680 lines
20 KiB
C++
680 lines
20 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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// Games that uses this UCode:
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// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
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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 "UCode_Zelda_ADPCM.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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class CResampler
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{
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public:
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CResampler(short* samples, int num_stereo_samples, int core_sample_rate)
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: m_mode(1)
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, m_queueSize(0)
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{
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int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
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int acc=0;
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while (num_stereo_samples)
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{
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acc += core_sample_rate;
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while (num_stereo_samples && (acc >= 48000))
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{
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PV4l=PV3l;
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PV3l=PV2l;
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PV2l=PV1l;
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PV1l=*(samples++); //32bit processing
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num_stereo_samples--;
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acc-=48000;
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}
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// defaults to nearest
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s32 DataL = PV1l;
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if (m_mode == 1) { //linear
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DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
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}
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else if (m_mode == 2) {//cubic
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s32 a0l = PV1l - PV2l - PV4l + PV3l;
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s32 a1l = PV4l - PV3l - a0l;
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s32 a2l = PV1l - PV4l;
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s32 a3l = PV2l;
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s32 t0l = ((a0l )*acc)/48000;
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s32 t1l = ((t0l+a1l)*acc)/48000;
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s32 t2l = ((t1l+a2l)*acc)/48000;
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s32 t3l = ((t2l+a3l));
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DataL = t3l;
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}
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int l = DataL;
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if (l < -32767) l = -32767;
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if (l > 32767) l = 32767;
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sample_queue.push(l);
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m_queueSize += 1;
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}
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}
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FixedSizeQueue<s16, queue_maxlength> sample_queue;
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int m_queueSize;
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int m_mode;
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};
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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
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: IUCode(_rMailHandler)
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, m_numSteps(0)
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, m_step(0)
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, m_readOffset(0)
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, m_NumberOfFramesToRender(0)
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, m_CurrentFrameToRender(0)
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, m_MaxSyncedPB(0)
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, m_MailState(WaitForMail)
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{
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DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
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m_rMailHandler.PushMail(DSP_INIT);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF3551111); // handshake
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memset(m_Buffer, 0, sizeof(m_Buffer));
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for (int i = 0; i < 0x10; i++)
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m_PBMask[i] = false;
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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_Zelda::~CUCode_Zelda()
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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_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
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{
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u16* pTest = (u16*)&_rPB;
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// Checks at 0293
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if (pTest[0x00] == 0)
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return;
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if (pTest[0x01] != 0)
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return;
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if (pTest[0x06] != 0x00)
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{
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// probably pTest[0x06] == 0 -> AFC (and variants)
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// See 02a4
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}
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else
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{
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switch (_rPB.type) // or Bytes per Sample
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{
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case 0x05:
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case 0x09:
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{
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// initialize "decoder" if the sample is played the first time
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if (pTest[0x04] != 0)
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{
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// This is 0717_ReadOutPBStuff
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// increment 4fb
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// zelda:
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// perhaps init or "has played before"
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pTest[0x32] = 0x00;
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pTest[0x66] = 0x00; // history1
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pTest[0x67] = 0x00; // history2
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// samplerate? length? num of samples? i dunno...
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// Likely length...
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pTest[0x3a] = pTest[0x8a];
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pTest[0x3b] = pTest[0x8b];
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// Copy ARAM addr from r to rw area.
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pTest[0x38] = pTest[0x8c];
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pTest[0x39] = pTest[0x8d];
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}
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if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
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return;
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u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
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u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
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// round upwards how many samples we need to copy, 0759
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NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
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u32 frac = NumberOfSamples & 0xF;
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u8 inBuffer[9];
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short outbuf[16];
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u32 sampleCount = 0;
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// It must be something like this:
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// The PB contains a small sample buffer of 0x4D decoded samples.
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// If it's empty or "used", decode to it.
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// Then, resample from this buffer to the output as you go. When it needs
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// wrapping, decode more.
