319 lines
10 KiB
C++
319 lines
10 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _UCODE_ZELDA_H
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#define _UCODE_ZELDA_H
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#include "Common.h"
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#include "UCodes.h"
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// Obviously missing things that must be in here, somewhere among the "unknown":
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// * Volume
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// * L/R Pan
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// * (probably) choice of resampling algorithm (point, linear, cubic)
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union ZeldaVoicePB
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{
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struct
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{
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// Read-Write part
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u16 Status; // 0x00 | 1 = play, 0 = stop
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u16 KeyOff; // 0x01 | writing 1 stops voice?
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u16 RatioInt; // 0x02 | Position delta (playback speed)
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u16 Unk03; // 0x03 | unknown
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u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
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u16 ReachedEnd; // 0x05 | set to 1 when end reached
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u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
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u16 Unk07; // 0x07 | unknown, in zelda always 0x0010. Something to do with number of saved samples (0x68)?
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u16 SoundType; // 0x08 | "Sound type": so far in zww: 0x0d00 for music (volume mode 0), 0x4861 for sfx (volume mode 1)
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u16 volumeLeft1; // 0x09 | Left Volume 1 // There's probably two of each because they should be ramped within each frame.
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u16 volumeLeft2; // 0x0A | Left Volume 2
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u16 Unk0B; // 0x0B | unknown
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u16 SoundType2; // 0x0C | "Sound type" 2 (not really sound type)
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u16 volumeRight1; // 0x0D | Right Volume 1
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u16 volumeRight2; // 0x0E | Right Volume 2
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u16 Unk0F; // 0x0F | unknown
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u16 SoundType3; // 0x10 | "Sound type" 3 (not really sound type)
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u16 volumeUnknown1_1; // 0x11 | Unknown Volume 1
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u16 volumeUnknown1_2; // 0x12 | Unknown Volume 1
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u16 Unk13; // 0x13 | unknown
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u16 SoundType4; // 0x14 | "Sound type" 4 (not really sound type)
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u16 volumeUnknown2_1; // 0x15 | Unknown Volume 2
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u16 volumeUnknown2_2; // 0x16 | Unknown Volume 2
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u16 Unk17; // 0x17 | unknown
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u16 Unk18[0x10]; // 0x18 | unknown
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u16 Unk28; // 0x28 | unknown
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u16 Unk29; // 0x29 | unknown // multiplied by 0x2a @ 0d21/ZWW
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u16 Unk2a; // 0x2A | unknown // loaded at 0d2e/ZWW
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u16 Unk2b; // 0x2B | unknown
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u16 VolumeMode; // 0x2C | unknown // See 0337/ZWW
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u16 Unk2D; // 0x2D | unknown
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u16 Unk2E; // 0x2E | unknown
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u16 Unk2F; // 0x2F | unknown
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u16 CurSampleFrac; // 0x30 | Fractional part of the current sample position
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u16 Unk31; // 0x31 | unknown / unused
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u16 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
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u16 FixedSample; // 0x33 | sample value for "blank" voices
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u32 RestartPos; // 0x34 | restart pos / "loop start offset"
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u16 Unk36[2]; // 0x36 | unknown // loaded at 0adc/ZWW in 0x21 decoder
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u32 CurAddr; // 0x38 | current address
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u32 RemLength; // 0x3A | remaining length
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u16 ResamplerOldData[4]; // 0x3C | The resampler stores the last 4 decoded samples here from the previous frame, so that the filter kernel has something to read before the start of the buffer.
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u16 Unk40[0x10]; // 0x40 | Used as some sort of buffer by IIR
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u16 Unk50[0x8]; // 0x50 | Used as some sort of buffer by 06ff/ZWW
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u16 Unk58[0x8]; // 0x58 |
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u16 Unk60[0x6]; // 0x60 |
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u16 YN2; // 0x66 | YN2
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u16 YN1; // 0x67 | YN1
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u16 Unk68[0x10]; // 0x68 | Saved samples from last decode?
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u16 FilterState1; // 0x78 | unknown // ZWW: 0c84_FilterBufferInPlace loads and stores. Simply, the filter state.
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u16 FilterState2; // 0x79 | unknown // ZWW: same as above. these two are active if 0x04a8 != 0.
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u16 Unk7A; // 0x7A | unknown
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u16 Unk7B; // 0x7B | unknown
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u16 Unk7C; // 0x7C | unknown
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u16 Unk7D; // 0x7D | unknown
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u16 Unk7E; // 0x7E | unknown
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u16 Unk7F; // 0x7F | unknown
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// Read-only part
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u16 Format; // 0x80 | audio format
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u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
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u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops)
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u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops)
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u16 Unk84; // 0x84 | IIR Filter # coefs?
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u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3)
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u16 Unk86; // 0x86 | unknown
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u16 Unk87; // 0x87 | unknown
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u32 LoopStartPos; // 0x88 | loopstart pos
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u32 Length; // 0x8A | sound length
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u32 StartAddr; // 0x8C | sound start address
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u32 UnkAddr; // 0x8E | ???
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u16 Padding[0x10]; // 0x90 | padding
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u16 Padding2[0x8]; // 0xa0 | FIR filter coefs of some sort (0xa4 controls the appearance of 0xa5-0xa7 and is almost always 0x7FFF)
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u16 FilterEnable; // 0xa8 | FilterBufferInPlace enable
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u16 Padding3[0x7]; // 0xa9 | padding
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u16 Padding4[0x10]; // 0xb0 | padding
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};
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u16 raw[0xc0]; // WARNING-do not use on parts of the 32-bit values - they are swapped!
