Delete the "Jac" uCode HLE, merge it into the Zelda ucode. The games (Luigi, Pikmin) communicate fine but don't make any sound :(
Improved volume mode 0. Initial work on more correct volume mode 1 emulation sounds, but it's not activated. Made the volumes less annoying, anyway. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3746 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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||||
<FileConfiguration
|
||||
Name="DebugFast|Win32"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
UsePrecompiledHeader="1"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="DebugFast|x64"
|
||||
>
|
||||
|
|
|
@ -8,7 +8,7 @@ name = "Plugin_DSP_HLE"
|
|||
files = [
|
||||
'DSPHandler.cpp',
|
||||
'MailHandler.cpp',
|
||||
'HLEMixer.cpp',
|
||||
'HLEMixer.cpp',
|
||||
'main.cpp',
|
||||
'Config.cpp',
|
||||
'Globals.cpp',
|
||||
|
@ -17,7 +17,6 @@ files = [
|
|||
'UCodes/UCode_AXWii.cpp',
|
||||
'UCodes/UCode_CARD.cpp',
|
||||
'UCodes/UCode_InitAudioSystem.cpp',
|
||||
'UCodes/UCode_Jac.cpp',
|
||||
'UCodes/UCode_ROM.cpp',
|
||||
'UCodes/UCodes.cpp',
|
||||
'UCodes/UCode_Zelda.cpp',
|
||||
|
|
|
@ -1,161 +0,0 @@
|
|||
// 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 "../Globals.h"
|
||||
#include "UCodes.h"
|
||||
#include "UCode_Jac.h"
|
||||
#include "../MailHandler.h"
|
||||
|
||||
CUCode_Jac::CUCode_Jac(CMailHandler& _rMailHandler)
|
||||
: IUCode(_rMailHandler)
|
||||
, m_bListInProgress(false)
|
||||
{
|
||||
DEBUG_LOG(DSPHLE, "CUCode_Jac: init");
|
||||
m_rMailHandler.PushMail(0xDCD10000);
|
||||
m_rMailHandler.PushMail(0x80000000);
|
||||
}
|
||||
|
||||
|
||||
CUCode_Jac::~CUCode_Jac()
|
||||
{
|
||||
m_rMailHandler.Clear();
|
||||
}
|
||||
|
||||
|
||||
void CUCode_Jac::HandleMail(u32 _uMail)
|
||||
{
|
||||
// this is prolly totally bullshit and should work like the zelda one...
|
||||
// but i am to lazy to change it atm
|
||||
|
||||
if (m_bListInProgress == false)
|
||||
{
|
||||
// get the command to find out how much steps it has
|
||||
switch (_uMail & 0xFFFF)
|
||||
{
|
||||
// release halt
|
||||
case 0x00:
|
||||
// m_Mails.push(0x80000000);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
break;
|
||||
|
||||
case 0x40:
|
||||
m_step = 0;
|
||||
((u32*)m_Buffer)[m_step++] = _uMail;
|
||||
m_bListInProgress = true;
|
||||
m_numSteps = 5;
|
||||
break;
|
||||
|
||||
case 0x2000:
|
||||
case 0x4000:
|
||||
m_step = 0;
|
||||
((u32*)m_Buffer)[m_step++] = _uMail;
|
||||
m_bListInProgress = true;
|
||||
m_numSteps = 3;
|
||||
break;
|
||||
|
||||
default:
|
||||
PanicAlert("UCode Jac");
|
||||
DEBUG_LOG(DSPHLE, "UCode Jac - unknown cmd: %x", _uMail & 0xFFFF);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
((u32*)m_Buffer)[m_step] = _uMail;
|
||||
m_step++;
|
||||
|
||||
if (m_step == m_numSteps)
|
||||
{
|
||||
ExecuteList();
|
||||
m_bListInProgress = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CUCode_Jac::Update(int cycles)
|
||||
{
|
||||
// check if we have to sent something
|
||||
/* if (!g_MailHandler.empty())
|
||||
{
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
void CUCode_Jac::ExecuteList()
|
||||
{
|
||||
// begin with the list
|
||||
m_readOffset = 0;
|
||||
|
||||
u16 cmd = Read16();
|
||||
u16 sync = Read16();
|
||||
|
||||
DEBUG_LOG(DSPHLE, "==============================================================================");
|
||||
DEBUG_LOG(DSPHLE, "UCode Jac - execute dlist (cmd: 0x%04x : sync: 0x%04x)", cmd, sync);
|
||||
|
||||
switch (cmd)
|
||||
{
|
||||
// ==============================================================================
|
||||
// DsetupTable
|
||||
// ==============================================================================
|
||||
case 0x40:
|
||||
{
|
||||
u32 tmp[4];
|
||||
tmp[0] = Read32();
|
