...
void DumpPB(const ZPB& _rPB);
int DumpAFC(u8* pIn, const int size, const int srate);
private:
enum EDSP_Codes
{
@ -72,7 +93,7 @@ private:
};
// AFC CoefTable
short m_AFCCoefTable[16][2];
s16 m_AFCCoefTable[32];
// Command 0x2: SyncFrame
int m_NumberOfFramesToRender;
@ -86,7 +107,6 @@ private:
u32 m_readOffset;
enum EMailState
{
WaitForMail,
@ -94,63 +114,28 @@ private:
ReadingMessage,
ReadingSystemMsg
};
EMailState m_MailState;
u16 m_PBMask[0x10];
u32 m_NumPBs;
u32 m_PBAddress;
u32 m_PBAddress; // The main param block array
u32 m_PBAddress2; // 4 smaller param blocks
u32 m_MixingBufferLeft;
u32 m_MixingBufferRight;
u32 m_MaxSyncedPB;
ZPB m_PBs[0x40];
u8 Read8()
{
return m_Buffer[m_readOffset++];
}
u16 Read16()
{
u16 res = *(u16*)&m_Buffer[m_readOffset];
m_readOffset += 2;
return res;
}
u32 Read32()
{
u32 res = *(u32*)&m_Buffer[m_readOffset];
m_readOffset += 4;
return res;
}
public:
CUCode_Zelda(CMailHandler& _rMailHandler);
virtual ~CUCode_Zelda();
void HandleMail(u32 _uMail);
void Update(int cycles);
void MixAdd(short* buffer, int size);
void UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size);
void CopyPBsFromRAM();
void CopyPBsToRAM();
void DoState(PointerWrap &p);
int AFCdecodebuffer(char *input, signed short *out, short * histp, short * hist2p, int type = 9);
int *templbuffer;
int *temprbuffer;
// simple dump ...
void DumpPB(const ZPB& _rPB);
int DumpAFC(u8* pIn, const int size, const int srate);
};
#endif

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@ -0,0 +1,97 @@
// 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/
#include "Common.h"
#include "UCode_Zelda_ADPCM.h"
void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type)
{
short nibbles[16];
short hist = *histp;
short hist2 = *hist2p;
const char *src = input;
char *dst = (char*)out;
// First 2 nibbles are ADPCM scale etc.
short delta = 1 << (((*src) >> 4) & 0xf);
short idx = (*src) & 0xf;
src++;
if (type == 9)
{
for (int i = 0; i < 16; i = i + 2) {
int j = (*src & 255) >> 4;
nibbles[i] = j;
j = *src & 255 & 15;
nibbles[i+1] = j;
src++;
}
for (int i = 0; i < 16; i = i + 1) {
if (nibbles[i] >= 8)
nibbles[i] = nibbles[i] - 16;
}
}
else
{
// untested !!! i havnt seen such a sample yet :)
for (int i = 0; i < 16; i += 4)
{
int j = (*src >> 0) & 0x02;
nibbles[i] = j;
j = (*src >> 2) & 0x02;
nibbles[i+1] = j;
j = (*src >> 4) & 0x02;
nibbles[i+2] = j;
j = (*src >> 6) & 0x02;
nibbles[i+3] = j;
src++;
}
for (int i = 0; i < 16; i++)
{
if (nibbles[i] >= 2)
nibbles[i] = nibbles[i] - 4;
}
}
for (int i = 0; i < 16; i++)
{
int sample = (delta * nibbles[i]) << 11;
sample += ((long)hist * coef[idx * 2]) + ((long)hist2 * coef[idx * 2 + 1]);
sample = sample >> 11;
if (sample > 32767) {
sample = 32767;
}
if (sample < -32768) {
sample = -32768;
}
*(short*)dst = (short)sample;
dst = dst + 2;
hist2 = hist;
hist = (short)sample;
}
*histp=hist;
*hist2p=hist2;
}

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@ -0,0 +1,20 @@
// 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/
#include "Common.h"
void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);

View File

@ -56,13 +56,14 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
case 0xd73338cf: // IPL
case 0x42f64ac4: // Luigi (after fix)
case 0x4be6a5cb: // AC, Pikmin (after fix)
INFO_LOG(CONSOLE, "JAC ucode chosen\n");
INFO_LOG(CONSOLE, "JAC (early Zelda) ucode chosen\n");
return new CUCode_Jac(_rMailHandler);
// return new CUCode_Zelda(_rMailHandler, false);
case 0x6CA33A6D: // DK Jungle Beat
case 0x86840740: // zelda
case 0x56d36052: // mario
case 0x2fcdf1ec: // mariokart, zelda 4 swords
case 0x86840740: // Zelda WW
case 0x56d36052: // Mario Sunshine
case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
INFO_LOG(CONSOLE, "Zelda ucode chosen\n");
return new CUCode_Zelda(_rMailHandler);