// 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/ // Games that uses this UCode: // Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess #include "../Globals.h" #include "UCodes.h" #include "UCode_Zelda.h" #include "UCode_Zelda_ADPCM.h" #include "../MailHandler.h" #include "../main.h" #include "Mixer.h" #include "WaveFile.h" class CResampler { public: CResampler(short* samples, int num_stereo_samples, int core_sample_rate) : m_mode(1) , m_queueSize(0) { int PV1l=0,PV2l=0,PV3l=0,PV4l=0; int acc=0; while (num_stereo_samples) { acc += core_sample_rate; while (num_stereo_samples && (acc >= 48000)) { PV4l=PV3l; PV3l=PV2l; PV2l=PV1l; PV1l=*(samples++); //32bit processing num_stereo_samples--; acc-=48000; } // defaults to nearest s32 DataL = PV1l; if (m_mode == 1) { //linear DataL = PV1l + ((PV2l - PV1l)*acc)/48000; } else if (m_mode == 2) {//cubic s32 a0l = PV1l - PV2l - PV4l + PV3l; s32 a1l = PV4l - PV3l - a0l; s32 a2l = PV1l - PV4l; s32 a3l = PV2l; s32 t0l = ((a0l )*acc)/48000; s32 t1l = ((t0l+a1l)*acc)/48000; s32 t2l = ((t1l+a2l)*acc)/48000; s32 t3l = ((t2l+a3l)); DataL = t3l; } int l = DataL; if (l < -32767) l = -32767; if (l > 32767) l = 32767; sample_queue.push(l); m_queueSize += 1; } } FixedSizeQueue sample_queue; int m_queueSize; int m_mode; }; CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler) : IUCode(_rMailHandler) , m_numSteps(0) , m_step(0) , m_readOffset(0) , m_NumberOfFramesToRender(0) , m_CurrentFrameToRender(0) , m_MaxSyncedPB(0) , m_MailState(WaitForMail) { DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake"); m_rMailHandler.PushMail(DSP_INIT); g_dspInitialize.pGenerateDSPInterrupt(); m_rMailHandler.PushMail(0xF3551111); // handshake memset(m_Buffer, 0, sizeof(m_Buffer)); for (int i = 0; i < 0x10; i++) m_PBMask[i] = false; templbuffer = new int[1024 * 1024]; temprbuffer = new int[1024 * 1024]; } CUCode_Zelda::~CUCode_Zelda() { m_rMailHandler.Clear(); delete [] templbuffer; delete [] temprbuffer; } void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size) { u16* pTest = (u16*)&_rPB; if (pTest[0x00] == 0) return; if (pTest[0x01] != 0) return; if (pTest[0x06] != 0x00) { // probably pTest[0x06] == 0 -> AFC (and variants) } else { switch(_rPB.type) // or Bytes per Sample { case 0x05: case 0x09: { // initialize "decoder" if the sample is played the first time if (pTest[0x04] != 0) { // zelda: // perhaps init or "has played before" pTest[0x32] = 0x00; pTest[0x66] = 0x00; // history1 pTest[0x67] = 0x00; // history2 // samplerate? length? num of samples? i dunno... // Likely length... pTest[0x3a] = pTest[0x8a]; pTest[0x3b] = pTest[0x8b]; // copy ARAM addr from r to rw area pTest[0x38] = pTest[0x8c]; pTest[0x39] = pTest[0x8d]; } if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above return; u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39]; u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b]; // round upwards how many samples we need to copy, 0759 NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction u32 frac = NumberOfSamples & 0xF; u8 inBuffer[9]; short outbuf[16]; u32 sampleCount = 0; // It must be something like this: // The PB contains a small sample buffer of 0x4D decoded samples. // If it's empty or "used", decode to it. // Then, resample from this buffer to the output as you go. When it needs // wrapping, decode more. #define USE_RESAMPLE 1 #if USE_RESAMPLE != 1 for (int s=0; s<(_Size/16);s++) { for (int i=0; i<9; i++) { inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr); ARAMAddr++; } AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]); for (int i=0; i<16; i++) { templbuffer[sampleCount] += outbuf[i]; temprbuffer[sampleCount] += outbuf[i]; sampleCount++; } NumberOfSamples--; if (NumberOfSamples<=0) break; } #else while (NumberOfSamples > 0) { for (int i = 0; i < 9; i++) { inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr); ARAMAddr++; } AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9); CResampler Sampler(outbuf, 16, 48000); while (Sampler.m_queueSize > 0) { int sample = Sampler.sample_queue.front(); Sampler.sample_queue.pop(); Sampler.m_queueSize-=1; templbuffer[sampleCount] += sample; temprbuffer[sampleCount] += sample; sampleCount++; if (sampleCount > _Size) break; } if (sampleCount > _Size) break; NumberOfSamples--; } #endif if (NumberOfSamples == 0) { pTest[0x01] = 1; // we are done ?? } // write back NumberOfSamples = (NumberOfSamples << 4); // missing fraction pTest[0x38] = ARAMAddr >> 16; pTest[0x39] = ARAMAddr & 0xFFFF; pTest[0x3a] = NumberOfSamples >> 16; pTest[0x3b] = NumberOfSamples & 0xFFFF; #if 0 NumberOfSamples = (NumberOfSamples + 0xf) >> 4; static u8 Buffer[500000]; for (int i =0; i> 16) & 0x000F; m_PBMask[Slot] = _uMail & 0xFFFF; m_MailState = WaitForMail; // Zelda UC 05db m_MaxSyncedPB = (Slot+1) << 4; } break; case ReadingMessage: { 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_MailState = WaitForMail; m_step = 0; } } break; case ReadingSystemMsg: { _dbg_assert_msg_(DSPHLE, (_uMail & 0xFFFF0000) == 0xCDD10000, "This is not a system msg", _uMail); m_MailState = WaitForMail; } break; } } void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize) { if (m_NumberOfFramesToRender > 0) { if (m_NumPBs <= m_MaxSyncedPB) // we just render if all PBs are synced...Zelda does it in steps of 0x10 PBs but hey this is HLE { if (_iSize > 1024 * 1024) _iSize = 1024 * 1024; memset(templbuffer, 0, _iSize * sizeof(int)); memset(temprbuffer, 0, _iSize * sizeof(int)); CopyPBsFromRAM(); // render frame... for (u32 i = 0; i < m_NumPBs; i++) { // masking of PBs is done in zelda 0272... skip it for the moment /* int Slot = i >> 4; int Mask = i & 0x0F; if (m_PBMask[Slot] & Mask)) */ { UpdatePB(m_PBs[i], templbuffer, temprbuffer, _iSize); } } CopyPBsToRAM(); m_MaxSyncedPB = 0; if (_pBuffer) { for (int i = 0; i < _iSize; i++) { // Clamp into 16-bit. Maybe we should add a volume compressor here. int left = templbuffer[i] + _pBuffer[0]; int right = temprbuffer[i] + _pBuffer[1]; if (left < -32767) left = -32767; if (left > 32767) left = 32767; if (right < -32767) right = -32767; if (right > 32767) right = 32767; *_pBuffer++ = left; *_pBuffer++ = right; } } } else { return; } m_CurrentFrameToRender++; // sync, we are ready m_rMailHandler.PushMail(DSP_SYNC); g_dspInitialize.pGenerateDSPInterrupt(); m_rMailHandler.PushMail(0xF3550000 | m_CurrentFrameToRender | 0xFF00); if (m_CurrentFrameToRender == m_NumberOfFramesToRender) { /* afaik zelda hasnt registered a handler to FRAME_END... so skip it m_rMailHandler.PushMail(DSP_FRAME_END); g_dspInitialize.pGenerateDSPInterrupt(); m_MailState = ReadingSystemMsg; */ m_NumberOfFramesToRender = 0; m_CurrentFrameToRender = 0; } } } // zelda debug ..803F6418 void CUCode_Zelda::ExecuteList() { // begin with the list m_readOffset = 0; u32 CmdMail = Read32(); u32 Command = (CmdMail >> 24) & 0x7f; u32 Sync = CmdMail >> 16; DEBUG_LOG(DSPHLE, "=============================================================================="); DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync); switch (Command) { // DsetupTable ... zelda ww jumps to 0x0095 case 0x01: { m_NumPBs = (CmdMail & 0xFFFF); if (m_NumPBs > 0x40) { PanicAlert("(m_NumPBs > 0x40) to much PBs"); m_NumPBs = 0x40; } m_PBAddress = Read32(); u32 DSPADPCM_FILTER = Read32(); u32 DSPRES_FILTER = Read32(); m_PBAddress2 = Read32(); // What is this stuff? u16 Buffer[0x280]; for (int i = 0; i < 0x280; i++) { Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2)); } u16* pTmp = (u16*)m_AFCCoefTable; for (int i = 0; i < 0x20; i++) { pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2)); } DEBUG_LOG(DSPHLE, "DsetupTable"); DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress); DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", DSPADPCM_FILTER); DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", DSPRES_FILTER); DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2); } break; // SyncFrame ... zelda ww jumps to 0x0243 // SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end" case 0x02: { m_MixingBufferLeft = Read32(); m_MixingBufferRight = Read32(); m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF; m_MaxSyncedPB = 0; DEBUG_LOG(DSPHLE, "DsyncFrame"); DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft); DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight); // This is where we should render. soundStream->GetMixer()->SetHLEReady(true); } return; /* case 0x03: break; // dunno ... zelda ww jmps to 0x0073 case 0x04: break; // dunno ... zelda ww jmps to 0x0580 case 0x05: break; // dunno ... zelda ww jmps to 0x0592 case 0x06: break; // dunno ... zelda ww jmps to 0x0469 case 0x07: break; // dunno ... zelda ww jmps to 0x044d case 0x08: break; // Mixer ... zelda ww jmps to 0x0485 case 0x09: break; // dunno ... zelda ww jmps to 0x044d */ // DsetDolbyDelay ... zelda ww jumps to 0x00b2 case 0x0d: { u32 tmp[1]; tmp[0] = Read32(); DEBUG_LOG(DSPHLE, "DSetDolbyDelay"); DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]); } break; // Set VARAM // Luigi__: in the real Zelda ucode, this opcode is dummy // however, in the ucode used by SMG it isn't case 0x0e: { DEBUG_LOG(DSPHLE, "Set VARAM - ???"); /* 00b0 0080 037d lri $AR0, #0x037d 00b2 0e01 lris $AC0.M, #0x01 00b3 02bf 0065 call 0x0065 00b5 00de 037d lr $AC0.M, @0x037d 00b7 0240 7fff andi $AC0.M, #0x7fff 00b9 00fe 037d sr @0x037d, $AC0.M 00bb 029f 0041 jmp 0x0041 */ // } break; // default ... zelda ww jumps to 0x0043 default: PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps); break; } // sync, we are ready m_rMailHandler.PushMail(DSP_SYNC); g_dspInitialize.pGenerateDSPInterrupt(); m_rMailHandler.PushMail(0xF3550000 | Sync); } void CUCode_Zelda::CopyPBsFromRAM() { for (u32 i = 0; i < m_NumPBs; i++) { u32 addr = m_PBAddress + i * sizeof(ZPB); const u16 *src_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr); u16 *dst_ptr = (u16 *)&m_PBs[i]; for (size_t p = 0; p < 0xC0; p++) { dst_ptr[p] = Common::swap16(src_ptr[p]); } } } void CUCode_Zelda::CopyPBsToRAM() { for (u32 i = 0; i < m_NumPBs; i++) { u32 addr = m_PBAddress + i * sizeof(ZPB); const u16 *src_ptr = (u16 *)&m_PBs[i]; u16 *dst_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr); for (size_t p = 0; p < 0x80; p++) // we write the first 0x80 shorts back only { dst_ptr[p] = Common::swap16(src_ptr[p]); } } } // Decoder from in_cube by hcs/destop/etc. Haven't yet found a valid use for it. // Looking at in_cube, it seems to be 9 bytes of input = 16 samples of output. // Different from AX ADPCM which is 8 bytes of input = 14 samples of output. // input = location of encoded source samples // out = location of destination buffer (16 bits / sample) // I am sure that there are 5 bytes of input for 16 samples output too... just check the UCode // if (type == 5) -> 5 input bytes // if (type == 9) -> 9 input bytes // /////////////////////////////////////////////////////////////////////////////////////////////////// // // --- Debug Helper // /////////////////////////////////////////////////////////////////////////////////////////////////// void CUCode_Zelda::DumpPB(const ZPB& _rPB) { u16* pTmp = (u16*)&_rPB; FILE* pF = fopen("d:\\dump\\PB.txt", "a"); if (pF) { if (_rPB.addr_high) { for (int i = 0; i < 0xc0; i += 4) { fprintf(pF, "[0x%02x] %04x %04x %04x %04x\n", i, pTmp[i], pTmp[i + 1], pTmp[i + 2], pTmp[i + 3]); } fprintf(pF, "\n"); fclose(pF); } } } void write32le(int in, unsigned char * buf) { buf[0]=in&0xff; buf[1]=(in>>8)&0xff; buf[2]=(in>>16)&0xff; buf[3]=(in>>24)&0xff; } int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate) { unsigned char inbuf[9]; short outbuf[16]; FILE * outfile; int sizeleft; int outsize,outsizetotal; short hist=0,hist2=0; unsigned char wavhead[44] = { 0x52, 0x49, 0x46, 0x46, 0x00, 0x00, 0x00, 0x00, 0x57, 0x41, 0x56, 0x45, 0x66, 0x6D, 0x74, 0x20, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00, 0x64, 0x61, 0x74, 0x61, 0x00, 0x00, 0x00, 0x00 }; outfile = fopen("d:/supa.wav","wb"); if (!outfile) return 1; outsize = size/9*16*2; outsizetotal = outsize+8; write32le(outsizetotal,wavhead+4); write32le(outsize,wavhead+40); write32le(srate,wavhead+24); write32le(srate*2,wavhead+28); if (fwrite(wavhead,1,44,outfile)!=44) return 1; for (sizeleft=size;sizeleft>=9;sizeleft-=9) { memcpy(inbuf, pIn, 9); pIn += 9; AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9); if (fwrite(outbuf,1,16*2,outfile) != 16*2) return 1; } if (fclose(outfile)==EOF) return 1; return 0; } void CUCode_Zelda::DoState(PointerWrap &p) { p.Do(m_MailState); p.Do(m_PBMask); p.Do(m_NumPBs); p.Do(m_PBAddress); p.Do(m_MaxSyncedPB); p.Do(m_PBs); p.Do(m_readOffset); p.Do(m_NumberOfFramesToRender); p.Do(m_CurrentFrameToRender); p.Do(m_numSteps); p.Do(m_step); p.Do(m_Buffer); }