||||
tmp[1] = Read32();
|
||||
tmp[2] = Read32();
|
||||
tmp[3] = Read32();
|
||||
|
||||
DEBUG_LOG(DSPHLE, "DsetupTable");
|
||||
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
|
||||
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
|
||||
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
|
||||
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[3]);
|
||||
}
|
||||
break;
|
||||
|
||||
// ==============================================================================
|
||||
// UpdateDSPChannel
|
||||
// ==============================================================================
|
||||
case 0x2000:
|
||||
case 0x4000: // animal crossing
|
||||
{
|
||||
u32 tmp[3];
|
||||
tmp[0] = Read32();
|
||||
tmp[1] = Read32();
|
||||
tmp[2] = Read32();
|
||||
|
||||
DEBUG_LOG(DSPHLE, "UpdateDSPChannel");
|
||||
DEBUG_LOG(DSPHLE, "audiomemory: 0x%08x", tmp[0]);
|
||||
DEBUG_LOG(DSPHLE, "audiomemory: 0x%08x", tmp[1]);
|
||||
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x40): 0x%08x", tmp[2]);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
PanicAlert("UCode Jac unknown cmd: %s (size %i)", cmd, m_numSteps);
|
||||
DEBUG_LOG(DSPHLE, "Jac UCode - unknown cmd: %x (size %i)", cmd, m_numSteps);
|
||||
break;
|
||||
}
|
||||
|
||||
// sync, we are ready.
|
||||
m_rMailHandler.PushMail(DSP_SYNC);
|
||||
m_rMailHandler.PushMail(0xF3550000 | sync);
|
||||
}
|
||||
|
||||
|
|
@ -1,78 +0,0 @@
|
|||
// 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/
|
||||
|
||||
#ifndef _UCODE_JAC
|
||||
#define _UCODE_JAC
|
||||
|
||||
#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:
|
||||
|
||||
enum EDSP_Codes
|
||||
{
|
||||
DSP_INIT = 0xDCD10000,
|
||||
DSP_RESUME = 0xDCD10001,
|
||||
DSP_YIELD = 0xDCD10002,
|
||||
DSP_DONE = 0xDCD10003,
|
||||
DSP_SYNC = 0xDCD10004,
|
||||
DSP_UNKN = 0xDCD10005,
|
||||
};
|
||||
|
||||
bool m_bListInProgress;
|
||||
int m_numSteps;
|
||||
int m_step;
|
||||
u8 m_Buffer[1024];
|
||||
void ExecuteList();
|
||||
|
||||
u32 m_readOffset;
|
||||
|
||||
u8 Read8()
|
||||
{
|
||||
return(m_Buffer[m_readOffset++]);
|
||||
}
|
||||
|
||||
// Hmm, don't these need bswaps?
|
||||
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_Jac(CMailHandler& _rMailHandler);
|
||||
virtual ~CUCode_Jac();
|
||||
|
||||
void HandleMail(u32 _uMail);
|
||||
void Update(int cycles);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -34,12 +34,12 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
|
|||
IUCode(_rMailHandler),
|
||||
m_CRC(_CRC),
|
||||
|
||||
m_bSyncInProgress(0),
|
||||
m_bSyncInProgress(false),
|
||||
m_MaxVoice(0),
|
||||
|
||||
m_NumVoices(0),
|
||||
|
||||
m_bSyncCmdPending(0),
|
||||
m_bSyncCmdPending(false),
|
||||
m_CurVoice(0),
|
||||
m_CurBuffer(0),
|
||||
m_NumBuffers(0),
|
||||
|
@ -55,7 +55,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
|
|||
m_DMABaseAddr(0),
|
||||
|
||||
m_numSteps(0),
|
||||
m_bListInProgress(0),
|
||||
m_bListInProgress(false),
|
||||
m_step(0),
|
||||
|
||||
m_readOffset(0),
|
||||
|
@ -67,9 +67,19 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
|
|||
m_PBAddress2(0)
|
||||
{
|
||||
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
|
||||
if (LuigiStyle())
|
||||
NOTICE_LOG(DSPHLE, "Luigi Stylee!");
|
||||
|
||||
m_rMailHandler.PushMail(DSP_INIT);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF3551111); // handshake
|
||||
if (LuigiStyle())
|
||||
{
|
||||
m_rMailHandler.PushMail(0x80000000);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF3551111); // handshake
|
||||
}
|
||||
|
||||
m_TempBuffer = new s32[256 * 1024];
|
||||
m_LeftBuffer = new s32[256 * 1024];
|
||||
|
@ -90,10 +100,29 @@ CUCode_Zelda::~CUCode_Zelda()
|
|||
delete [] m_RightBuffer;
|
||||
}
|
||||
|
||||
bool CUCode_Zelda::LuigiStyle() const
|
||||
{
|
