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:
hrydgard 2009-07-11 13:57:21 +00:00
parent ccebd7512e
commit f6edc361b4
8 changed files with 588 additions and 615 deletions

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Version="9.00"
Name="Plugin_DSP_HLE"
ProjectGUID="{D6E56527-BBB9-4EAD-A6EC-49D4BF6AFCD8}"
RootNamespace="Plugin_DSP"
@ -104,188 +104,6 @@
CommandLine="copy ..\..\..\Externals\OpenAL\Win32\OpenAL32.dll ..\..\..\Binary\Win32\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win32\wrap_oal.dll ..\..\..\Binary\Win32\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
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Name="Release|Win32"
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InlineFunctionExpansion="2"
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FavorSizeOrSpeed="1"
OmitFramePointers="true"
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PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;DSP_HLE_EXPORTS;_SECURE_SCL=0"
RuntimeLibrary="0"
BufferSecurityCheck="false"
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FloatingPointModel="0"
UsePrecompiledHeader="2"
AssemblerListingLocation="$(IntDir)\"
WarningLevel="3"
DebugInformationFormat="3"
ForcedIncludeFiles="stdafx.h"
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Name="VCManagedResourceCompilerTool"
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<Tool
Name="VCLinkerTool"
AdditionalDependencies="dxguid.lib dsound.lib dxerr.lib comctl32.lib winmm.lib OpenAL32.lib"
OutputFile="../../../Binary/Win32/Plugins/Plugin_DSP_HLE.dll"
LinkIncremental="1"
AdditionalLibraryDirectories="&quot;..\..\AudioCommon\$(PlatformName)\$(ConfigurationName)&quot;;../../../Externals/OpenAL/Win32/"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
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CommandLine="copy ..\..\..\Externals\OpenAL\Win32\OpenAL32.dll ..\..\..\Binary\Win32\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win32\wrap_oal.dll ..\..\..\Binary\Win32\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
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Name="DebugFast|Win32"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="2"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
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Name="VCCLCompilerTool"
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AdditionalIncludeDirectories="../../Core/Common/Src;../../Core/AudioCommon/Src;../../PluginSpecs;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
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<Tool
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AdditionalDependencies="dxguid.lib dsound.lib dxerr.lib comctl32.lib winmm.lib OpenAL32.lib"
OutputFile="../../../Binary/Win32/Plugins/Plugin_DSP_HLEDF.dll"
LinkIncremental="1"
AdditionalLibraryDirectories="&quot;..\..\AudioCommon\$(PlatformName)\$(ConfigurationName)&quot;;../../../Externals/OpenAL/Win32/"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="copy ..\..\..\Externals\OpenAL\Win32\OpenAL32.dll ..\..\..\Binary\Win32\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win32\wrap_oal.dll ..\..\..\Binary\Win32\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Debug|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -372,6 +190,97 @@
CommandLine="copy ..\..\..\Externals\OpenAL\Win64\OpenAL32.dll ..\..\..\Binary\x64\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win64\wrap_oal.dll ..\..\..\Binary\x64\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="2"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
AdditionalIncludeDirectories="../../Core/Common/Src;../../Core/AudioCommon/Src;../../PluginSpecs;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;DSP_HLE_EXPORTS;_SECURE_SCL=0"
RuntimeLibrary="0"
BufferSecurityCheck="false"
EnableEnhancedInstructionSet="2"
FloatingPointModel="0"
UsePrecompiledHeader="2"
AssemblerListingLocation="$(IntDir)\"
WarningLevel="3"
DebugInformationFormat="3"
ForcedIncludeFiles="stdafx.h"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="dxguid.lib dsound.lib dxerr.lib comctl32.lib winmm.lib OpenAL32.lib"
OutputFile="../../../Binary/Win32/Plugins/Plugin_DSP_HLE.dll"
LinkIncremental="1"
AdditionalLibraryDirectories="&quot;..\..\AudioCommon\$(PlatformName)\$(ConfigurationName)&quot;;../../../Externals/OpenAL/Win32/"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="copy ..\..\..\Externals\OpenAL\Win32\OpenAL32.dll ..\..\..\Binary\Win32\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win32\wrap_oal.dll ..\..\..\Binary\Win32\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Release|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -463,6 +372,97 @@
CommandLine="copy ..\..\..\Externals\OpenAL\Win64\OpenAL32.dll ..\..\..\Binary\x64\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win64\wrap_oal.dll ..\..\..\Binary\x64\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
</Configuration>
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Name="DebugFast|Win32"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="2"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
AdditionalIncludeDirectories="../../Core/Common/Src;../../Core/AudioCommon/Src;../../PluginSpecs;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
PreprocessorDefinitions="DEBUGFAST;WIN32;NDEBUG;_WINDOWS;_USRDLL;DSP_HLE_EXPORTS;_SECURE_SCL=0"
RuntimeLibrary="0"
BufferSecurityCheck="false"
EnableEnhancedInstructionSet="2"
FloatingPointModel="0"
UsePrecompiledHeader="2"
AssemblerListingLocation="$(IntDir)\"
WarningLevel="3"
DebugInformationFormat="3"
ForcedIncludeFiles="stdafx.h"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
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Name="VCResourceCompilerTool"
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Name="VCPreLinkEventTool"
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<Tool
Name="VCLinkerTool"
AdditionalDependencies="dxguid.lib dsound.lib dxerr.lib comctl32.lib winmm.lib OpenAL32.lib"
OutputFile="../../../Binary/Win32/Plugins/Plugin_DSP_HLEDF.dll"
LinkIncremental="1"
AdditionalLibraryDirectories="&quot;..\..\AudioCommon\$(PlatformName)\$(ConfigurationName)&quot;;../../../Externals/OpenAL/Win32/"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
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Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="copy ..\..\..\Externals\OpenAL\Win32\OpenAL32.dll ..\..\..\Binary\Win32\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win32\wrap_oal.dll ..\..\..\Binary\Win32\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="DebugFast|x64"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -577,14 +577,6 @@
RelativePath=".\Src\UCodes\UCode_InitAudioSystem.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Jac.cpp"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_Jac.h"
>
</File>
<File
RelativePath=".\Src\UCodes\UCode_ROM.cpp"
>
@ -616,7 +608,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="DebugFast|Win32"
Name="Release|x64"
>
<Tool
Name="VCCLCompilerTool"
@ -624,7 +616,7 @@
/>
</FileConfiguration>
<FileConfiguration
Name="Release|x64"
Name="DebugFast|Win32"
>
<Tool
Name="VCCLCompilerTool"
@ -668,6 +660,10 @@
<Filter
Name="UCode Zelda"
>
<File
RelativePath="..\..\..\docs\DSP\DSP_UC_Luigi.txt"
>
</File>
<File
RelativePath="..\..\..\docs\DSP\DSP_UC_Zelda.txt"
>
@ -817,22 +813,6 @@
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
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Name="DebugFast|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
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Name="Debug|x64"
>
@ -841,6 +821,14 @@
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
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Name="Release|x64"
>
@ -849,6 +837,14 @@
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="DebugFast|Win32"
>
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"
/>
</FileConfiguration>
<FileConfiguration
Name="DebugFast|x64"
>

