479 lines
12 KiB
C++
479 lines
12 KiB
C++
// Copyright (C) 2003-2009 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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// Games that uses this UCode:
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// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess,
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// Super Mario Galaxy
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#include "../Globals.h"
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#include "UCodes.h"
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#include "UCode_Zelda.h"
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#include "../MailHandler.h"
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#include "../main.h"
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#include "Mixer.h"
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#include "WaveFile.h"
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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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:
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IUCode(_rMailHandler),
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m_CRC(_CRC),
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m_bSyncInProgress(false),
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m_MaxVoice(0),
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m_NumVoices(0),
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m_bSyncCmdPending(false),
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m_CurVoice(0),
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m_CurBuffer(0),
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m_NumBuffers(0),
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m_VoicePBsAddr(0),
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m_UnkTableAddr(0),
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m_ReverbPBsAddr(0),
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m_RightBuffersAddr(0),
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m_LeftBuffersAddr(0),
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m_pos(0),
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m_DMABaseAddr(0),
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m_numSteps(0),
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m_bListInProgress(false),
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m_step(0),
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m_readOffset(0),
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m_MailState(WaitForMail),
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m_NumPBs(0),
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m_PBAddress(0),
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m_PBAddress2(0)
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{
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DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
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if (LuigiStyle())
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NOTICE_LOG(DSPHLE, "Luigi Stylee!");
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m_rMailHandler.PushMail(DSP_INIT);
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if (LuigiStyle())
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{
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m_rMailHandler.PushMail(0x80000000);
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}
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else
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{
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF3551111); // handshake
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}
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m_VoiceBuffer = new s32[256 * 1024];
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m_ResampleBuffer = new s32[256 * 1024];
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m_LeftBuffer = new s32[256 * 1024];
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m_RightBuffer = new s32[256 * 1024];
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memset(m_Buffer, 0, sizeof(m_Buffer));
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memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
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memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
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memset(m_PBMask, 0, sizeof(m_PBMask));
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}
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CUCode_Zelda::~CUCode_Zelda()
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{
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m_rMailHandler.Clear();
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delete [] m_VoiceBuffer;
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delete [] m_ResampleBuffer;
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delete [] m_LeftBuffer;
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delete [] m_RightBuffer;
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}
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bool CUCode_Zelda::LuigiStyle() const
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{
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switch (m_CRC)
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{
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case 0x42f64ac4: // Luigi
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case 0x0267d05a: // http://forums.dolphin-emu.com/thread-2134.html Pikmin PAL
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case 0x4be6a5cb: // AC, Pikmin
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case 0x088e38a5: // IPL - JAP
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case 0xd73338cf: // IPL
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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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void CUCode_Zelda::Update(int cycles)
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{
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// if (!m_rMailHandler.IsEmpty())
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if (!LuigiStyle()) {
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if (m_rMailHandler.GetNextMail() == DSP_FRAME_END)
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g_dspInitialize.pGenerateDSPInterrupt();
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}
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/* if (m_bSyncCmdPending && (m_CurBuffer == m_NumBuffers) && (m_rMailHandler.IsEmpty()))
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{
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m_rMailHandler.PushMail(DSP_FRAME_END);
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g_dspInitialize.pGenerateDSPInterrupt();
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}*/
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}
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void CUCode_Zelda::HandleMail(u32 _uMail)
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{
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// WARN_LOG(DSPHLE, "Zelda uCode: Handle mail %08X", _uMail);
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if (m_bSyncInProgress)
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{
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if (m_bSyncCmdPending)
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{
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u32 n = (_uMail >> 16) & 0xF;
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m_MaxVoice = (n + 1) << 4;
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m_SyncFlags[n] = _uMail & 0xFFFF;
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m_bSyncInProgress = false;
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// Normally, we should mix to the buffers used by the game.
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// We don't do it currently for a simple reason:
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// if the game runs fast all the time, then it's OK,
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// but if it runs slow, sound can become choppy.
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// This problem won't happen when mixing to the buffer
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// provided by MixAdd(), because the size of this buffer
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// is automatically adjusted if the game runs slow.