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#define USE_RESAMPLE
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#if !defined(USE_RESAMPLE)
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for (int s = 0; s < _Size/16; s++)
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{
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for (int i = 0; i < 9; i++)
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{
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inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
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ARAMAddr++;
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}
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AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
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for (int i = 0; i < 16; i++)
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{
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templbuffer[sampleCount] += outbuf[i];
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temprbuffer[sampleCount] += outbuf[i];
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sampleCount++;
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}
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NumberOfSamples--;
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if (NumberOfSamples<=0)
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break;
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}
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#else
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while (NumberOfSamples > 0)
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{
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for (int i = 0; i < 9; i++)
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{
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inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
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ARAMAddr++;
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}
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AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
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CResampler Sampler(outbuf, 16, 48000);
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while (Sampler.m_queueSize > 0)
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{
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int sample = Sampler.sample_queue.front();
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Sampler.sample_queue.pop();
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Sampler.m_queueSize -= 1;
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templbuffer[sampleCount] += sample;
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temprbuffer[sampleCount] += sample;
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sampleCount++;
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if (sampleCount > _Size)
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break;
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}
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if (sampleCount > _Size)
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break;
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NumberOfSamples--;
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}
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#endif
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if (NumberOfSamples == 0)
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{
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pTest[0x01] = 1; // we are done ??
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}
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// write back
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NumberOfSamples = (NumberOfSamples << 4); // missing fraction
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pTest[0x38] = ARAMAddr >> 16;
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pTest[0x39] = ARAMAddr & 0xFFFF;
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pTest[0x3a] = NumberOfSamples >> 16;
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pTest[0x3b] = NumberOfSamples & 0xFFFF;
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#if 0
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NumberOfSamples = (NumberOfSamples + 0xf) >> 4;
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static u8 Buffer[500000];
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for (int i =0; i<NumberOfSamples*9; i++)
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{
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Buffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
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}
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// yes, the dumps are really zelda sound ;)
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DumpAFC(Buffer, NumberOfSamples*9, 0x3d00);
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DumpPB(_rPB);
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// exit(1);
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#endif
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// i think pTest[0x3a] and pTest[0x3b] got an update after you have decoded some samples...
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// just decrement them with the number of samples you have played
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// and incrrease the ARAM Offset in pTest[0x38], pTest[0x39]
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// end of block (Zelda 03b2)
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if (pTest[0x06] == 0)
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{
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// 02a4
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//
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pTest[0x04] = 0;
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}
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}
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break;
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default:
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ERROR_LOG(DSPHLE, "Zelda Ucode: Unknown PB type %i", _rPB.type);
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break;
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}
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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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// This is called at arbitrary intervals from the core emu.
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// We don't need it.
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}
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void CUCode_Zelda::HandleMail(u32 _uMail)
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{
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switch (m_MailState)
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{
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case WaitForMail:
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{
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if (_uMail == 0x00000000)
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{
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m_MailState = ReadingFrameSync;
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}
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else if (_uMail < 0x255)
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{
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m_numSteps = _uMail;
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m_MailState = ReadingMessage;
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}
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else
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{
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PanicAlert("Unknown Mail: 0x%08x", _uMail);
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}
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}
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break;
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case ReadingFrameSync:
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{
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int Slot = (_uMail >> 16) & 0x000F;
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m_PBMask[Slot] = _uMail & 0xFFFF;
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m_MailState = WaitForMail;
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// Zelda UC 05db
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m_MaxSyncedPB = (Slot+1) << 4;
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}
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break;
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case ReadingMessage:
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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_MailState = WaitForMail;
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m_step = 0;
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}
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}
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break;
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case ReadingSystemMsg:
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{
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_dbg_assert_msg_(DSPHLE, (_uMail & 0xFFFF0000) == 0xCDD10000, "This is not a system msg", _uMail);
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m_MailState = WaitForMail;
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}
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break;
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}
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}
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void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
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{
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if (m_NumberOfFramesToRender > 0)
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{
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if (m_NumPBs <= m_MaxSyncedPB) // we just render if all PBs are synced...Zelda does it in steps of 0x10 PBs but hey this is HLE
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{
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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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CopyPBsFromRAM();
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// render frame...
