764 lines
23 KiB
C++
764 lines
23 KiB
C++
// Copyright (C) 2003-2008 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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#include "../Debugger/Debugger.h"
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#include "../Logging/Console.h" // for aprintf
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#ifdef _WIN32
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#include "../PCHW/DSoundStream.h"
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#endif
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#include "../PCHW/Mixer.h"
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#include "../MailHandler.h"
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#include "UCodes.h"
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#include "UCode_AXStructs.h"
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#include "UCode_AX.h"
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// ---------------------------------------------------------------------------------------
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// Externals
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// -----------
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extern float ratioFactor;
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extern u32 gLastBlock;
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bool gSSBM = true; // used externally
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bool gSSBMremedy1 = true; // used externally
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bool gSSBMremedy2 = true; // used externally
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bool gSequenced = true; // used externally
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bool gVolume= true; // used externally
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bool gReset = false; // used externally
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extern CDebugger* m_frame;
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// -----------
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CUCode_AX::CUCode_AX(CMailHandler& _rMailHandler, bool wii)
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: IUCode(_rMailHandler)
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, m_addressPBs(0xFFFFFFFF)
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, wii_mode(wii)
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{
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// we got loaded
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m_rMailHandler.PushMail(0xDCD10000);
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m_rMailHandler.PushMail(0x80000000); // handshake ??? only (crc == 0xe2136399) needs it ...
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templbuffer = new int[1024 * 1024];
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temprbuffer = new int[1024 * 1024];
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}
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CUCode_AX::~CUCode_AX()
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{
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m_rMailHandler.Clear();
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delete [] templbuffer;
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delete [] temprbuffer;
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}
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void CUCode_AX::HandleMail(u32 _uMail)
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{
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if ((_uMail & 0xFFFF0000) == MAIL_AX_ALIST)
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{
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// a new List
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}
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else
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{
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AXTask(_uMail);
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}
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}
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s16 ADPCM_Step(AXParamBlock& pb, u32& samplePos, u32 newSamplePos, u16 frac)
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{
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PBADPCMInfo &adpcm = pb.adpcm;
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while (samplePos < newSamplePos)
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{
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if ((samplePos & 15) == 0)
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{
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adpcm.pred_scale = g_dspInitialize.pARAM_Read_U8((samplePos & ~15) >> 1);
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samplePos += 2;
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newSamplePos += 2;
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}
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int scale = 1 << (adpcm.pred_scale & 0xF);
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int coef_idx = adpcm.pred_scale >> 4;
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s32 coef1 = adpcm.coefs[coef_idx * 2 + 0];
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s32 coef2 = adpcm.coefs[coef_idx * 2 + 1];
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int temp = (samplePos & 1) ?
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(g_dspInitialize.pARAM_Read_U8(samplePos >> 1) & 0xF) :
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(g_dspInitialize.pARAM_Read_U8(samplePos >> 1) >> 4);
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if (temp >= 8)
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temp -= 16;
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// 0x400 = 0.5 in 11-bit fixed point
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int val = (scale * temp) + ((0x400 + coef1 * adpcm.yn1 + coef2 * adpcm.yn2) >> 11);
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if (val > 0x7FFF)
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val = 0x7FFF;
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else if (val < -0x7FFF)
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val = -0x7FFF;
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adpcm.yn2 = adpcm.yn1;
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adpcm.yn1 = val;
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samplePos++;
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}
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return adpcm.yn1;
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}
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void ADPCM_Loop(AXParamBlock& pb)
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{
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if (!pb.is_stream)
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{
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pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
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pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
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pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
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}
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//else stream and we should not attempt to replace values
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}
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// =======================================================================================
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// Volume control (ramping)
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// --------------
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u16 ADPCM_Vol(u16 vol, u16 delta, u16 mixer_control)
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{
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int x = vol;
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if (delta && delta < 0x5000)
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x += delta * 20 * 8; // unsure what the right step is
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else if (delta && delta > 0x5000)
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//x -= (0x10000 - delta); // this is to small, it's often 1
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x -= (0x10000 - delta) * 20 * 16; // if this was 20 * 8 the sounds in Fire Emblem and Paper Mario
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// did not have time to go to zero before the were closed
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// make lower limits
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if (x < 0) x = 0;
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//if (pb.mixer_control < 1000 && x < pb.mixer_control) x = pb.mixer_control; // does this make
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// any sense?