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#if 0
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if (m_SyncFlags[n] & 0x8000)
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{
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for (; m_CurVoice < m_MaxVoice; m_CurVoice++)
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{
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if (m_CurVoice >= m_NumVoices)
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break;
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MixVoice(m_CurVoice);
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}
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}
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else
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#endif
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m_CurVoice = m_MaxVoice;
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if (m_CurVoice >= m_NumVoices)
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{
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m_CurBuffer++;
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m_rMailHandler.PushMail(DSP_SYNC);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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m_CurVoice = 0;
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if (m_CurBuffer == m_NumBuffers)
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{
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m_rMailHandler.PushMail(DSP_FRAME_END);
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//g_dspInitialize.pGenerateDSPInterrupt();
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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}
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}
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}
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else
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{
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m_bSyncInProgress = false;
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}
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return;
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}
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reread:
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if (m_bListInProgress)
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{
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if (m_step < 0 || m_step >= sizeof(m_Buffer) / 4)
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PanicAlert("m_step out of range");
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((u32*)m_Buffer)[m_step] = _uMail;
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m_step++;
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if (m_step >= m_numSteps)
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{
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ExecuteList();
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m_bListInProgress = false;
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}
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return;
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}
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// Here holds: m_bSyncInProgress == false && m_bListInProgress == false
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if (_uMail == 0)
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{
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if (!LuigiStyle())
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m_bSyncInProgress = true;
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else {
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soundStream->GetMixer()->SetHLEReady(true);
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soundStream->Update(); //do it in this thread to avoid sync problems
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g_dspInitialize.pGenerateDSPInterrupt();
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}
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}
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else if (!LuigiStyle() && (_uMail >> 16) == 0)
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{
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m_bListInProgress = true;
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m_numSteps = _uMail;
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m_step = 0;
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}
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else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
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{
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// The low part of the mail tells the operation to perform
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switch (_uMail & 0xFFFF)
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{
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case 0x0003: // Do nothing
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return;
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case 0x0000: // Halt
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case 0x0001: // Dump memory? and halt
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case 0x0002: // Do something and halt
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WARN_LOG(DSPHLE, "Zelda uCode: received halting operation %04X", _uMail & 0xFFFF);
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return;
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default: // Invalid (the real ucode would likely crash)
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WARN_LOG(DSPHLE, "Zelda uCode: received invalid operation %04X", _uMail & 0xFFFF);
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return;
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}
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}
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else if (LuigiStyle() && (_uMail >> 28) == 0x8)
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{
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m_bListInProgress = true;
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m_step = 0;
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m_numSteps = 0;
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// We have to guess the message size.
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int command = (_uMail & 0xFFFF);
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switch (command)
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{
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case 0x0000:
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g_dspInitialize.pGenerateDSPInterrupt();
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break;
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case 0x0040:
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m_numSteps = 5;
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ERROR_LOG(DSPHLE, "WE GUESS STEPS: %i", m_numSteps);
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break;
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case 0x2000:
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case 0x4000:
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m_numSteps = 3;
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ERROR_LOG(DSPHLE, "WE GUESS STEPS: %i", m_numSteps);
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break;
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default:
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ERROR_LOG(DSPHLE, "LUIGI UNKNOWN: %i", command);
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break;
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}
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// UGLY
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goto reread;
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}
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else
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{
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WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
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}
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}
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// zelda debug ..803F6418
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void CUCode_Zelda::ExecuteList()
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{
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// begin with the list
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m_readOffset = 0;
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u32 CmdMail = Read32();
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u32 Command = (CmdMail >> 24) & 0x7f;
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u32 Sync = CmdMail >> 16;
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u32 ExtraData = CmdMail & 0xFFFF;
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if (!LuigiStyle()) {
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DEBUG_LOG(DSPHLE, "==============================================================================");
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DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
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}
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else
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{
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Command = CmdMail & 0xFFFF;
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DEBUG_LOG(DSPHLE, "==============================================================================");
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DEBUG_LOG(DSPHLE, "Zelda UCode L-mode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
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// Translate Luigi commands
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switch (Command) {
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case 0x0040: Command = 0x01; break;
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case 0x2000:
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case 0x4000: Command = 2; break;
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default:
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DEBUG_LOG(DSPHLE, "Luigi translate: FAIL %04x", Command);
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break;
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}
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}
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switch (Command)
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{
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// DsetupTable ... zelda ww jumps to 0x0095
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case 0x01:
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{
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m_NumVoices = ExtraData;
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m_VoicePBsAddr = Read32() & 0x7FFFFFFF;
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m_UnkTableAddr = Read32() & 0x7FFFFFFF;
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m_AFCCoefTableAddr = Read32() & 0x7FFFFFFF;
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m_ReverbPBsAddr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
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// Read the other table
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u16 *TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_UnkTableAddr);
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for (int i = 0; i < 0x280; i++)
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m_MiscTable[i] = (s16)Common::swap16(TempPtr[i]);
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// Read AFC coef table
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TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
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for (int i = 0; i < 32; i++)
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m_AFCCoefTable[i] = (s16)Common::swap16(TempPtr[i]);
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DEBUG_LOG(DSPHLE, "DsetupTable");
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DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_NumVoices);
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DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_VoicePBsAddr);
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// This points to some strange data table. Don't know yet what it's for. Reverb coefs?
