dolphin/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h

185 lines
4.8 KiB
C++

// 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[0x29]; // 0x07 | unknown
u16 RatioFrac; // 0x30 | ??? ratio fractional part
u16 Unk31; // 0x31 | unknown
u16 CurBlock; // 0x32 | current block?
u16 FixedSample; // 0x33 | sample value for "blank" voices
u32 RestartPos; // 0x34 | restart pos
u16 Unk36[2]; // 0x36 | unknown
u32 CurAddr; // 0x38 | current address
u32 RemLength; // 0x3A | remaining length
u16 Unk3C[0x2A]; // 0x3C | unknown
u16 YN2; // 0x66 | YN2
u16 YN1; // 0x67 | YN1
u16 Unk68[0x18]; // 0x68 | unknown
// Read-only part
u16 Format; // 0x80 | audio format
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
u16 Unk82[0x6]; // 0x82 | unknown
u32 LoopStartPos; // 0x88 | loopstart pos
u32 Length; // 0x8A | sound length
u32 StartAddr; // 0x8C | sound start address
u32 UnkAddr; // 0x8E | ???
u16 Padding[0x30]; // 0x90 | padding
};
namespace {
// If this miscompiles, adjust the size of ZeldaVoicePB to 0x180 bytes (0xc0 shorts).
CompileTimeAssert<sizeof(ZeldaVoicePB) == 0x180> 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);
void MixAddVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void MixAddVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void MixAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
void MixAddSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void MixAddSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
};
#endif