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// make upper limits
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//if (mixer_control > 1000 && x > mixer_control) x = mixer_control; // maybe mixer_control also
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// has a volume target?
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//if (x >= 0x7fff) x = 0x7fff; // this seems a little high
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if (x >= 0x4e20) x = 0x4e20; // add a definitive limit at 20 000
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return x; // update volume
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}
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// ==============
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void MixAddVoice(AXParamBlock &pb, int *templbuffer, int *temprbuffer, int _iSize)
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{
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#ifdef _WIN32
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ratioFactor = 32000.0f / (float)DSound::DSound_GetSampleRate();
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#else
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ratioFactor = 32000.0f / 44100.0f;
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#endif
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// get necessary values
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const u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
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const u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
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const u32 updaddr = (u32)(pb.updates.data_hi << 16) | pb.updates.data_lo;
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const u16 updpar = Memory_Read_U16(updaddr);
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const u16 upddata = Memory_Read_U16(updaddr + 2);
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// =======================================================================================
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/*
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Fix problems introduced with the SSBM fix - Sometimes when a music stream ended sampleEnd
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would become extremely high and the game would play random sound data from ARAM resulting in
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a strange noise. This should take care of that. - Some games (Monkey Ball 1 and Tales of
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Symphonia and other) also had one odd last block with a strange high loopPos and strange
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num_updates values, the loopPos limit turns those off also. - Please report any side effects.
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*/
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// ------------
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if (
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(sampleEnd > 0x10000000 || loopPos > 0x10000000)
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&& gSSBMremedy1
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)
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{
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pb.running = 0;
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// also reset all values if it makes any difference
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pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
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pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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}
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/*
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// the fact that no settings are reset (except running) after a SSBM type music stream or another
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looping block (for example in Battle Stadium DON) has ended could cause loud garbled sound to be
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played from one or more blocks. Perhaps it was in conjunction with the old sequenced music fix below,
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I'm not sure. This was an attempt to prevent that anyway by resetting all. But I'm not sure if this
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is needed anymore. Please try to play SSBM without it and see if it works anyway.
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*/
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if (
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// detect blocks that have recently been running that we should reset
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pb.running == 0 && pb.audio_addr.looping == 1
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//pb.running == 0 && pb.adpcm_loop_info.pred_scale
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// this prevents us from ruining sequenced music blocks, may not be needed
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/*
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&& !(pb.updates.num_updates[0] || pb.updates.num_updates[1] || pb.updates.num_updates[2]
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|| pb.updates.num_updates[3] || pb.updates.num_updates[4])
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*/
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&& !(updpar || upddata)
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&& pb.mixer_control == 0 // only use this in SSBM
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&& gSSBMremedy2 // let us turn this fix on and off
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)
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{
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// reset the detection values
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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//pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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//pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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//pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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//pb.src.cur_addr_frac = 0; PBs[i].src.ratio_hi = 0; PBs[i].src.ratio_lo = 0;
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//pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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}
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// =============
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// =======================================================================================
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// Reset all values
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// ------------
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if (gReset
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&& (pb.running || pb.audio_addr.looping || pb.adpcm_loop_info.pred_scale)
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)
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{
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pb.running = 0;
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pb.audio_addr.cur_addr_hi = 0; pb.audio_addr.cur_addr_lo = 0;
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pb.audio_addr.end_addr_hi = 0; pb.audio_addr.end_addr_lo = 0;
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pb.audio_addr.loop_addr_hi = 0; pb.audio_addr.loop_addr_lo = 0;
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pb.src.cur_addr_frac = 0; pb.src.ratio_hi = 0; pb.src.ratio_lo = 0;
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pb.adpcm.pred_scale = 0; pb.adpcm.yn1 = 0; pb.adpcm.yn2 = 0;
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pb.audio_addr.looping = 0;
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pb.adpcm_loop_info.pred_scale = 0;
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pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
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}
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// =============
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if (pb.running)
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{
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// =======================================================================================
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// Set initial parameters
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// ------------
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//constants
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const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo) * ratioFactor);
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//variables
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u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
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u32 frac = pb.src.cur_addr_frac;
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// =============
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// =======================================================================================
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// Handle no-src streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
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// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
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// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
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// detect that this setting. Updates did not fix this automatically.