||||
switch (m_CRC)
|
||||
{
|
||||
case 0x42f64ac4: // Luigi
|
||||
case 0x0267d05a: // http://forums.dolphin-emu.com/thread-2134.html Pikmin PAL
|
||||
case 0x4be6a5cb: // AC, Pikmin
|
||||
case 0x088e38a5: // IPL - JAP
|
||||
case 0xd73338cf: // IPL
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void CUCode_Zelda::Update(int cycles)
|
||||
{
|
||||
if (!m_rMailHandler.IsEmpty())
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
// if (!m_rMailHandler.IsEmpty())
|
||||
|
||||
if (!LuigiStyle()) {
|
||||
if (m_rMailHandler.GetNextMail() == DSP_FRAME_END)
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
}
|
||||
/* if (m_bSyncCmdPending && (m_CurBuffer == m_NumBuffers) && (m_rMailHandler.IsEmpty()))
|
||||
{
|
||||
m_rMailHandler.PushMail(DSP_FRAME_END);
|
||||
|
@ -110,7 +139,6 @@ void CUCode_Zelda::Update(int cycles)
|
|||
void CUCode_Zelda::HandleMail(u32 _uMail)
|
||||
{
|
||||
// WARN_LOG(DSPHLE, "Zelda uCode: Handle mail %08X", _uMail);
|
||||
|
||||
if (m_bSyncInProgress)
|
||||
{
|
||||
if (m_bSyncCmdPending)
|
||||
|
@ -171,12 +199,12 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
|
|||
}
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
reread:
|
||||
if (m_bListInProgress)
|
||||
{
|
||||
if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
|
||||
if (m_step < 0 || m_step >= sizeof(m_Buffer) / 4)
|
||||
PanicAlert("m_step out of range");
|
||||
|
||||
((u32*)m_Buffer)[m_step] = _uMail;
|
||||
|
@ -191,11 +219,19 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
|
|||
return;
|
||||
}
|
||||
|
||||
// Here holds: m_bSyncInProgress == false && m_bListInProgress == false
|
||||
|
||||
if (_uMail == 0)
|
||||
{
|
||||
m_bSyncInProgress = true;
|
||||
if (!LuigiStyle())
|
||||
m_bSyncInProgress = true;
|
||||
else {
|
||||
soundStream->GetMixer()->SetHLEReady(true);
|
||||
soundStream->Update(); //do it in this thread to avoid sync problems
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
}
|
||||
}
|
||||
else if ((_uMail >> 16) == 0)
|
||||
else if (!LuigiStyle() && (_uMail >> 16) == 0)
|
||||
{
|
||||
m_bListInProgress = true;
|
||||
m_numSteps = _uMail;
|
||||
|
@ -220,7 +256,35 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
|
|||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (LuigiStyle() && (_uMail >> 28) == 0x8)
|
||||
{
|
||||
m_bListInProgress = true;
|
||||
m_step = 0;
|
||||
m_numSteps = 0;
|
||||
// We have to guess the message size.
|
||||
int command = (_uMail & 0xFFFF);
|
||||
switch (command)
|
||||
{
|
||||
case 0x0000:
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
break;
|
||||
case 0x0040:
|
||||
m_numSteps = 5;
|
||||
ERROR_LOG(DSPHLE, "WE GUESS STEPS: %i", m_numSteps);
|
||||
break;
|
||||
case 0x2000:
|
||||
case 0x4000:
|
||||
m_numSteps = 3;
|
||||
ERROR_LOG(DSPHLE, "WE GUESS STEPS: %i", m_numSteps);
|
||||
break;
|
||||
default:
|
||||
ERROR_LOG(DSPHLE, "LUIGI UNKNOWN: %i", command);
|
||||
break;
|
||||
}
|
||||
// UGLY
|
||||
goto reread;
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
|
||||
}
|
||||
|
@ -237,8 +301,27 @@ void CUCode_Zelda::ExecuteList()
|
|||
u32 Sync = CmdMail >> 16;
|
||||
u32 ExtraData = CmdMail & 0xFFFF;
|
||||
|
||||
DEBUG_LOG(DSPHLE, "==============================================================================");
|
||||
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
|
||||
if (!LuigiStyle()) {
|
||||
DEBUG_LOG(DSPHLE, "==============================================================================");
|
||||
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
|
||||
}
|
||||
else
|
||||
{
|
||||
Command = CmdMail & 0xFFFF;
|
||||
DEBUG_LOG(DSPHLE, "==============================================================================");
|
||||
DEBUG_LOG(DSPHLE, "Zelda UCode L-mode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