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};
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union ZeldaUnkPB
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{
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struct
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{
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u16 Control; // 0x00 | control
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u16 Unk01; // 0x01 | unknown
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u32 SrcAddr; // 0x02 | some address
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u16 Unk04[0xC]; // 0x04 | unknown
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};
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u16 raw[16];
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};
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namespace {
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// If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts).
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CompileTimeAssert<sizeof(ZeldaVoicePB) == 0x180> volatile ensure_zpb_size_correct;
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} // namespace
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class CUCode_Zelda : public IUCode
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{
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public:
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CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC);
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virtual ~CUCode_Zelda();
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void HandleMail(u32 _uMail);
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void HandleMail_LightVersion(u32 _uMail);
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void HandleMail_SMSVersion(u32 _uMail);
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void HandleMail_NormalVersion(u32 _uMail);
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void Update(int cycles);
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void MixAdd(short* buffer, int size);
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void CopyPBsFromRAM();
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void CopyPBsToRAM();
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void DoState(PointerWrap &p);
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int *templbuffer;
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int *temprbuffer;
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// Simple dump ...
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int DumpAFC(u8* pIn, const int size, const int srate);
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u32 Read32()
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{
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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return res;
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}
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private:
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// These map CRC to behaviour.
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// DMA version
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// - sound data transferred using DMA instead of accelerator
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bool IsDMAVersion() const
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{
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switch (m_CRC)
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{
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case 0xb7eb9a9c: // Wii Pikmin - PAL
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case 0xeaeb38cc: // Wii Pikmin 2 - PAL
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case 0x6c3f6f94: // Wii Zelda TP - PAL
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case 0xD643001F: // Super Mario Galaxy
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return true;
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default:
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return false;
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}
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}
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// Light version
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// - slightly different communication protocol (no list begin mail)
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// - exceptions and interrupts not used
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bool IsLightVersion() const
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{
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switch (m_CRC)
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{
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case 0x6ba3b3ea: // IPL - PAL
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case 0x24b22038: // IPL - NTSC/NTSC-JAP
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case 0x42f64ac4: // Luigi
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case 0x4be6a5cb: // AC, Pikmin NTSC
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return true;
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default:
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return false;
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}
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}
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// SMS version
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// - sync mails are sent every frame, not every 16 PBs
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// (named SMS because it's used by Super Mario Sunshine
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// and I couldn't find a better name)
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bool IsSMSVersion() const
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{
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switch (m_CRC)
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{
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case 0x56d36052: // Super Mario Sunshine
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case 0x267fd05a: // Pikmin PAL
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return true;
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default:
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return false;
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}
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}
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u32 m_CRC;
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// These are the only dynamically allocated things allowed in the ucode.
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s32* m_VoiceBuffer;
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s16* m_ResampleBuffer;
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s32* m_LeftBuffer;
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s32* m_RightBuffer;
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// If you add variables, remember to keep DoState() and the constructor up to date.
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s16 m_AFCCoefTable[32];
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s16 m_MiscTable[0x280];
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bool m_bSyncInProgress;
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u32 m_MaxVoice;
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u32 m_SyncFlags[16];
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// Used by SMS version
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u32 m_NumSyncMail;
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u32 m_NumVoices;
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bool m_bSyncCmdPending;
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u32 m_CurVoice;
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u32 m_CurBuffer;
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u32 m_NumBuffers;
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// Those are set by command 0x1 (DsetupTable)
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u32 m_VoicePBsAddr;
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u32 m_UnkTableAddr;
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u32 m_AFCCoefTableAddr;
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u32 m_ReverbPBsAddr;
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u32 m_RightBuffersAddr;
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u32 m_LeftBuffersAddr;
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//u32 m_unkAddr;
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u32 m_pos;
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// Only in SMG ucode
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// Set by command 0xE (DsetDMABaseAddr)
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u32 m_DMABaseAddr;
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// List, buffer management =====================
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u32 m_numSteps;
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bool m_bListInProgress;
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u32 m_step;
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u8 m_Buffer[1024];
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u32 m_readOffset;
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enum EMailState
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{
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WaitForMail,
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ReadingFrameSync,
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ReadingMessage,
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ReadingSystemMsg
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};
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EMailState m_MailState;
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u16 m_PBMask[0x10];
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u32 m_NumPBs;
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u32 m_PBAddress; // The main param block array
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u32 m_PBAddress2; // 4 smaller param blocks
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void ExecuteList();
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u8 *GetARAMPointer(u32 address);
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// AFC decoder
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static void AFCdecodebuffer(const s16 *coef, const char *input, signed short *out, short *histp, short *hist2p, int type);
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void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
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void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
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// Voice formats
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void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
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void RenderVoice_PCM8(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_PCM16(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_AFC(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void RenderVoice_Raw(ZeldaVoicePB& PB, s16* _Buffer, int _Size);
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void Resample(ZeldaVoicePB &PB, int size, s16 *in, s32 *out, bool do_resample = false);
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int ConvertRatio(int pb_ratio);
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int SizeForResampling(ZeldaVoicePB &PB, int size, int ratio);
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// Renders a voice and mixes it into LeftBuffer, RightBuffer
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void RenderAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
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};
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#endif
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