Some minor changes to VideoCommon, improved SawWave sound, the denied sound in ZWW sounds better (compared it to real HW to be sure).
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3810 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -62,13 +62,13 @@
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#define BPMEM_COPYFILTER1 0x54
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#define BPMEM_CLEARBBOX1 0x55
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#define BPMEM_CLEARBBOX2 0x56
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// what about 0x57?
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#define BPMEM_UNKOWN_57 0x57
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#define BPMEM_UNKNOWN 0x58
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#define BPMEM_SCISSOROFFSET 0x59
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#define BPMEM_UNKNOWN1 0x60
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#define BPMEM_UNKNOWN2 0x61
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#define BPMEM_UNKNOWN3 0x62
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#define BPMEM_UNKNOWN4 0x63
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#define BPMEM_UNKNOWN_60 0x60
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#define BPMEM_UNKNOWN_61 0x61
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#define BPMEM_UNKNOWN_62 0x62
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#define BPMEM_UNKNOWN_63 0x63
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#define BPMEM_LOADTLUT0 0x64
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#define BPMEM_LOADTLUT1 0x65
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#define BPMEM_TEXINVALIDATE 0x66
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@ -379,10 +379,13 @@ void BPWritten(const Bypass& bp)
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PanicAlert("Unknown is not 0xF! val = 0x%08x", bp.newvalue);
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break;
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case BPMEM_UNKNOWN1:
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case BPMEM_UNKNOWN2:
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case BPMEM_UNKNOWN3:
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case BPMEM_UNKNOWN4:
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case BPMEM_UNKOWN_57: // Sunshine uses this: 0xAAA, 0x000, over and over, copy filter related?
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break;
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case BPMEM_UNKNOWN_60:
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case BPMEM_UNKNOWN_61:
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case BPMEM_UNKNOWN_62:
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case BPMEM_UNKNOWN_63:
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// Cases added due to: http://code.google.com/p/dolphin-emu/issues/detail?id=360#c90
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// Are these related to BBox?
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break;
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@ -588,7 +591,7 @@ void BPWritten(const Bypass& bp)
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case BPMEM_TEV_ALPHA_ENV+32:
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break;
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default:
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WARN_LOG(VIDEO, "Unknown Bypass opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
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WARN_LOG(VIDEO, "Unknown BP opcode: address = 0x%08x value = 0x%08x", bp.address, bp.newvalue);
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break;
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}
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@ -257,6 +257,7 @@ static void Decode()
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break;
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case 0x44:
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DEBUG_LOG(VIDEO, "GX 0x44: %08x", Cmd);
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// zelda 4 swords calls it and checks the metrics registers after that
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break;
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@ -15,6 +15,8 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "../Globals.h"
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#include "UCodes.h"
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#include "UCode_Zelda.h"
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@ -95,10 +97,11 @@ _lRestart:
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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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s32 ratio = (s32)ceil((float)PB.RatioInt / 3);
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s64 pos = PB.CurSampleFrac;
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for (int i = 0; i < 0x50; i++) {
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for (int i = 0; i < _Size; i++)
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{
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pos += ratio;
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_Buffer[i] = pos & 0xFFFF;
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}
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