|
||||
|
||||
// Translate Luigi commands
|
||||
switch (Command) {
|
||||
case 0x0040: Command = 0x01; break;
|
||||
case 0x2000:
|
||||
case 0x4000: Command = 2; break;
|
||||
default:
|
||||
DEBUG_LOG(DSPHLE, "Luigi translate: FAIL %04x", Command);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
switch (Command)
|
||||
{
|
||||
|
@ -251,8 +334,13 @@ void CUCode_Zelda::ExecuteList()
|
|||
m_AFCCoefTableAddr = Read32() & 0x7FFFFFFF;
|
||||
m_ReverbPBsAddr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
|
||||
|
||||
// Read the other table
|
||||
u16 *TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_UnkTableAddr);
|
||||
for (int i = 0; i < 0x280; i++)
|
||||
m_MiscTable[i] = (s16)Common::swap16(TempPtr[i]);
|
||||
|
||||
// Read AFC coef table
|
||||
u16 *TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
|
||||
TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
|
||||
for (int i = 0; i < 32; i++)
|
||||
m_AFCCoefTable[i] = (s16)Common::swap16(TempPtr[i]);
|
||||
|
||||
|
@ -274,11 +362,13 @@ void CUCode_Zelda::ExecuteList()
|
|||
// SyncFrame ... zelda ww jumps to 0x0243
|
||||
case 0x02:
|
||||
{
|
||||
//soundStream->GetMixer()->SetHLEReady(true);
|
||||
//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 = true;
|
||||
if (!LuigiStyle())
|
||||
m_bSyncCmdPending = true;
|
||||
|
||||
m_CurBuffer = 0;
|
||||
m_NumBuffers = (CmdMail >> 16) & 0xFF;
|
||||
|
||||
|
@ -294,8 +384,11 @@ void CUCode_Zelda::ExecuteList()
|
|||
DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_RightBuffersAddr);
|
||||
DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_LeftBuffersAddr);
|
||||
|
||||
}
|
||||
return;
|
||||
if (LuigiStyle())
|
||||
break;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Simply sends the sync messages
|
||||
|
@ -309,7 +402,7 @@ void CUCode_Zelda::ExecuteList()
|
|||
case 0x09: break; // dunno ... zelda ww jmps to 0x044d
|
||||
*/
|
||||
|
||||
// DsetDolbyDelay ... zelda ww jumps to 0x00b2
|
||||
// DsetDolbyDelay ... zelda ww jumps to 0x00b2
|
||||
case 0x0d:
|
||||
{
|
||||
u32 tmp = Read32();
|
||||
|
@ -336,56 +429,11 @@ void CUCode_Zelda::ExecuteList()
|
|||
|
||||
// sync, we are ready
|
||||
m_rMailHandler.PushMail(DSP_SYNC);
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
if (!LuigiStyle())
|
||||
g_dspInitialize.pGenerateDSPInterrupt();
|
||||
m_rMailHandler.PushMail(0xF3550000 | Sync);
|
||||
}
|
||||
|
||||
// size is in stereo samples.
|
||||
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
||||
{
|
||||
if (_Size > 256 * 1024)
|
||||
_Size = 256 * 1024;
|
||||
|
||||
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
|
||||
memset(m_RightBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
for (u32 i = 0; i < m_NumVoices; i++)
|
||||
{
|
||||
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
|
||||
if (!(flags & 1 << (15 - (i & 0xF))))
|
||||
continue;
|
||||
|
||||
ZeldaVoicePB pb;
|
||||
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
|
||||
if (pb.Status == 0)
|
||||
continue;
|
||||
if (pb.KeyOff != 0)
|
||||
continue;
|
||||
|
||||
RenderAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
|
||||
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
}
|
||||
|
||||
if (_Buffer)
|
||||
{
|
||||
for (u32 i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
|
||||
_Buffer += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CUCode_Zelda::DoState(PointerWrap &p) {
|
||||
p.Do(m_CRC);
|
||||
|
|
|
@ -26,84 +26,96 @@
|
|||
// * L/R Pan
|
||||
// * (probably) choice of resampling algorithm (point, linear, cubic)
|
||||
|
||||
struct ZeldaVoicePB
|
||||
union ZeldaVoicePB
|
||||
{
|
||||
// Read-Write part
|
||||
u16 Status; // 0x00 | 1 = play, 0 = stop
|
||||
u16 KeyOff; // 0x01 | writing 1 stops voice?