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// ---------------------------------------------------------------------------------------
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// Stream settings
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// src_type = 2 (most other games have src_type = 0)
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// ------------
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// Affected games:
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// Baten Kaitos - Eternal Wings (2003)
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// Baten Kaitos - Origins (2006)?
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// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
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// the sound format plays in to, Baten use ADPCM SC2 use PCM16
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// ------------
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if(pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
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{
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pb.src.ratio_hi = 1;
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}
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// =============
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// =======================================================================================
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// Games that use looping to play non-looping music streams - SSBM has info in all
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// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
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// like any other looping streams the music works. I'm unsure how we are actually supposed to
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// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
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// identify these types of blocks. Updates did not write any looping values.
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// --------------
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if(
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(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
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&& pb.mixer_control == 0
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&& gSSBM
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)
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{
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pb.audio_addr.looping = 1;
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}
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// ==============
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// =======================================================================================
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// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
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// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
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for (int s = 0; s < _iSize; s++)
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{
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int sample = 0;
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frac += ratio;
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u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
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// =======================================================================================
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// Process sample format
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// --------------
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switch (pb.audio_addr.sample_format)
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{
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case AUDIOFORMAT_PCM8:
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pb.adpcm.yn2 = pb.adpcm.yn1; //save last sample
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pb.adpcm.yn1 = ((s8)g_dspInitialize.pARAM_Read_U8(samplePos)) << 8;
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if (pb.src_type == SRCTYPE_NEAREST)
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{
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sample = pb.adpcm.yn1;
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}
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else //linear interpolation
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{
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sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac)) >> 16;
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}
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samplePos = newSamplePos;
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break;
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case AUDIOFORMAT_PCM16:
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pb.adpcm.yn2 = pb.adpcm.yn1; //save last sample
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pb.adpcm.yn1 = (s16)(u16)((g_dspInitialize.pARAM_Read_U8(samplePos * 2) << 8) | (g_dspInitialize.pARAM_Read_U8((samplePos * 2 + 1))));
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if (pb.src_type == SRCTYPE_NEAREST)
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sample = pb.adpcm.yn1;
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else //linear interpolation
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sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac)) >> 16;
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samplePos = newSamplePos;
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break;
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case AUDIOFORMAT_ADPCM:
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sample = ADPCM_Step(pb, samplePos, newSamplePos, frac);
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break;
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default:
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break;
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}
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// ================
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// =======================================================================================
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// Volume control
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frac &= 0xffff;
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int vol = pb.vol_env.cur_volume >> 9;
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sample = sample * vol >> 8;
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if (pb.mixer_control & MIXCONTROL_RAMPING)
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{
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int x = pb.vol_env.cur_volume;
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x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
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// that use this? Or how does it work?
