mirror of https://github.com/PCSX2/pcsx2.git
SPU2-X: Improved (hopefully to perfection) the reporting of NAX by moving code around in the decoder. Fixes Magic Pengel, hopefully no regressions (but it does intentionally change when some IRQs fire a bit so there might be some, but if so this is a step towards fixing other finicky games).
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4752 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -133,8 +133,8 @@ int g_counter_cache_misses = 0;
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int g_counter_cache_ignores = 0;
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// LOOP/END sets the ENDX bit and sets NAX to LSA, and the voice is muted if LOOP is not set
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// LOOP probably prevents SPU2 from muting the voice when the ENDX bit is set
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// (which would explain the requirement that every block in a loop has the LOOP bit set, not just the last)
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// LOOP seems to only have any effect on the block with LOOP/END set, where it prevents muting the voice
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// (the documented requirement that every block in a loop has the LOOP bit set is nonsense according to tests)
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// LOOP/START sets LSA to NAX unless LSA was written manually since sound generation started
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// (see LoopMode, the method by which this is achieved on the real SPU2 is unknown)
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#define XAFLAG_LOOP_END (1ul<<0)
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@ -145,27 +145,45 @@ static __forceinline s32 GetNextDataBuffered( V_Core& thiscore, uint voiceidx )
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{
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V_Voice& vc( thiscore.Voices[voiceidx] );
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if( (vc.SCurrent&3) == 0 )
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{
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IncrementNextA( thiscore, voiceidx );
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if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
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{
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if(vc.LoopFlags & XAFLAG_LOOP_END)
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{
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thiscore.Regs.ENDX |= (1 << voiceidx);
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vc.NextA = vc.LoopStartA | 1;
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if (!(vc.LoopFlags & XAFLAG_LOOP))
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vc.Stop();
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if( IsDevBuild )
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{
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if(MsgVoiceOff()) ConLog("* SPU2-X: Voice Off by EndPoint: %d \n", voiceidx);
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}
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}
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else
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vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
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}
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}
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if( vc.SCurrent == 28 )
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{
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if(vc.LoopFlags & XAFLAG_LOOP_END)
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{
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thiscore.Regs.ENDX |= (1 << voiceidx);
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if (!(vc.LoopFlags & XAFLAG_LOOP))
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vc.Stop();
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vc.NextA = vc.LoopStartA;
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if( IsDevBuild )
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{
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if(MsgVoiceOff()) ConLog("* SPU2-X: Voice Off by EndPoint: %d \n", voiceidx);
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}
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}
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vc.SCurrent = 0;
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// We'll need the loop flags and buffer pointers regardless of cache status:
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// Note to Self : NextA addresses WORDS (not bytes).
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s16* memptr = GetMemPtr(vc.NextA&0xFFFFF);
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for (int i=0; i<2; i++)
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if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
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SetIrqCall(i);
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s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
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vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
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if( (vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode )
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vc.LoopStartA = vc.NextA & 0xFFFF8;
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const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
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PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
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vc.SBuffer = cacheLine.Sampledata;
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@ -199,18 +217,6 @@ static __forceinline s32 GetNextDataBuffered( V_Core& thiscore, uint voiceidx )
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XA_decode_block( vc.SBuffer, memptr, vc.Prev1, vc.Prev2 );
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}
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vc.SCurrent = 0;
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if( (vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode )
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vc.LoopStartA = vc.NextA;
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goto _Increment;
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}
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if( (vc.SCurrent&3) == 3 )
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{
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_Increment:
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IncrementNextA( thiscore, voiceidx );
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}
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return vc.SBuffer[vc.SCurrent++];
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@ -220,27 +226,35 @@ static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
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{
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V_Voice& vc( thiscore.Voices[voiceidx] );
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if (vc.SCurrent == 28)
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IncrementNextA( thiscore, voiceidx );
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if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
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{
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if(vc.LoopFlags & XAFLAG_LOOP_END)
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{
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thiscore.Regs.ENDX |= (1 << voiceidx);
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vc.NextA = vc.LoopStartA;
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vc.NextA = vc.LoopStartA | 1;
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}
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else
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vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
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}
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vc.LoopFlags = *GetMemPtr(vc.NextA&0xFFFFF) >> 8; // grab loop flags from the upper byte.
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if (vc.SCurrent == 28)
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{
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for (int i=0; i<2; i++)
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if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
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SetIrqCall(i);
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vc.LoopFlags = *GetMemPtr(vc.NextA&0xFFFF8) >> 8; // grab loop flags from the upper byte.
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if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
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vc.LoopStartA = vc.NextA;
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IncrementNextA(thiscore, voiceidx);
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vc.SCurrent = 0;
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}
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vc.SP -= 4096 * (4 - (vc.SCurrent & 3));
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vc.SCurrent += 4 - (vc.SCurrent & 3);
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IncrementNextA(thiscore, voiceidx);
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}
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/////////////////////////////////////////////////////////////////////////////////////////
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@ -170,7 +170,7 @@ void V_Core::Init( int index )
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Voices[v].ADSR.Value = 0;
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Voices[v].ADSR.Phase = 0;
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Voices[v].Pitch = 0x3FFF;
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Voices[v].NextA = 0x2800;
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Voices[v].NextA = 0x2801;
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Voices[v].StartA = 0x2800;
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Voices[v].LoopStartA = 0x2800;
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}
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@ -324,9 +324,7 @@ void V_Voice::Start()
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SCurrent = 28;
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LoopMode = 0;
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LoopFlags = 0;
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// Setting the loopstart to NextA breaks Squaresoft games (KH2 intro gets crackly)
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//LoopStartA = StartA;
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NextA = StartA;
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NextA = StartA | 1;
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Prev1 = 0;
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Prev2 = 0;
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@ -862,12 +860,12 @@ static void __fastcall RegWrite_VoiceAddr( u16 value )
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// reg, and see if they're buggy or not. --air
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case 4:
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thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8);
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thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8) | 1;
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thisvoice.SCurrent = 28;
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break;
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case 5:
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thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8);
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thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8) | 1;
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thisvoice.SCurrent = 28;
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break;
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}
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