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for (u32 i = 0; i < m_NumPBs; i++)
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{
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// masking of PBs is done in zelda 0272... skip it for the moment
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/* int Slot = i >> 4;
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int Mask = i & 0x0F;
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if (m_PBMask[Slot] & Mask)) */
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{
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UpdatePB(m_PBs[i], templbuffer, temprbuffer, _iSize);
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}
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}
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CopyPBsToRAM();
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m_MaxSyncedPB = 0;
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if (_pBuffer) {
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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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}
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}
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else
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{
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return;
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}
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m_CurrentFrameToRender++;
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// sync, we are ready
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m_rMailHandler.PushMail(DSP_SYNC);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF3550000 | m_CurrentFrameToRender | 0xFF00);
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if (m_CurrentFrameToRender == m_NumberOfFramesToRender)
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{
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/*
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afaik zelda hasnt registered a handler to FRAME_END... so skip it
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m_rMailHandler.PushMail(DSP_FRAME_END);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_MailState = ReadingSystemMsg;
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*/
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m_NumberOfFramesToRender = 0;
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m_CurrentFrameToRender = 0;
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}
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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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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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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_NumPBs = (CmdMail & 0xFFFF);
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if (m_NumPBs > 0x40)
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{
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PanicAlert("(m_NumPBs > 0x40) to much PBs");
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m_NumPBs = 0x40;
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}
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m_PBAddress = Read32();
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u32 DSPADPCM_FILTER = Read32();
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u32 DSPRES_FILTER = Read32();
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m_PBAddress2 = Read32();
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// What is this stuff?
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u16 Buffer[0x280];
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for (int i = 0; i < 0x280; i++)
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{
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Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2));
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}
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u16* pTmp = (u16*)m_AFCCoefTable;
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for (int i = 0; i < 0x20; i++)
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{
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pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2));
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}
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DEBUG_LOG(DSPHLE, "DsetupTable");
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DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress);
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DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", DSPADPCM_FILTER);
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DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", DSPRES_FILTER);
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DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2);
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}
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break;
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// SyncFrame ... zelda ww jumps to 0x0243
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// SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end"
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case 0x02:
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{
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m_MixingBufferLeft = Read32();
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m_MixingBufferRight = Read32();
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m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
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m_MaxSyncedPB = 0;
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DEBUG_LOG(DSPHLE, "DsyncFrame");
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DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
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DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
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// This is where we should render.
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soundStream->GetMixer()->SetHLEReady(true);
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}
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return;
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/*
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case 0x03: break; // dunno ... zelda ww jmps to 0x0073
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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[1];
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tmp[0] = Read32();
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DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
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DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
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}
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break;
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|
|
// Set VARAM
|
|
// Luigi__: in the real Zelda ucode, this opcode is dummy
|
|
// however, in the ucode used by SMG it isn't
|
|
case 0x0e:
|
|
{
|
|
DEBUG_LOG(DSPHLE, "Set VARAM - ???");
|
|
/*
|
|
00b0 0080 037d lri $AR0, #0x037d
|
|
00b2 0e01 lris $AC0.M, #0x01
|
|
00b3 02bf 0065 call 0x0065
|
|
00b5 00de 037d lr $AC0.M, @0x037d
|
|
00b7 0240 7fff andi $AC0.M, #0x7fff
|
|
00b9 00fe 037d sr @0x037d, $AC0.M
|
|
00bb 029f 0041 jmp 0x0041
|
|
*/
|
|
//
|
|
}
|
|
break;
|
|
|
|
// default ... zelda ww jumps to 0x0043
|
|
default:
|
|
PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps);
|
|
break;
|
|
}
|
|
|
|
// sync, we are ready
|
|
m_rMailHandler.PushMail(DSP_SYNC);
|
|
g_dspInitialize.pGenerateDSPInterrupt();
|
|
m_rMailHandler.PushMail(0xF3550000 | Sync);
|
|
}
|
|
|
|
void CUCode_Zelda::CopyPBsFromRAM()
|
|
{
|
|
for (u32 i = 0; i < m_NumPBs; i++)
|
|
{
|
|
u32 addr = m_PBAddress + i * sizeof(ZPB);
|
|
const u16 *src_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
|
|
u16 *dst_ptr = (u16 *)&m_PBs[i];
|
|
|
|
for (size_t p = 0; p < 0xC0; p++)
|
|
{
|
|
dst_ptr[p] = Common::swap16(src_ptr[p]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CUCode_Zelda::CopyPBsToRAM()
|
|
{
|
|
for (u32 i = 0; i < m_NumPBs; i++)
|
|
{
|
|
u32 addr = m_PBAddress + i * sizeof(ZPB);
|
|
const u16 *src_ptr = (u16 *)&m_PBs[i];
|
|
u16 *dst_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
|
|
for (size_t p = 0; p < 0x80; p++) // we write the first 0x80 shorts back only
|
|
{
|
|
dst_ptr[p] = Common::swap16(src_ptr[p]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Decoder from in_cube by hcs/destop/etc. Haven't yet found a valid use for it.
