// 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_ZELDA_H #define _UCODE_ZELDA_H #include "Common.h" #include "UCodes.h" // Obviously missing things that must be in here, somewhere among the "unknown": // * Volume // * L/R Pan // * (probably) choice of resampling algorithm (point, linear, cubic) struct ZeldaVoicePB { // Read-Write part u16 Status; // 0x00 | 1 = play, 0 = stop u16 KeyOff; // 0x01 | writing 1 stops voice? u16 RatioInt; // 0x02 | delta? ratio? integer part 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[0x8]; // 0x0F | unknown // Buffer / something, see 036e/ZWW. there's a pattern here 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 RatioFrac; // 0x30 | ??? ratio fractional part 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 // 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 }; namespace { // If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts). CompileTimeAssert ensure_zpb_size_correct; } // namespace class CUCode_Zelda : public IUCode { public: CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC); virtual ~CUCode_Zelda(); void HandleMail(u32 _uMail); void Update(int cycles); void MixAdd(short* buffer, int size); void CopyPBsFromRAM(); void CopyPBsToRAM(); void DoState(PointerWrap &p); int *templbuffer; int *temprbuffer; // simple dump ... int DumpAFC(u8* pIn, const int size, const int srate); u32 Read32() { u32 res = *(u32*)&m_Buffer[m_readOffset]; m_readOffset += 4; return res; } private: enum EDSP_Codes { DSP_INIT = 0xDCD10000, DSP_RESUME = 0xDCD10001, DSP_YIELD = 0xDCD10002, DSP_DONE = 0xDCD10003, DSP_SYNC = 0xDCD10004, DSP_FRAME_END = 0xDCD10005, }; u32 m_CRC; s32* m_TempBuffer; s32* m_LeftBuffer; s32* m_RightBuffer; s16 m_AFCCoefTable[32]; bool m_bSyncInProgress; u32 m_MaxVoice; u32 m_SyncFlags[16]; u32 m_NumVoices; bool m_bSyncCmdPending; u32 m_CurVoice; u32 m_CurBuffer; u32 m_NumBuffers; // Those are set by command 0x1 (DsetupTable) u32 m_VoicePBsAddr; u32 m_UnkTableAddr; u32 m_AFCCoefTableAddr; u32 m_ReverbPBsAddr; u32 m_RightBuffersAddr; u32 m_LeftBuffersAddr; //u32 m_unkAddr; u32 m_pos; // Only in SMG ucode // Set by command 0xE (DsetDMABaseAddr) u32 m_DMABaseAddr; // List, buffer management ===================== u32 m_numSteps; bool m_bListInProgress; u32 m_step; u8 m_Buffer[1024]; void ExecuteList(); u32 m_readOffset; enum EMailState { WaitForMail, ReadingFrameSync, ReadingMessage, ReadingSystemMsg }; EMailState m_MailState; u16 m_PBMask[0x10]; u32 m_NumPBs; u32 m_PBAddress; // The main param block array u32 m_PBAddress2; // 4 smaller param blocks u32 m_MixingBufferLeft; u32 m_MixingBufferRight; void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB); void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB); // Voice formats void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size); void RenderSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size); void RenderVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size); void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size); // Renders a voice and mixes it into LeftBuffer, RightBuffer void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size); }; #endif