// Copyright (C) 2003-2009 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 "Common.h" #include "DSPHost.h" #include "DSPSymbols.h" #include "Tools.h" #include "pluginspecs_dsp.h" extern DSPInitialize g_dspInitialize; #if defined(HAVE_WX) && HAVE_WX #include "DSPConfigDlgLLE.h" #include "Debugger/Debugger.h" // For the DSPDebuggerLLE class extern DSPDebuggerLLE* m_DebuggerFrame; #endif // The user of the DSPCore library must supply a few functions so that the // emulation core can access the environment it runs in. If the emulation // core isn't used, for example in an asm/disasm tool, then most of these // can be stubbed out. u8 DSPHost_ReadHostMemory(u32 addr) { return g_dspInitialize.pARAM_Read_U8(addr); } void DSPHost_WriteHostMemory(u8 value, u32 addr) { g_dspInitialize.pARAM_Write_U8(value, addr); } bool DSPHost_OnThread() { return g_dspInitialize.bOnThread; } bool DSPHost_Running() { return !(*g_dspInitialize.pEmulatorState); } void DSPHost_InterruptRequest() { // Fire an interrupt on the PPC ASAP. g_dspInitialize.pGenerateDSPInterrupt(); } u32 DSPHost_CodeLoaded(const u8 *ptr, int size) { u32 crc = GenerateCRC(ptr, size); DumpDSPCode(ptr, size, crc); // this crc is comparable with the HLE plugin u32 ector_crc = 0; for (int i = 0; i < size; i++) { ector_crc ^= ptr[i]; //let's rol ector_crc = (ector_crc << 3) | (ector_crc >> 29); } DSPSymbols::Clear(); // Auto load text file - if none just disassemble. // TODO: Don't hardcode for Zelda. NOTICE_LOG(DSPLLE, "CRC: %08x", ector_crc); DSPSymbols::Clear(); bool success = false; switch (ector_crc) { case 0x86840740: success = DSPSymbols::ReadAnnotatedAssembly("../../Docs/DSP/DSP_UC_Zelda.txt"); break; case 0x42f64ac4: success = DSPSymbols::ReadAnnotatedAssembly("../../Docs/DSP/DSP_UC_Luigi.txt"); break; case 0x4e8a8b21: success = DSPSymbols::ReadAnnotatedAssembly("../../Docs/DSP/DSP_UC_AX1.txt"); break; default: success = false; break; } if (!success) { DSPSymbols::AutoDisassembly(0x0, 0x1000); } // Always add the ROM. DSPSymbols::AutoDisassembly(0x8000, 0x9000); m_DebuggerFrame->Refresh(); return crc; } void DSPHost_UpdateDebugger() { m_DebuggerFrame->Refresh(); }