DSPHLE: add a few comments
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@ -427,8 +427,8 @@ void ZeldaUCode::RunPendingCommands()
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switch (command)
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{
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case 0x00:
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case 0x0A:
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case 0x0B:
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case 0x0A: // not a NOP in the NTSC IPL ucode but seems unused
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case 0x0B: // not a NOP in both IPL ucodes but seems unused
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case 0x0F:
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// NOP commands. Log anyway in case we encounter a new version
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// where these are not NOPs anymore.
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@ -595,6 +595,7 @@ void ZeldaUCode::SendCommandAck(CommandAck ack_type, u16 sync_value)
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{
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// The light protocol uses the address of the command handler in the
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// DSP code instead of the command id... go figure.
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// FIXME: LLE returns a different value
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sync_value = 2 * ((sync_value >> 8) & 0x7F) + 0x62;
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m_mail_handler.PushMail(0x80000000 | sync_value);
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}
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@ -848,6 +849,7 @@ struct ZeldaAudioRenderer::VPB
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// Samples stored in MRAM at an arbitrary sample rate (resampling is
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// applied, unlike PCM16_FROM_MRAM_RAW).
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SRC_PCM16_FROM_MRAM = 33,
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// TODO: 2, 6
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};
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u16 samples_source_type;
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@ -1437,8 +1439,8 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb)
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u16 pattern_offset = pattern_info.idx * PATTERN_SIZE;
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s16* pattern = m_const_patterns.data() + pattern_offset;
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u32 pos = vpb->current_pos_frac << 6; // log2(PATTERN_SIZE)
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u32 step = vpb->resampling_ratio << 5;
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u32 pos = vpb->current_pos_frac << 6; // log2(PATTERN_SIZE)
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u32 step = vpb->resampling_ratio << 5; // FIXME: ucode 24B22038 shifts by 6 (?)
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for (size_t i = 0; i < buffer->size(); ++i)
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{
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