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if (x < 0) x = 0;
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if (x >= 0x7fff) x = 0x7fff;
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pb.vol_env.cur_volume = x; // maybe not per sample?? :P
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}
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int leftmix = pb.mixer.volume_left >> 5;
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int rightmix = pb.mixer.volume_right >> 5;
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// ===============
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int left = sample * leftmix >> 8;
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int right = sample * rightmix >> 8;
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//adpcm has to walk from oldSamplePos to samplePos here
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templbuffer[s] += left;
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temprbuffer[s] += right;
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if (samplePos >= sampleEnd)
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{
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if (pb.audio_addr.looping == 1)
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{
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samplePos = loopPos;
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if (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM)
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ADPCM_Loop(pb);
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}
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else
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{
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pb.running = 0;
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break;
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}
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}
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} // end of the _iSize loop
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// ============
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if (gVolume) // allow us to turn this off in the debugger
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{
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pb.mixer.volume_left = ADPCM_Vol(pb.mixer.volume_left, pb.mixer.unknown, pb.mixer_control);
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pb.mixer.volume_right = ADPCM_Vol(pb.mixer.volume_right, pb.mixer.unknown2, pb.mixer_control);
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}
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pb.src.cur_addr_frac = (u16)frac;
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pb.audio_addr.cur_addr_hi = samplePos >> 16;
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pb.audio_addr.cur_addr_lo = (u16)samplePos;
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}
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}
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void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
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{
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AXParamBlock PBs[NUMBER_OF_PBS];
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// read out pbs
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int numberOfPBs = ReadOutPBs(1, PBs, NUMBER_OF_PBS);
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if (_iSize > 1024 * 1024)
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_iSize = 1024 * 1024;
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memset(templbuffer, 0, _iSize * sizeof(int));
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memset(temprbuffer, 0, _iSize * sizeof(int));
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// write logging data to debugger
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if (m_frame)
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{
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CUCode_AX::Logging(_pBuffer, _iSize, 0);
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}
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for (int i = 0; i < numberOfPBs; i++)
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{
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AXParamBlock& pb = PBs[i];
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MixAddVoice(pb, templbuffer, temprbuffer, _iSize);
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}
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// write back out pbs
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WriteBackPBs(PBs, numberOfPBs);
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for (int i = 0; i < _iSize; i++)
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{
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// Clamp into 16-bit. Maybe we should add a volume compressor here.
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int left = templbuffer[i] + _pBuffer[0];
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int right = temprbuffer[i] + _pBuffer[1];
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if (left < -32767) left = -32767;
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if (left > 32767) left = 32767;
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if (right < -32767) right = -32767;
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if (right > 32767) right = 32767;
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*_pBuffer++ = left;
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*_pBuffer++ = right;
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}
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// write logging data to debugger again after the update
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if (m_frame)
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{
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CUCode_AX::Logging(_pBuffer, _iSize, 1);
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}
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}
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void CUCode_AX::Update()
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{
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// check if we have to sent something
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if (!m_rMailHandler.IsEmpty())
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{
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g_dspInitialize.pGenerateDSPInterrupt();
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}
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}
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// AX seems to bootup one task only and waits for resume-callbacks
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// everytime the DSP has "spare time" it sends a resume-mail to the CPU
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// and the __DSPHandler calls a AX-Callback which generates a new AXFrame
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bool CUCode_AX::AXTask(u32& _uMail)
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{
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u32 uAddress = _uMail;
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DebugLog("AXTask - AXCommandList-Addr: 0x%08x", uAddress);
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u32 Addr__AXStudio;
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u32 Addr__AXOutSBuffer;
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u32 Addr__AXOutSBuffer_1;
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u32 Addr__AXOutSBuffer_2;
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u32 Addr__A;
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u32 Addr__12;
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u32 Addr__4_1;
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u32 Addr__4_2;
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u32 Addr__5_1;
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u32 Addr__5_2;
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u32 Addr__6;
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u32 Addr__9;
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bool bExecuteList = true;
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while (bExecuteList)
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{
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static int last_valid_command = 0;
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u16 iCommand = Memory_Read_U16(uAddress);
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uAddress += 2;
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switch (iCommand)
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{