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DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_UnkTableAddr);
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// Zelda WW: This points to a 64-byte array of coefficients, which are EXACTLY the same
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// as the AFC ADPCM coef array in decode.c of the in_cube winamp plugin,
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// which can play Zelda audio. So, these should definitely be used when decoding AFC.
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DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", m_AFCCoefTableAddr);
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DEBUG_LOG(DSPHLE, "Reverb param blocks address: 0x%08x", m_ReverbPBsAddr);
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}
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break;
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// SyncFrame ... zelda ww jumps to 0x0243
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case 0x02:
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{
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//soundStream->GetMixer()->SetHLEReady(true);
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// DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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//soundStream->Update(); //do it in this thread to avoid sync problems
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if (!LuigiStyle())
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m_bSyncCmdPending = true;
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m_CurBuffer = 0;
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m_NumBuffers = (CmdMail >> 16) & 0xFF;
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// Addresses for right & left buffers in main memory
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// Each buffer is 160 bytes long. The number of (both left & right) buffers
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// is set by the first mail of the list.
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m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
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m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
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DEBUG_LOG(DSPHLE, "DsyncFrame");
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// These alternate between three sets of mixing buffers. They are all three fairly near,
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// but not at, the ADMA read addresses.
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DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_RightBuffersAddr);
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DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_LeftBuffersAddr);
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if (LuigiStyle())
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break;
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else
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return;
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}
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// Simply sends the sync messages
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case 0x03: break;
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/* case 0x04: break; // dunno ... zelda ww jmps to 0x0580
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case 0x05: break; // dunno ... zelda ww jmps to 0x0592
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case 0x06: break; // dunno ... zelda ww jmps to 0x0469
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case 0x07: break; // dunno ... zelda ww jmps to 0x044d
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case 0x08: break; // Mixer ... zelda ww jmps to 0x0485
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case 0x09: break; // dunno ... zelda ww jmps to 0x044d
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*/
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// DsetDolbyDelay ... zelda ww jumps to 0x00b2
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case 0x0d:
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{
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u32 tmp = Read32();
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DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
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DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
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}
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break;
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// This opcode, in the SMG ucode, sets the base address for audio data transfers from main memory (using DMA).
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// In the Zelda ucode, it is dummy, because this ucode uses accelerator for audio data transfers.
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case 0x0e:
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{
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m_DMABaseAddr = Read32() & 0x7FFFFFFF;
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DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
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DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_DMABaseAddr);
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}
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break;
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// default ... zelda ww jumps to 0x0043
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default:
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PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps);
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break;
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}
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// sync, we are ready
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m_rMailHandler.PushMail(DSP_SYNC);
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if (!LuigiStyle())
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF3550000 | Sync);
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}
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void CUCode_Zelda::DoState(PointerWrap &p) {
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p.Do(m_CRC);
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p.Do(m_bSyncInProgress);
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p.Do(m_MaxVoice);
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p.Do(m_SyncFlags);
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p.Do(m_NumVoices);
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p.Do(m_bSyncCmdPending);
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p.Do(m_CurVoice);
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p.Do(m_CurBuffer);
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p.Do(m_NumBuffers);
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p.Do(m_VoicePBsAddr);
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p.Do(m_UnkTableAddr);
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p.Do(m_AFCCoefTableAddr);
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p.Do(m_ReverbPBsAddr);
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p.Do(m_RightBuffersAddr);
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p.Do(m_LeftBuffersAddr);
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p.Do(m_pos);
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p.Do(m_DMABaseAddr);
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p.Do(m_numSteps);
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p.Do(m_bListInProgress);
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p.Do(m_step);
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p.Do(m_Buffer);
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p.Do(m_readOffset);
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p.Do(m_MailState);
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p.Do(m_PBMask);
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p.Do(m_NumPBs);
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p.Do(m_PBAddress);
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p.Do(m_PBAddress2);
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}
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