DSPHLE: Attempt at type 0x21 emulation. Enough for zelda ww intro music to play in a strange choppy way, not enough for it to stop hanging :p

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3767 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-07-12 19:34:59 +00:00
parent a71b0d455f
commit fe76193641
4 changed files with 124 additions and 128 deletions

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@ -102,6 +102,14 @@ CUCode_Zelda::~CUCode_Zelda()
delete [] m_RightBuffer;
}
u8 *CUCode_Zelda::GetARAMPointer(u32 address)
{
if (m_CRC == 0xD643001F) // SMG
return (u8 *)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr)) + address;
else
return (u8 *)(g_dspInitialize.pGetARAMPointer()) + address;
}
bool CUCode_Zelda::LuigiStyle() const
{
switch (m_CRC)

View File

@ -70,9 +70,9 @@ union ZeldaVoicePB
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 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
u16 FixedSample; // 0x33 | sample value for "blank" voices
u32 RestartPos; // 0x34 | restart pos
u32 RestartPos; // 0x34 | restart pos / "loop start offset"
u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
u32 CurAddr; // 0x38 | current address
u32 RemLength; // 0x3A | remaining length
@ -96,8 +96,8 @@ union ZeldaVoicePB
// 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 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
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
@ -112,7 +112,7 @@ union ZeldaVoicePB
u16 Padding3[0x7]; // 0xa9 | padding
u16 Padding4[0x10]; // 0xb0 | padding
};
u16 raw[0xc0];
u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
};
namespace {
@ -227,6 +227,8 @@ private:
void ExecuteList();
u8 *GetARAMPointer(u32 address);
// AFC decoder
static void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);
@ -237,9 +239,10 @@ private:
void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void RenderVoice_Raw(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);

View File

@ -98,9 +98,8 @@ void CUCode_Zelda::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size
s32 ratio = PB.RatioInt * 2;
s64 pos = PB.CurSampleFrac;
for(int i = 0; i < 0x50; i++) {
for (int i = 0; i < 0x50; i++) {
pos += ratio;
_Buffer[i] = pos & 0xFFFF;
}