|
||||
u16 RatioInt; // 0x02 | Position delta (playback speed)
|
||||
u16 Unk03; // 0x03 | unknown
|
||||
u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
|
||||
u16 ReachedEnd; // 0x05 | set to 1 when end reached
|
||||
u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
|
||||
u16 Unk07; // 0x07 | unknown, in zelda always 0x0010
|
||||
u16 SoundType; // 0x08 | Sound type: so far in zww: 0x0d00 for music, 0x4861 for sfx
|
||||
u16 volumeLeft1; // 0x09 | Left Volume 1 // There's probably two of each because they should be ramped within each frame.
|
||||
u16 volumeLeft2; // 0x0A | Left Volume 2
|
||||
u16 Unk0B[2]; // 0x0B | unknown
|
||||
u16 volumeRight1; // 0x0D | Right Volume 1
|
||||
u16 volumeRight2; // 0x0E | Right Volume 2
|
||||
u16 Unk0F[2]; // 0x0F | unknown // Buffer / something, see 036e/ZWW. there's a pattern here
|
||||
u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
|
||||
u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
|
||||
u16 Unk13[2]; // 0x13 | unknown
|
||||
u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
|
||||
u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
|
||||
u16 Unk17; // 0x17 | unknown
|
||||
u16 Unk18[0x10]; // 0x18 | unknown
|
||||
u16 Unk28; // 0x28 | unknown
|
||||
u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
|
||||
u16 Unk2a; // 0x2A | unknown // loaded at 0d2e/ZWW
|
||||
u16 Unk2b; // 0x2B | unknown
|
||||
u16 Unk2C; // 0x2C | unknown // See 0337/ZWW
|
||||
u16 Unk2D; // 0x2D | unknown
|
||||
u16 Unk2E; // 0x2E | unknown
|
||||
u16 Unk2F; // 0x2F | unknown
|
||||
u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
|
||||
u16 Unk31; // 0x31 | unknown / unused
|
||||
u16 CurBlock; // 0x32 | current block?
|
||||
u16 FixedSample; // 0x33 | sample value for "blank" voices
|
||||
u32 RestartPos; // 0x34 | restart pos
|
||||
u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
|
||||
u32 CurAddr; // 0x38 | current address
|
||||
u32 RemLength; // 0x3A | remaining length
|
||||
u16 Unk3C; // 0x3C | something to do with the resampler - a DRAM address?
|
||||
u16 Unk3D; // 0x3D | unknown
|
||||
u16 Unk3E; // 0x3E | unknown
|
||||
u16 Unk3F; // 0x3F | unknown
|
||||
u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
|
||||
u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
|
||||
u16 Unk58[0x8]; // 0x58 |
|
||||
u16 Unk60[0x6]; // 0x60 |
|
||||
u16 YN2; // 0x66 | YN2
|
||||
u16 YN1; // 0x67 | YN1
|
||||
u16 Unk68[0x8]; // 0x68 | unknown
|
||||
u16 Unk70[0x8]; // 0x70 | unknown // 034b/ZWW - weird
|
||||
u16 Unk78; // 0x78 | unknown // ZWW: ModifySample loads and stores. Ramped volume?
|
||||
u16 Unk79; // 0x79 | unknown // ZWW: ModifySample loads and stores. Ramped volume?
|
||||
u16 Unk7A; // 0x7A | unknown
|
||||
u16 Unk7B; // 0x7B | unknown
|
||||
u16 Unk7C; // 0x7C | unknown
|
||||
u16 Unk7D; // 0x7D | unknown
|
||||
u16 Unk7E; // 0x7E | unknown
|
||||
u16 Unk7F; // 0x7F | unknown
|
||||
struct {
|
||||
// Read-Write part
|
||||
u16 Status; // 0x00 | 1 = play, 0 = stop
|
||||
u16 KeyOff; // 0x01 | writing 1 stops voice?
|
||||
u16 RatioInt; // 0x02 | Position delta (playback speed)
|
||||
u16 Unk03; // 0x03 | unknown
|
||||
u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
|
||||
u16 ReachedEnd; // 0x05 | set to 1 when end reached
|
||||
u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
|
||||
u16 Unk07; // 0x07 | unknown, in zelda always 0x0010. Something to do with number of saved samples (0x68)?
|
||||
|
||||
// Read-only part
|
||||
u16 Format; // 0x80 | audio format
|
||||
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
|
||||
u16 Unk82; // 0x82 | unknown
|
||||
u16 Unk83; // 0x83 | unknown
|
||||
u16 Unk84; // 0x84 | IIR Filter # coefs?
|
||||
u16 Unk85; // 0x85 | Decides the weird stuff at 035a/ZWW, alco 0cd3
|
||||
u16 Unk86; // 0x86 | unknown
|
||||
u16 Unk87; // 0x87 | unknown
|
||||
u32 LoopStartPos; // 0x88 | loopstart pos
|
||||
u32 Length; // 0x8A | sound length
|
||||
u32 StartAddr; // 0x8C | sound start address
|
||||
u32 UnkAddr; // 0x8E | ???