|
|
|
|
// Looking at in_cube, it seems to be 9 bytes of input = 16 samples of output.
|
|
// Different from AX ADPCM which is 8 bytes of input = 14 samples of output.
|
|
// input = location of encoded source samples
|
|
// out = location of destination buffer (16 bits / sample)
|
|
|
|
// I am sure that there are 5 bytes of input for 16 samples output too... just check the UCode
|
|
// if (type == 5) -> 5 input bytes
|
|
// if (type == 9) -> 9 input bytes
|
|
//
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// --- Debug Helper
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CUCode_Zelda::DumpPB(const ZPB& _rPB)
|
|
{
|
|
u16* pTmp = (u16*)&_rPB;
|
|
FILE* pF = fopen("d:\\dump\\PB.txt", "a");
|
|
if (pF)
|
|
{
|
|
if (_rPB.addr_high)
|
|
{
|
|
for (int i = 0; i < 0xc0; i += 4)
|
|
{
|
|
fprintf(pF, "[0x%02x] %04x %04x %04x %04x\n", i, pTmp[i], pTmp[i + 1], pTmp[i + 2], pTmp[i + 3]);
|
|
}
|
|
fprintf(pF, "\n");
|
|
fclose(pF);
|
|
}
|
|
}
|
|
}
|
|
|
|
void write32le(int in, unsigned char * buf) {
|
|
buf[0]=in&0xff;
|
|
buf[1]=(in>>8)&0xff;
|
|
buf[2]=(in>>16)&0xff;
|
|
buf[3]=(in>>24)&0xff;
|
|
}
|
|
|
|
int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
|
|
{
|
|
unsigned char inbuf[9];
|
|
short outbuf[16];
|
|
FILE * outfile;
|
|
int sizeleft;
|
|
int outsize,outsizetotal;
|
|
short hist=0,hist2=0;
|
|
|
|
unsigned char wavhead[44] = {
|
|
0x52, 0x49, 0x46, 0x46, 0x00, 0x00, 0x00, 0x00, 0x57, 0x41, 0x56, 0x45, 0x66, 0x6D, 0x74, 0x20,
|
|
0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0x02, 0x00, 0x10, 0x00, 0x64, 0x61, 0x74, 0x61, 0x00, 0x00, 0x00, 0x00
|
|
};
|
|
|
|
outfile = fopen("d:/supa.wav","wb");
|
|
if (!outfile) return 1;
|
|
|
|
outsize = size/9*16*2;
|
|
outsizetotal = outsize+8;
|
|
write32le(outsizetotal,wavhead+4);
|
|
write32le(outsize,wavhead+40);
|
|
write32le(srate,wavhead+24);
|
|
write32le(srate*2,wavhead+28);
|
|
if (fwrite(wavhead,1,44,outfile)!=44) return 1;
|
|
|
|
for (sizeleft=size;sizeleft>=9;sizeleft-=9) {
|
|
memcpy(inbuf, pIn, 9);
|
|
pIn += 9;
|
|
|
|
AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9);
|
|
|
|
if (fwrite(outbuf,1,16*2,outfile) != 16*2)
|
|
return 1;
|
|
}
|
|
|
|
if (fclose(outfile)==EOF) return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
void CUCode_Zelda::DoState(PointerWrap &p) {
|
|
p.Do(m_MailState);
|
|
p.Do(m_PBMask);
|
|
p.Do(m_NumPBs);
|
|
p.Do(m_PBAddress);
|
|
p.Do(m_MaxSyncedPB);
|
|
p.Do(m_PBs);
|
|
p.Do(m_readOffset);
|
|
p.Do(m_NumberOfFramesToRender);
|
|
p.Do(m_CurrentFrameToRender);
|
|
p.Do(m_numSteps);
|
|
p.Do(m_step);
|
|
p.Do(m_Buffer);
|
|
}
|