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

680 lines
20 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Games that uses this UCode:
// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
#include "../Globals.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "UCode_Zelda_ADPCM.h"
#include "../MailHandler.h"
#include "../main.h"
#include "Mixer.h"
#include "WaveFile.h"
class CResampler
{
public:
CResampler(short* samples, int num_stereo_samples, int core_sample_rate)
: m_mode(1)
, m_queueSize(0)
{
int PV1l=0,PV2l=0,PV3l=0,PV4l=0;
int acc=0;
while (num_stereo_samples)
{
acc += core_sample_rate;
while (num_stereo_samples && (acc >= 48000))
{
PV4l=PV3l;
PV3l=PV2l;
PV2l=PV1l;
PV1l=*(samples++); //32bit processing
num_stereo_samples--;
acc-=48000;
}
// defaults to nearest
s32 DataL = PV1l;
if (m_mode == 1) { //linear
DataL = PV1l + ((PV2l - PV1l)*acc)/48000;
}
else if (m_mode == 2) {//cubic
s32 a0l = PV1l - PV2l - PV4l + PV3l;
s32 a1l = PV4l - PV3l - a0l;
s32 a2l = PV1l - PV4l;
s32 a3l = PV2l;
s32 t0l = ((a0l )*acc)/48000;
s32 t1l = ((t0l+a1l)*acc)/48000;
s32 t2l = ((t1l+a2l)*acc)/48000;
s32 t3l = ((t2l+a3l));
DataL = t3l;
}
int l = DataL;
if (l < -32767) l = -32767;
if (l > 32767) l = 32767;
sample_queue.push(l);
m_queueSize += 1;
}
}
FixedSizeQueue<s16, queue_maxlength> sample_queue;
int m_queueSize;
int m_mode;
};
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
: IUCode(_rMailHandler)
, m_numSteps(0)
, m_step(0)
, m_readOffset(0)
, m_NumberOfFramesToRender(0)
, m_CurrentFrameToRender(0)
, m_MaxSyncedPB(0)
, m_MailState(WaitForMail)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3551111); // handshake
memset(m_Buffer, 0, sizeof(m_Buffer));
for (int i = 0; i < 0x10; i++)
m_PBMask[i] = false;
templbuffer = new int[1024 * 1024];
temprbuffer = new int[1024 * 1024];
}
CUCode_Zelda::~CUCode_Zelda()
{
m_rMailHandler.Clear();
delete [] templbuffer;
delete [] temprbuffer;
}
void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
{
u16* pTest = (u16*)&_rPB;
// Checks at 0293
if (pTest[0x00] == 0)
return;
if (pTest[0x01] != 0)
return;
if (pTest[0x06] != 0x00)
{
// probably pTest[0x06] == 0 -> AFC (and variants)
// See 02a4
}
else
{
switch (_rPB.type) // or Bytes per Sample
{
case 0x05:
case 0x09:
{
// initialize "decoder" if the sample is played the first time
if (pTest[0x04] != 0)
{
// This is 0717_ReadOutPBStuff
// increment 4fb
// zelda:
// perhaps init or "has played before"
pTest[0x32] = 0x00;
pTest[0x66] = 0x00; // history1
pTest[0x67] = 0x00; // history2
// samplerate? length? num of samples? i dunno...
// Likely length...
pTest[0x3a] = pTest[0x8a];
pTest[0x3b] = pTest[0x8b];
// Copy ARAM addr from r to rw area.
pTest[0x38] = pTest[0x8c];
pTest[0x39] = pTest[0x8d];
}
if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
return;
u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
// round upwards how many samples we need to copy, 0759
NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
u32 frac = NumberOfSamples & 0xF;
u8 inBuffer[9];
short outbuf[16];
u32 sampleCount = 0;
// It must be something like this:
// The PB contains a small sample buffer of 0x4D decoded samples.
// If it's empty or "used", decode to it.
// Then, resample from this buffer to the output as you go. When it needs
// wrapping, decode more.
#define USE_RESAMPLE
#if !defined(USE_RESAMPLE)
for (int s = 0; s < _Size/16; s++)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
for (int i = 0; i < 16; i++)
{
templbuffer[sampleCount] += outbuf[i];
temprbuffer[sampleCount] += outbuf[i];
sampleCount++;
}
NumberOfSamples--;
if (NumberOfSamples<=0)
break;
}
#else
while (NumberOfSamples > 0)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize -= 1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#endif
if (NumberOfSamples == 0)
{
pTest[0x01] = 1; // we are done ??
}
// write back
NumberOfSamples = (NumberOfSamples << 4); // missing fraction
pTest[0x38] = ARAMAddr >> 16;
pTest[0x39] = ARAMAddr & 0xFFFF;
pTest[0x3a] = NumberOfSamples >> 16;
pTest[0x3b] = NumberOfSamples & 0xFFFF;
#if 0
NumberOfSamples = (NumberOfSamples + 0xf) >> 4;
static u8 Buffer[500000];
for (int i =0; i<NumberOfSamples*9; i++)
{
Buffer[i] = g_dspInitialize.pARAM_Read_U8(ARAMAddr+i);
}
// yes, the dumps are really zelda sound ;)
DumpAFC(Buffer, NumberOfSamples*9, 0x3d00);
DumpPB(_rPB);
// exit(1);
#endif
// i think pTest[0x3a] and pTest[0x3b] got an update after you have decoded some samples...