|
||||
u16 Padding[0x10]; // 0x90 | padding
|
||||
u16 Padding2[0x10]; // 0xa0 | FIR filter coefs of some sort
|
||||
u16 Padding3[0x10]; // 0xb0 | padding
|
||||
u16 SoundType; // 0x08 | "Sound type": so far in zww: 0x0d00 for music (volume mode 0), 0x4861 for sfx (volume mode 1)
|
||||
u16 volumeLeft1; // 0x09 | Left Volume 1 // There's probably two of each because they should be ramped within each frame.
|
||||
u16 volumeLeft2; // 0x0A | Left Volume 2
|
||||
u16 Unk0B; // 0x0B | unknown
|
||||
|
||||
u16 SoundType2; // 0x0C | "Sound type" 2 (not really sound type)
|
||||
u16 volumeRight1; // 0x0D | Right Volume 1
|
||||
u16 volumeRight2; // 0x0E | Right Volume 2
|
||||
u16 Unk0F; // 0x0F | unknown
|
||||
|
||||
u16 SoundType3; // 0x10 | "Sound type" 3 (not really sound type)
|
||||
u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
|
||||
u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
|
||||
u16 Unk13; // 0x13 | unknown
|
||||
|
||||
u16 SoundType4; // 0x14 | "Sound type" 4 (not really sound type)
|
||||
u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
|
||||
u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
|
||||
u16 Unk17; // 0x17 | unknown
|
||||
|
||||
u16 Unk18[0x10]; // 0x18 | unknown
|
||||
u16 Unk28; // 0x28 | unknown
|
||||
u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
|
||||
u16 Unk2a; // 0x2A | unknown // loaded at 0d2e/ZWW
|
||||
u16 Unk2b; // 0x2B | unknown
|
||||
u16 VolumeMode; // 0x2C | unknown // See 0337/ZWW
|
||||
u16 Unk2D; // 0x2D | unknown
|
||||
u16 Unk2E; // 0x2E | unknown
|
||||
u16 Unk2F; // 0x2F | unknown
|
||||
u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
|
||||
u16 Unk31; // 0x31 | unknown / unused
|
||||
u16 CurBlock; // 0x32 | current block?
|
||||
u16 FixedSample; // 0x33 | sample value for "blank" voices
|
||||
u32 RestartPos; // 0x34 | restart pos
|
||||
u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
|
||||
u32 CurAddr; // 0x38 | current address
|
||||
u32 RemLength; // 0x3A | remaining length
|
||||
u16 Unk3C; // 0x3C | something to do with the resampler - a DRAM address?
|
||||
u16 Unk3D; // 0x3D | unknown
|
||||
u16 Unk3E; // 0x3E | unknown
|
||||
u16 Unk3F; // 0x3F | unknown
|
||||
u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
|
||||
u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
|
||||
u16 Unk58[0x8]; // 0x58 |
|
||||
u16 Unk60[0x6]; // 0x60 |
|
||||
u16 YN2; // 0x66 | YN2
|
||||
u16 YN1; // 0x67 | YN1
|
||||
u16 Unk68[0x10]; // 0x68 | Saved samples from last decode?
|
||||
u16 FilterState1; // 0x78 | unknown // ZWW: 0c84_FilterBufferInPlace loads and stores. Simply, the filter state.
|
||||
u16 FilterState2; // 0x79 | unknown // ZWW: same as above. these two are active if 0x04a8 != 0.
|
||||
u16 Unk7A; // 0x7A | unknown
|
||||
u16 Unk7B; // 0x7B | unknown
|
||||
u16 Unk7C; // 0x7C | unknown
|
||||
u16 Unk7D; // 0x7D | unknown
|
||||
u16 Unk7E; // 0x7E | unknown
|
||||
u16 Unk7F; // 0x7F | unknown
|
||||
|
||||
// Read-only part
|
||||
u16 Format; // 0x80 | audio format
|
||||
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
|
||||
u16 Unk82; // 0x82 | unknown
|
||||
u16 Unk83; // 0x83 | unknown
|
||||
u16 Unk84; // 0x84 | IIR Filter # coefs?
|
||||
u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
|
||||
u16 Unk86; // 0x86 | unknown
|
||||
u16 Unk87; // 0x87 | unknown
|
||||
u32 LoopStartPos; // 0x88 | loopstart pos
|
||||
u32 Length; // 0x8A | sound length
|
||||
u32 StartAddr; // 0x8C | sound start address
|
||||
u32 UnkAddr; // 0x8E | ???