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case AXLIST_STUDIOADDR: //00
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Addr__AXStudio = Memory_Read_U32(uAddress);
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uAddress += 4;
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if (wii_mode)
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uAddress += 6;
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DebugLog("AXLIST studio address: %08x", Addr__AXStudio);
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break;
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case 0x001:
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{
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u32 address = Memory_Read_U32(uAddress);
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uAddress += 4;
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u16 param1 = Memory_Read_U16(uAddress);
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uAddress += 2;
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u16 param2 = Memory_Read_U16(uAddress);
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uAddress += 2;
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u16 param3 = Memory_Read_U16(uAddress);
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uAddress += 2;
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DebugLog("AXLIST 1: %08x, %04x, %04x, %04x", address, param1, param2, param3);
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}
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break;
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//
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// Somewhere we should be getting a bitmask of AX_SYNC values
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// that tells us what has been updated
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// Dunno if important
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//
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case AXLIST_PBADDR: //02
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{
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m_addressPBs = Memory_Read_U32(uAddress);
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uAddress += 4;
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mixer_HLEready = true;
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DebugLog("AXLIST PB address: %08x", m_addressPBs);
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#ifdef _WIN32
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DebugLog("Update the SoundThread to be in sync");
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DSound::DSound_UpdateSound(); //do it in this thread to avoid sync problems
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#endif
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}
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break;
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case 0x0003:
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DebugLog("AXLIST command 0x0003 ????");
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break;
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case 0x0004:
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Addr__4_1 = Memory_Read_U32(uAddress);
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uAddress += 4;
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Addr__4_2 = Memory_Read_U32(uAddress);
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uAddress += 4;
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DebugLog("AXLIST 4_1 4_2 addresses: %08x %08x", Addr__4_1, Addr__4_2);
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break;
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case 0x0005:
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Addr__5_1 = Memory_Read_U32(uAddress);
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uAddress += 4;
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Addr__5_2 = Memory_Read_U32(uAddress);
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uAddress += 4;
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DebugLog("AXLIST 5_1 5_2 addresses: %08x %08x", Addr__5_1, Addr__5_2);
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break;
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case 0x0006:
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Addr__6 = Memory_Read_U32(uAddress);
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uAddress += 4;
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DebugLog("AXLIST 6 address: %08x", Addr__6);
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break;
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case AXLIST_SBUFFER:
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// Hopefully this is where in main ram to write.
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Addr__AXOutSBuffer = Memory_Read_U32(uAddress);
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uAddress += 4;
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if (wii_mode) {
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uAddress += 12;
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}
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DebugLog("AXLIST OutSBuffer address: %08x", Addr__AXOutSBuffer);
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break;
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case 0x0009:
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Addr__9 = Memory_Read_U32(uAddress);
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uAddress += 4;
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DebugLog("AXLIST 6 address: %08x", Addr__9);
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break;
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case AXLIST_COMPRESSORTABLE: // 0xa
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Addr__A = Memory_Read_U32(uAddress);
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uAddress += 4;
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if (wii_mode) {
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// There's one more here.
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// uAddress += 4;
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}
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DebugLog("AXLIST CompressorTable address: %08x", Addr__A);
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break;
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case 0x000e:
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Addr__AXOutSBuffer_1 = Memory_Read_U32(uAddress);
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uAddress += 4;
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// Addr__AXOutSBuffer_2 is the address in RAM that we are supposed to mix to.
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// Although we don't, currently.
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Addr__AXOutSBuffer_2 = Memory_Read_U32(uAddress);
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uAddress += 4;
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DebugLog("AXLIST sbuf2 addresses: %08x %08x", Addr__AXOutSBuffer_1, Addr__AXOutSBuffer_2);
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break;
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case AXLIST_END:
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bExecuteList = false;
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DebugLog("AXLIST end");
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break;
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case 0x0010: //Super Monkey Ball 2
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DebugLog("AXLIST unknown");
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//should probably read/skip stuff here
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uAddress += 8;
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break;
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case 0x0011:
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uAddress += 4;
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break;
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case 0x0012:
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Addr__12 = Memory_Read_U16(uAddress);
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uAddress += 2;
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break;
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case 0x0013:
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uAddress += 6 * 4; // 6 Addresses.
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break;
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case 0x000d:
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if (wii_mode) {
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uAddress += 4 * 4; // 4 addresses. another aux?