View File

@ -104,54 +104,53 @@ void CUCode_Zelda::Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool
PB.CurSampleFrac = position & 0xFFFF;
}
void UpdateSampleCounters10(ZeldaVoicePB &PB)
{
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.ReachedEnd = 0;
}
void CUCode_Zelda::RenderVoice_PCM16(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
{
int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
if (PB.KeyOff != 0)
return;
if (PB.NeedsReset)
{
// 0a7f_UpdateSampleCounters10
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.ReachedEnd = 0;
UpdateSampleCounters10(PB);
for (int i = 0; i < 4; i++)
PB.ResamplerOldData[i] = 0;
PB.ResamplerOldData[i] = 0; // Doesn't belong here, but dunno where to do it.
}
int inpos = 0;
int outpos = 0; // Must be before _lRestart
_lRestart:
if (PB.ReachedEnd)
{
_lRestart: // retry_0a30
PB.ReachedEnd = 0;
if (PB.RepeatMode == 0)
{
while (outpos < _RealSize) // 0a37
_Buffer[outpos++] = 0;
PB.KeyOff = 1;
// I can't find the following two lines in the ucode:
PB.RemLength = 0;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
while (outpos < _RealSize)
_Buffer[outpos++] = 0;
return;
}
else
{
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
UpdateSampleCounters10(PB);
inpos = 0;
}
}
s16 *source;
if (m_CRC == 0xD643001F) // SMG
source = (s16*)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr) + PB.CurAddr);
else
source = (s16*)(g_dspInitialize.pGetARAMPointer() + PB.CurAddr);
const s16 *source = (const s16*)GetARAMPointer(PB.CurAddr);
for (; outpos < _RealSize;)
{
@ -237,10 +236,12 @@ restart:
else
{
// This needs adjustment. It's not right for AFC, was just copied from PCM16.
// We should also probably reinitialize YN1 and YN2 with something - but with what?
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.YN1 = PB.LoopYN1;
PB.YN2 = PB.LoopYN2;
}
}
@ -295,106 +296,103 @@ restart:
// end of block (Zelda 03b2)
}
void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer);
// Researching what's actually inside the mysterious 0x21 case
// 0x21 seems to really just be reading raw 16-bit audio from RAM (not ARAM).
void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
// The rules seem to be quite different, though.
// It's used for streaming, not for one-shot or looped sample playback.
void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
{
float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
u32 _ratio = (PB.RatioInt << 16);
s64 ratio = (_ratio * ratioFactor) * 16;
// Decoder0x21 starts here.
int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
s64 samples_to_read;
// TODO: De-Ugly
if (PB.Format == 0x21) // Resampled
samples_to_read = (((PB.CurSampleFrac + (PB.RatioInt * 0x50)) << 4) & 0xFFFF0000) >> 8;
else if (PB.Format == 0x20) // Unsampled
samples_to_read = 0x50;
// End of sound
if (((PB.raw[0x3a] << 16) | PB.raw[0x3b]) <= samples_to_read)
// Decoder0x21Core starts here.
u32 AX0 = _RealSize;
if (PB.RemLength < _RealSize)
{
PB.KeyOff = 1;
WARN_LOG(VIDEO, "Raw: END");
// Let's ignore this entire case since it doesn't seem to happen
// in Zelda, since Length is set to 0xF0000000
// blah
// blah
// readaudio
// blah
PB.RemLength = 0;
PB.KeyOff = 1;
}
PB.RemLength -= _RealSize;
u64 ACC0 = (u32)(PB.raw[0x8a ^ 1] << 16); // 0x8a 0ad5, yes it loads a, not b
u64 ACC1 = (u32)(PB.raw[0x34 ^ 1] << 16); // 0x34
// ERROR_LOG(DSPHLE, "%08x %08x", (u32)ACC0, (u32)ACC1);
ACC0 -= ACC1;
PB.Unk36[0] = ACC0 >> 16;
// This subtract does really not make much sense at all.
ACC0 -= AX0 << 16;
if ((s64)ACC0 < 0)
{
// There's something wrong with this looping code.
// ERROR_LOG(DSPHLE, "Raw loop: ReadAudio size = %04x 34:%04x %08x", PB.Unk36[0], PB.raw[0x34 ^ 1], (int)ACC0);
Decoder21_ReadAudio(PB, PB.Unk36[0], _Buffer);
u32 ACC0 = _Size << 16;
ACC0 -= PB.Unk36[0] << 16;
PB.raw[0x34 ^ 1] = 0;
PB.StartAddr = PB.LoopStartPos;
Decoder21_ReadAudio(PB, ACC0 >> 16, _Buffer);
return;
}
if (PB.NeedsReset != 0)
{
PB.CurBlock = 0x00;
// Length in samples.
PB.RemLength = PB.Length;
// Copy ARAM addr from r to rw area.
PB.CurAddr = PB.StartAddr;
PB.ReachedEnd = 0;
PB.CurSampleFrac = 0;
}
if (PB.KeyOff != 0)
return;
u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
u32 ram_mask = 0x1ffffff;
restart:
if (PB.ReachedEnd)
{
PB.ReachedEnd = 0;
// HACK: Looping doesn't work.
if (PB.RepeatMode == 0)
{
PB.KeyOff = 1;
PB.RemLength = 0;
PB.CurAddr = PB.StartAddr + PB.RestartPos + PB.Length;
return;
}
else
{
// This needs adjustment. It was just copied from PCM16.
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
}
}
u32 prev_addr = PB.CurAddr;
const u16 *src = (u16 *)(source + (PB.CurAddr & ram_mask));
s64 TrueSamplePosition = PB.CurSampleFrac; //(s64)(PB.Length - PB.RemLength) << 16;
//TrueSamplePosition += PB.CurSampleFrac;
s64 delta = ratio >> 16; // 0x100000000ULL;
int sampleCount = 0, realSample = 0;
while (sampleCount < _Size)
{
_Buffer[sampleCount] = realSample >> 3;
sampleCount++;
int SamplePosition = TrueSamplePosition >> 16;
TrueSamplePosition += delta;
int TargetPosition = TrueSamplePosition >> 16;
// Decode forwards...
while (SamplePosition < TargetPosition)
{
SamplePosition++;
realSample = Common::swap16(*src++);
PB.CurAddr += 2;
PB.RemLength--;
if (PB.RemLength == 0)
{
PB.ReachedEnd = 1;
goto restart;
}
}
}
PB.NeedsReset = 0;
PB.CurSampleFrac = TrueSamplePosition & 0xFFFF;
Decoder21_ReadAudio(PB, _RealSize, _Buffer);
}
void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer)
{
// 0af6
if (!size)
return;
#if 0
// 0afa
u32 AX1 = (PB.RestartPos >> 16) & 1; // PB.raw[0x34], except that it's part of a dword
// 0b00 - Eh, WTF.
u32 ACC0 = PB.StartAddr + ((PB.RestartPos >> 16) << 1) - 2*AX1;
u32 ACC1 = (size << 16) + 0x20000;
// All this trickery, and more, seems to be to align the DMA, which
// we really don't care about. So let's skip it. See the #else.
#else
// ERROR_LOG(DSPHLE, "ReadAudio: %08x %08x", PB.StartAddr, PB.raw[0x34 ^ 1]);
u32 ACC0 = PB.StartAddr + (PB.raw[0x34 ^ 1] << 1);
u32 ACC1 = (size << 16);
#endif
// ACC0 is the address
// ACC1 is the read size
const u32 ram_mask = 0x1FFFFFF;
const u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
const u16 *src = (u16 *)(source + (ACC0 & ram_mask));
for (int i = 0; i < (ACC1 >> 16); i++) {
_Buffer[i] = Common::swap16(src[i]);
}
PB.raw[0x34 ^ 1] += size;
}
void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
{
if (PB.IsBlank)
@ -428,7 +426,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
break;
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD.
case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW.
WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format);
memset(m_ResampleBuffer + 4, 0, _Size * sizeof(s32));
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
@ -444,28 +442,16 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
// to the output buffer. However, (if we ever see this sound type), we'll
// have to resample anyway since we're running at a different sample rate.
#if 0 // To hear something weird in ZWW, turn this on.
// Caution: Use at your own risk. Sounds awful :)
RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
#else
// This is what 0x20 and 0x21 do on end of voice
PB.RemLength = 0;
PB.KeyOff = 1;
#endif
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
break;
case 0x0021:
// Raw sound from RAM. Important for Zelda WW. Really need to implement - missing it causes hangs.
#if 0 // To hear something weird in ZWW, turn this on.
// Caution: Use at your own risk. Sounds awful :)
RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size);
#else
// This is what 0x20 and 0x21 do on end of voice
PB.RemLength = 0;
PB.KeyOff = 1;
#endif
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer);
Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
break;
default: