79 lines
1.7 KiB
C++
79 lines
1.7 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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#ifndef _UCODE_JAC
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#define _UCODE_JAC
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#include "UCodes.h"
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// This uCode should be deleted and replaced with a small modification of the Zelda uCode.
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// The big difference is that games using this one won't send "message counts"
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// before sending the command data.
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class CUCode_Jac : public IUCode
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{
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private:
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enum EDSP_Codes
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{
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DSP_INIT = 0xDCD10000,
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DSP_RESUME = 0xDCD10001,
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DSP_YIELD = 0xDCD10002,
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DSP_DONE = 0xDCD10003,
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DSP_SYNC = 0xDCD10004,
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DSP_UNKN = 0xDCD10005,
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};
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bool m_bListInProgress;
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int m_numSteps;
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int m_step;
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u8 m_Buffer[1024];
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void ExecuteList();
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u32 m_readOffset;
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u8 Read8()
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{
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return(m_Buffer[m_readOffset++]);
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}
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// Hmm, don't these need bswaps?
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u16 Read16()
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{
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u16 res = *(u16*)&m_Buffer[m_readOffset];
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m_readOffset += 2;
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return(res);
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}
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u32 Read32()
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{
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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return(res);
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}
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public:
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CUCode_Jac(CMailHandler& _rMailHandler);
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virtual ~CUCode_Jac();
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void HandleMail(u32 _uMail);
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void Update(int cycles);
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};
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#endif
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