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break;
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}
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// non-wii : fall through
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case 0x000b:
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if (wii_mode) {
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uAddress += 2; // one 0x8000 in rabbids
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uAddress += 4 * 2; // then two RAM addressses
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break;
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}
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// non-wii : fall through
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default:
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{
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static bool bFirst = true;
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if (bFirst == true)
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{
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char szTemp[2048];
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sprintf(szTemp, "Unknown AX-Command 0x%x (address: 0x%08x). Last valid: %02x\n",
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iCommand, uAddress - 2, last_valid_command);
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int num = -32;
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while (num < 64+32)
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{
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char szTemp2[128] = "";
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sprintf(szTemp2, "%s0x%04x\n", num == 0 ? ">>" : " ", Memory_Read_U16(uAddress + num));
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strcat(szTemp, szTemp2);
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num += 2;
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}
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// Wii AX will always show this
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//PanicAlert(szTemp);
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bFirst = false;
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}
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// unknown command so stop the execution of this TaskList
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bExecuteList = false;
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}
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break;
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}
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if (bExecuteList)
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last_valid_command = iCommand;
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}
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DebugLog("AXTask - done, send resume");
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// i hope resume is okay AX
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m_rMailHandler.PushMail(0xDCD10001);
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return true;
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}
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int CUCode_AX::ReadOutPBs(int a, AXParamBlock* _pPBs, int _num)
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{
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int count = 0;
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u32 blockAddr = m_addressPBs;
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// reading and 'halfword' swap
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for (int i = 0; i < _num; i++)
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{
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const short *pSrc = (const short *)g_dspInitialize.pGetMemoryPointer(blockAddr);
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if (pSrc != NULL)
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{
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short *pDest = (short *)&_pPBs[i];
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for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
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{
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pDest[p] = Common::swap16(pSrc[p]);
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// To avoid a performance drop in the Release build I place this in the debug
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// build only
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#if defined(_DEBUG) || defined(DEBUGFAST)
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gLastBlock = blockAddr + p*2 + 2; // save last block location
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#endif
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}
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// ---------------------------------------------------------------------------------------
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// Make the updates we are told to do
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// ------------
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if(a) // only do this once every 5 ms
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{
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u16 upd0 = pDest[34]; u16 upd1 = pDest[35]; u16 upd2 = pDest[36]; // num_updates
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u16 upd3 = pDest[37]; u16 upd4 = pDest[38];
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u16 upd_hi = pDest[39]; // update addr
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u16 upd_lo = pDest[40];
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const u32 updaddr = (u32)(upd_hi << 16) | upd_lo;
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const u16 updpar = Memory_Read_U16(updaddr);
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const u16 upddata = Memory_Read_U16(updaddr + 2);
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// some safety checks, I hope it's enough, how long does the memory go?
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if(updaddr > 0x80000000 && updaddr < 0x82000000
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&& updpar < 63 && updpar > 3 && upddata >= 0 // updpar > 3 because we don't want to change
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// 0-3, those are important
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&& (upd0 || upd1 || upd2 || upd3 || upd4) // We should use these in some way to I think
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// but I don't know how or when
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&& gSequenced) // on and off option
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{
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pDest[updpar] = upddata;
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}
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}
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//aprintf(1, "%08x %04x %04x\n", updaddr, updpar, upddata);
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// ------------
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blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
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count++;
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}
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else
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break;
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}
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// return the number of read PBs
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return count;
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}
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void CUCode_AX::WriteBackPBs(AXParamBlock* _pPBs, int _num)
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{
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u32 blockAddr = m_addressPBs;
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// write back and 'halfword'swap
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for (int i = 0; i < _num; i++)
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{
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short* pSrc = (short*)&_pPBs[i];
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short* pDest = (short*)g_dspInitialize.pGetMemoryPointer(blockAddr);
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for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
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{
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pDest[p] = Common::swap16(pSrc[p]);
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}
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// next block
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blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
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}
|
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}
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