|
||||
u16 Padding[0x10]; // 0x90 | padding
|
||||
u16 Padding2[0x8]; // 0xa0 | FIR filter coefs of some sort
|
||||
u16 FilterEnable; // 0xa8 | FilterBufferInPlace enable.
|
||||
u16 Padding3[0x7]; // 0xa9 | padding
|
||||
u16 Padding4[0x10]; // 0xb0 | padding
|
||||
};
|
||||
u16 raw[0xc0];
|
||||
};
|
||||
|
||||
namespace {
|
||||
|
@ -129,7 +141,7 @@ public:
|
|||
int *templbuffer;
|
||||
int *temprbuffer;
|
||||
|
||||
// simple dump ...
|
||||
// Simple dump ...
|
||||
int DumpAFC(u8* pIn, const int size, const int srate);
|
||||
|
||||
u32 Read32()
|
||||
|
@ -150,6 +162,9 @@ private:
|
|||
DSP_FRAME_END = 0xDCD10005,
|
||||
};
|
||||
|
||||
// These map CRC to behaviour.
|
||||
bool LuigiStyle() const;
|
||||
|
||||
u32 m_CRC;
|
||||
|
||||
// These are the only dynamically allocated things allowed in the ucode.
|
||||
|
@ -161,6 +176,7 @@ private:
|
|||
// If you add variables, remember to keep DoState() and the constructor up to date.
|
||||
|
||||
s16 m_AFCCoefTable[32];
|
||||
s16 m_MiscTable[0x280];
|
||||
|
||||
bool m_bSyncInProgress;
|
||||
u32 m_MaxVoice;
|
||||
|
|
|
@ -444,27 +444,182 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
|
|||
PB.NeedsReset = 0;
|
||||
}
|
||||
|
||||
// ContinueWithBlock:
|
||||
|
||||
if (PB.FilterEnable)
|
||||
{ // 0x04a8
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
// TODO: Apply filter from ZWW: 0c84_FilterBufferInPlace
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
/*if(PB.volumeLeft2)
|
||||
lastLeft = PB.volumeLeft2;
|
||||
if(PB.volumeRight2)
|
||||
lastRight = PB.volumeRight2;*/
|
||||
|
||||
}
|
||||
|
||||
if (PB.VolumeMode != 0)
|
||||
{
|
||||
// Complex volume mode. Let's see what we can do.
|
||||
if (PB.StopOnSilence) {
|
||||
PB.raw[0x2b] = PB.raw[0x2a] >> 1;
|
||||
if (PB.raw[0x2b] == 0)
|
||||
{
|
||||
PB.KeyOff = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Some noises in Zelda WW (birds, etc) have a volume of 0
|
||||
// Really not sure about the masking here, but it seems to kill off some overly loud
|
||||
// sounds in Zelda TP. Needs investigation.
|
||||
s32 left = _LeftBuffer[i] + (m_TempBuffer[i] * (float)(
|
||||
(PB.volumeLeft1 & 0x1FFF) + (PB.volumeLeft2 & 0x1FFF)) * 0.00005);
|
||||
s32 right = _RightBuffer[i] + (m_TempBuffer[i] * (float)(
|
||||
(PB.volumeRight1 & 0x1FFF) + (PB.volumeRight2 & 0x1FFF)) * 0.00005);
|
||||
short AX0L = PB.raw[0x28] >> 8;
|
||||
short AX0H = PB.raw[0x28] & 0x7F;
|
||||
short AX1L = AX0L ^ 0x7F;
|
||||
short AX1H = AX1L ^ 0x7F;
|
||||
AX0L = m_MiscTable[0x200 + AX0L];
|
||||
AX0H = m_MiscTable[0x200 + AX0H];
|
||||
AX1L = m_MiscTable[0x200 + AX1L];
|
||||
AX1H = m_MiscTable[0x200 + AX1H];
|
||||
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_LeftBuffer[i] = left; //(s32)(((float)left * (float)PB.volumeLeft) / 1000.f);
|
||||
short b00[16];
|
||||
b00[0] = AX1L * AX1H >> 16;
|
||||
b00[1] = AX0L * AX1H >> 16;
|
||||
b00[2] = AX0H * AX1L >> 16;
|
||||
b00[3] = AX0L * AX0H >> 16;
|
||||
for (int i = 0; i < 4; i++) {
|
||||
b00[i + 4] = b00[i] * PB.raw[0x2a] >> 16;
|
||||
}
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_RightBuffer[i] = right; //(s32)(((float)right * (float)PB.volumeRight) / 1000.0f);
|
||||
// ... not done yet...