// just decrement them with the number of samples you have played
// and incrrease the ARAM Offset in pTest[0x38], pTest[0x39]
// end of block (Zelda 03b2)
if (pTest[0x06] == 0)
{
// 02a4
//
pTest[0x04] = 0;
}
}
break;
default:
ERROR_LOG(DSPHLE, "Zelda Ucode: Unknown PB type %i", _rPB.type);
break;
}
}
}
void CUCode_Zelda::Update(int cycles)
{
// This is called at arbitrary intervals from the core emu.
// We don't need it.
}
void CUCode_Zelda::HandleMail(u32 _uMail)
{
switch (m_MailState)
{
case WaitForMail:
{
if (_uMail == 0x00000000)
{
m_MailState = ReadingFrameSync;
}
else if (_uMail < 0x255)
{
m_numSteps = _uMail;
m_MailState = ReadingMessage;
}
else
{
PanicAlert("Unknown Mail: 0x%08x", _uMail);
}
}
break;
case ReadingFrameSync:
{
int Slot = (_uMail >> 16) & 0x000F;
m_PBMask[Slot] = _uMail & 0xFFFF;
m_MailState = WaitForMail;
// Zelda UC 05db
m_MaxSyncedPB = (Slot+1) << 4;
}
break;
case ReadingMessage:
{
if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
PanicAlert("m_step out of range");
((u32*)m_Buffer)[m_step] = _uMail;
m_step++;
if (m_step >= m_numSteps)
{
ExecuteList();
m_MailState = WaitForMail;
m_step = 0;
}
}
break;
case ReadingSystemMsg:
{
_dbg_assert_msg_(DSPHLE, (_uMail & 0xFFFF0000) == 0xCDD10000, "This is not a system msg", _uMail);
m_MailState = WaitForMail;
}
break;
}
}
void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
{
if (m_NumberOfFramesToRender > 0)
{
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
{
if (_iSize > 1024 * 1024)
_iSize = 1024 * 1024;
memset(templbuffer, 0, _iSize * sizeof(int));
memset(temprbuffer, 0, _iSize * sizeof(int));
CopyPBsFromRAM();
// render frame...
for (u32 i = 0; i < m_NumPBs; i++)
{
// masking of PBs is done in zelda 0272... skip it for the moment
/* int Slot = i >> 4;
int Mask = i & 0x0F;
if (m_PBMask[Slot] & Mask)) */
{
UpdatePB(m_PBs[i], templbuffer, temprbuffer, _iSize);
}
}
CopyPBsToRAM();
m_MaxSyncedPB = 0;
if (_pBuffer) {
for (int i = 0; i < _iSize; i++)
{
// Clamp into 16-bit. Maybe we should add a volume compressor here.
int left = templbuffer[i] + _pBuffer[0];
int right = temprbuffer[i] + _pBuffer[1];
if (left < -32767) left = -32767;
if (left > 32767) left = 32767;
if (right < -32767) right = -32767;
if (right > 32767) right = 32767;
*_pBuffer++ = left;
*_pBuffer++ = right;
}
}
}
else
{
return;
}
m_CurrentFrameToRender++;
// sync, we are ready
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3550000 | m_CurrentFrameToRender | 0xFF00);
if (m_CurrentFrameToRender == m_NumberOfFramesToRender)
{
/*
afaik zelda hasnt registered a handler to FRAME_END... so skip it
m_rMailHandler.PushMail(DSP_FRAME_END);
g_dspInitialize.pGenerateDSPInterrupt();
m_MailState = ReadingSystemMsg;
*/
m_NumberOfFramesToRender = 0;
m_CurrentFrameToRender = 0;
}
}
}
// zelda debug ..803F6418
void CUCode_Zelda::ExecuteList()
{
// begin with the list
m_readOffset = 0;
u32 CmdMail = Read32();
u32 Command = (CmdMail >> 24) & 0x7f;
u32 Sync = CmdMail >> 16;
DEBUG_LOG(DSPHLE, "==============================================================================");
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
switch (Command)
{
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
m_NumPBs = (CmdMail & 0xFFFF);
if (m_NumPBs > 0x40)
{
PanicAlert("(m_NumPBs > 0x40) to much PBs");
m_NumPBs = 0x40;
}
m_PBAddress = Read32();
u32 DSPADPCM_FILTER = Read32();
u32 DSPRES_FILTER = Read32();
m_PBAddress2 = Read32();
// What is this stuff?
u16 Buffer[0x280];
for (int i = 0; i < 0x280; i++)
{
Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2));
}
u16* pTmp = (u16*)m_AFCCoefTable;
for (int i = 0; i < 0x20; i++)
{
pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2));
}
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", DSPADPCM_FILTER);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", DSPRES_FILTER);
DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2);
}
break;
// SyncFrame ... zelda ww jumps to 0x0243
// SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end"
case 0x02:
{
m_MixingBufferLeft = Read32();
m_MixingBufferRight = Read32();
m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
m_MaxSyncedPB = 0;
DEBUG_LOG(DSPHLE, "DsyncFrame");
DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
// This is where we should render.
soundStream->GetMixer()->SetHLEReady(true);
}
return;
/*
case 0x03: break; // dunno ... zelda ww jmps to 0x0073
case 0x04: break; // dunno ... zelda ww jmps to 0x0580
case 0x05: break; // dunno ... zelda ww jmps to 0x0592
case 0x06: break; // dunno ... zelda ww jmps to 0x0469
case 0x07: break; // dunno ... zelda ww jmps to 0x044d
case 0x08: break; // Mixer ... zelda ww jmps to 0x0485
case 0x09: break; // dunno ... zelda ww jmps to 0x044d
*/
// DsetDolbyDelay ... zelda ww jumps to 0x00b2
case 0x0d:
{
u32 tmp[1];
tmp[0] = Read32();
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
}
break;
// 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);
}