View File

@ -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',

View File

@ -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);
}

View File

@ -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

View File

@ -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);
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())
// 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)
{
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;
@ -220,6 +256,34 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
return;
}
}
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;
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]);
@ -278,7 +366,9 @@ void CUCode_Zelda::ExecuteList()
// DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
//soundStream->Update(); //do it in this thread to avoid sync problems
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);
}
if (LuigiStyle())
break;
else
return;
}
// Simply sends the sync messages
@ -336,56 +429,11 @@ void CUCode_Zelda::ExecuteList()
// sync, we are ready
m_rMailHandler.PushMail(DSP_SYNC);
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);

View File

@ -26,8 +26,9 @@
// * L/R Pan
// * (probably) choice of resampling algorithm (point, linear, cubic)
struct ZeldaVoicePB
union ZeldaVoicePB
{
struct {
// Read-Write part
u16 Status; // 0x00 | 1 = play, 0 = stop
u16 KeyOff; // 0x01 | writing 1 stops voice?
@ -36,26 +37,34 @@ struct ZeldaVoicePB
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 Unk07; // 0x07 | unknown, in zelda always 0x0010. Something to do with number of saved samples (0x68)?
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[2]; // 0x0B | unknown
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[2]; // 0x0F | unknown // Buffer / something, see 036e/ZWW. there's a pattern here
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[2]; // 0x13 | unknown
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 Unk2C; // 0x2C | unknown // See 0337/ZWW
u16 VolumeMode; // 0x2C | unknown // See 0337/ZWW
u16 Unk2D; // 0x2D | unknown
u16 Unk2E; // 0x2E | unknown
u16 Unk2F; // 0x2F | unknown
@ -77,10 +86,9 @@ struct ZeldaVoicePB
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 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
@ -94,7 +102,7 @@ struct ZeldaVoicePB
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 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
@ -102,8 +110,12 @@ struct ZeldaVoicePB
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 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;

View File

@ -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++)
{
/*if(PB.volumeLeft2)
lastLeft = PB.volumeLeft2;
if(PB.volumeRight2)
lastRight = PB.volumeRight2;*/
// TODO: Apply filter from ZWW: 0c84_FilterBufferInPlace
}
}
// 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);
for (int i = 0; i < _Size; i++)
{
}
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;
}
}
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];
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;
}
// ... 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;
_LeftBuffer[i] = left; //(s32)(((float)left * (float)PB.volumeLeft) / 1000.f);
_Buffer[0] = (short)left;
if (right < -32768) right = -32768;
if (right > 32767) right = 32767;
_RightBuffer[i] = right; //(s32)(((float)right * (float)PB.volumeRight) / 1000.0f);
_Buffer[1] = (short)right;
_Buffer += 2;
}
}
}

View File

@ -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