|
||||
|
||||
for (int count = 0; count < 8; count++)
|
||||
{
|
||||
// The 8 buffers to mix to: 0d00, 0d60, 0f40 0ca0 0e80 0ee0 0c00 0c50
|
||||
|
||||
}
|
||||
|
||||
// this should be scrapped
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
// arbitrary
|
||||
s32 left = m_TempBuffer[i] >> 3;
|
||||
s32 right = m_TempBuffer[i] >> 3;
|
||||
|
||||
_LeftBuffer[i] += left; //(s32)(((float)left * (float)PB.volumeLeft) / 1000.f);
|
||||
_RightBuffer[i] += right; //(s32)(((float)right * (float)PB.volumeRight) / 1000.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// ZWW 0355
|
||||
if (PB.StopOnSilence)
|
||||
{
|
||||
int sum = 0;
|
||||
int addr = 0x0a;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
u16 value = PB.raw[addr];
|
||||
addr--;
|
||||
value >>= 1;
|
||||
PB.raw[addr] = value;
|
||||
sum += value;
|
||||
addr += 5;
|
||||
}
|
||||
if (sum == 0) {
|
||||
PB.KeyOff = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Seems there are 6 temporary output buffers.
|
||||
for (int count = 0; count < 6; count++)
|
||||
{
|
||||
int addr = 0x08;
|
||||
|
||||
// we'll have to keep a map of buffers I guess...
|
||||
u16 dest_buffer_address = PB.raw[addr++];
|
||||
|
||||
bool mix = dest_buffer_address ? true : false;
|
||||
|
||||
u16 vol2 = PB.raw[addr++];
|
||||
u16 vol1 = PB.raw[addr++];
|
||||
|
||||
int delta = (vol2 - vol1) << 11;
|
||||
|
||||
addr--;
|
||||
|
||||
u32 ramp = vol1 << 16;
|
||||
if (mix) {
|
||||
// 0ca9_RampedMultiplyAddBuffer
|
||||
for (int i = 0; i < _Size; i++)
|
||||
{
|
||||
int value = m_TempBuffer[i];
|
||||
|
||||
// TODO - add to buffer specified by dest_buffer_address
|
||||
switch (count)
|
||||
{
|
||||
// These really should be 32.
|
||||
case 0: _LeftBuffer[i] += (u64)value * ramp >> 29; break;
|
||||
case 1: _RightBuffer[i] += (u64)value * ramp >> 29; break;
|
||||
}
|
||||
if ((i & 1) == 0 && i < 64) {
|
||||
ramp += delta;
|
||||
}
|
||||
}
|
||||
if (_Size < 32)
|
||||
{
|
||||
ramp += delta * (_Size - 32);
|
||||
}
|
||||
}
|
||||
// Update the PB with the volume actually reached.
|
||||
PB.raw[addr++] = ramp >> 16;
|
||||
|
||||
addr++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// size is in stereo samples.
|
||||
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
||||
{
|
||||
if (_Size > 256 * 1024)
|
||||
_Size = 256 * 1024;
|
||||
|
||||
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
|
||||
memset(m_RightBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
for (u32 i = 0; i < m_NumVoices; i++)
|
||||
{
|
||||
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
|
||||
if (!(flags & 1 << (15 - (i & 0xF))))
|
||||
continue;
|
||||
|
||||
ZeldaVoicePB pb;
|
||||
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
|
||||
if (pb.Status == 0)
|
||||
continue;
|
||||
if (pb.KeyOff != 0)
|
||||
continue;
|
||||
|
||||
RenderAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
|
||||
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
}
|
||||
|
||||
if (_Buffer)
|
||||
{
|
||||
for (u32 i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
|
||||
_Buffer += 2;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -22,7 +22,6 @@
|
|||
#include "UCode_AX.h"
|
||||
#include "UCode_AXWii.h"
|
||||
#include "UCode_Zelda.h"
|
||||
#include "UCode_Jac.h"
|
||||
#include "UCode_ROM.h"
|
||||
#include "UCode_CARD.h"
|
||||
#include "UCode_InitAudioSystem.h"
|
||||
|
@ -61,8 +60,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
|
|||
case 0x0267d05a: // http://forums.dolphin-emu.com/thread-2134.html Pikmin PAL
|
||||
case 0x4be6a5cb: // AC, Pikmin
|
||||
INFO_LOG(DSPHLE, "CRC %08x: JAC (early Zelda) ucode chosen", _CRC);
|
||||
return new CUCode_Jac(_rMailHandler);
|
||||
// return new CUCode_Zelda(_rMailHandler, _CRC);
|
||||
return new CUCode_Zelda(_rMailHandler, _CRC);
|
||||
|
||||
case 0x6CA33A6D: // DK Jungle Beat
|
||||
case 0x86840740: // Zelda WW - US
|
||||
|
|
Loading…
Reference in New Issue