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
This commit is contained in:
luigi2us 2009-07-17 22:57:56 +00:00
parent a5d65b3b22
commit d5c7105c78
2 changed files with 124 additions and 1 deletions

View File

@ -123,6 +123,8 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
{
if (IsLightVersion())
HandleMail_LightVersion(_uMail);
else if (IsSMSVersion())
HandleMail_SMSVersion(_uMail);
else
HandleMail_NormalVersion(_uMail);
}
@ -184,6 +186,98 @@ void CUCode_Zelda::HandleMail_LightVersion(u32 _uMail)
}
}
void CUCode_Zelda::HandleMail_SMSVersion(u32 _uMail)
{
if (m_bSyncCmdPending)
{
if (m_bSyncInProgress)
{
m_bSyncInProgress = false;
m_SyncFlags[2] = _uMail >> 16;
m_SyncFlags[3] = _uMail & 0xFFFF;
m_CurBuffer++;
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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
{
m_bSyncInProgress = true;
m_SyncFlags[0] = _uMail >> 16;
m_SyncFlags[1] = _uMail & 0xFFFF;
}
return;
}
if (m_bListInProgress)
{
if (m_step < 0 || m_step >= sizeof(m_Buffer) / 4)
PanicAlert("m_step out of range");
((u32*)m_Buffer)[m_step] = _uMail;
m_step++;
if (m_step >= m_numSteps)
{
ExecuteList();
m_bListInProgress = false;
}
return;
}
// Here holds: m_bSyncInProgress == false && m_bListInProgress == false
if ((_uMail >> 16) == 0)
{
m_bListInProgress = true;
m_numSteps = _uMail;
m_step = 0;
}
else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
{
// The low part of the mail tells the operation to perform
// Seeing as every possible operation number halts the uCode,
// except 3, that thing seems to be intended for debugging
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(SMS version): received halting operation %04X", _uMail & 0xFFFF);
return;
default: // Invalid (the real ucode would likely crash)
WARN_LOG(DSPHLE, "Zelda uCode(SMS version): received invalid operation %04X", _uMail & 0xFFFF);
return;
}
}
else
{
WARN_LOG(DSPHLE, "Zelda uCode (SMS version): unknown mail %08X", _uMail);
}
}
void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
{
// WARN_LOG(DSPHLE, "Zelda uCode: Handle mail %08X", _uMail);

View File

@ -28,7 +28,8 @@
union ZeldaVoicePB
{
struct {
struct
{
// Read-Write part
u16 Status; // 0x00 | 1 = play, 0 = stop
u16 KeyOff; // 0x01 | writing 1 stops voice?
@ -115,6 +116,18 @@ union ZeldaVoicePB
u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
};
union ZeldaUnkPB
{
struct
{
u16 Control; // 0x00 | control
u16 Unk01; // 0x01 | unknown
u32 SrcAddr; // 0x02 | some address
u16 Unk04[0xC]; // 0x04 | unknown
};
u16 raw[16];
};
namespace {
// If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts).
CompileTimeAssert<sizeof(ZeldaVoicePB) == 0x180> ensure_zpb_size_correct;
@ -128,6 +141,7 @@ public:
void HandleMail(u32 _uMail);
void HandleMail_LightVersion(u32 _uMail);
void HandleMail_SMSVersion(u32 _uMail);
void HandleMail_NormalVersion(u32 _uMail);
void Update(int cycles);
@ -195,6 +209,21 @@ private:
}
}
// SMS version
// - sync mails are sent every frame, not every 16 PBs
// (named SMS because it's used by Super Mario Sunshine
// and I couldn't find a better name)
bool IsSMSVersion() const
{
switch (m_CRC)
{
case 0x56d36052:
return true;
default:
return false;
}
}
u32 m_CRC;
// These are the only dynamically allocated things allowed in the ucode.