Zelda uCode: try to fix Super Mario Sunshine (hard since I don't have the game).
Let's hope it'll work. If yes, we can open the champagne :D (BTW: yeah, again a HandleMail() clone) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3823 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -123,6 +123,8 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
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{
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if (IsLightVersion())
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HandleMail_LightVersion(_uMail);
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else if (IsSMSVersion())
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HandleMail_SMSVersion(_uMail);
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else
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HandleMail_NormalVersion(_uMail);
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}
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@ -184,6 +186,98 @@ void CUCode_Zelda::HandleMail_LightVersion(u32 _uMail)
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}
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}
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void CUCode_Zelda::HandleMail_SMSVersion(u32 _uMail)
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{
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if (m_bSyncCmdPending)
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{
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if (m_bSyncInProgress)
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{
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m_bSyncInProgress = false;
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m_SyncFlags[2] = _uMail >> 16;
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m_SyncFlags[3] = _uMail & 0xFFFF;
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m_CurBuffer++;
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m_rMailHandler.PushMail(DSP_SYNC);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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if (m_CurBuffer == m_NumBuffers)
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{
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m_rMailHandler.PushMail(DSP_FRAME_END);
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//g_dspInitialize.pGenerateDSPInterrupt();
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}
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}
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else
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{
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m_bSyncInProgress = true;
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m_SyncFlags[0] = _uMail >> 16;
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m_SyncFlags[1] = _uMail & 0xFFFF;
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}
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return;
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}
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if (m_bListInProgress)
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{
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if (m_step < 0 || m_step >= sizeof(m_Buffer) / 4)
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PanicAlert("m_step out of range");
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((u32*)m_Buffer)[m_step] = _uMail;
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m_step++;
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if (m_step >= m_numSteps)
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{
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ExecuteList();
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m_bListInProgress = false;
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}
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return;
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}
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// Here holds: m_bSyncInProgress == false && m_bListInProgress == false
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if ((_uMail >> 16) == 0)
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{
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m_bListInProgress = true;
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m_numSteps = _uMail;
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m_step = 0;
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}
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else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
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{
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// The low part of the mail tells the operation to perform
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// Seeing as every possible operation number halts the uCode,
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// except 3, that thing seems to be intended for debugging
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switch (_uMail & 0xFFFF)
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{
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case 0x0003: // Do nothing
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return;
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case 0x0000: // Halt
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case 0x0001: // Dump memory? and halt
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case 0x0002: // Do something and halt
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WARN_LOG(DSPHLE, "Zelda uCode(SMS version): received halting operation %04X", _uMail & 0xFFFF);
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return;
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default: // Invalid (the real ucode would likely crash)
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WARN_LOG(DSPHLE, "Zelda uCode(SMS version): received invalid operation %04X", _uMail & 0xFFFF);
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return;
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}
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}
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else
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{
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WARN_LOG(DSPHLE, "Zelda uCode (SMS version): unknown mail %08X", _uMail);
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}
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}
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void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
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{
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// WARN_LOG(DSPHLE, "Zelda uCode: Handle mail %08X", _uMail);
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@ -28,7 +28,8 @@
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union ZeldaVoicePB
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{
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struct {
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struct
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{
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// Read-Write part
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u16 Status; // 0x00 | 1 = play, 0 = stop
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u16 KeyOff; // 0x01 | writing 1 stops voice?
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@ -115,6 +116,18 @@ union ZeldaVoicePB
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u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
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};
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union ZeldaUnkPB
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{
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struct
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{
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u16 Control; // 0x00 | control
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u16 Unk01; // 0x01 | unknown
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u32 SrcAddr; // 0x02 | some address
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u16 Unk04[0xC]; // 0x04 | unknown
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};
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u16 raw[16];
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};
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namespace {
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// If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts).
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CompileTimeAssert<sizeof(ZeldaVoicePB) == 0x180> ensure_zpb_size_correct;
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@ -128,6 +141,7 @@ public:
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void HandleMail(u32 _uMail);
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void HandleMail_LightVersion(u32 _uMail);
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void HandleMail_SMSVersion(u32 _uMail);
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void HandleMail_NormalVersion(u32 _uMail);
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void Update(int cycles);
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@ -195,6 +209,21 @@ private:
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}
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}
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// SMS version
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// - sync mails are sent every frame, not every 16 PBs
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// (named SMS because it's used by Super Mario Sunshine
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// and I couldn't find a better name)
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bool IsSMSVersion() const
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{
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switch (m_CRC)
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{
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case 0x56d36052:
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return true;
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default:
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return false;
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}
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}
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u32 m_CRC;
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// These are the only dynamically allocated things allowed in the ucode.
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