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
This commit is contained in:
sudonim1@gmail.com 2011-06-21 22:29:59 +00:00
parent d968362961
commit 9dd3cf8078
2 changed files with 52 additions and 40 deletions

View File

@ -133,8 +133,8 @@ int g_counter_cache_misses = 0;
int g_counter_cache_ignores = 0;
// LOOP/END sets the ENDX bit and sets NAX to LSA, and the voice is muted if LOOP is not set
// LOOP probably prevents SPU2 from muting the voice when the ENDX bit is set
// (which would explain the requirement that every block in a loop has the LOOP bit set, not just the last)
// LOOP seems to only have any effect on the block with LOOP/END set, where it prevents muting the voice
// (the documented requirement that every block in a loop has the LOOP bit set is nonsense according to tests)
// LOOP/START sets LSA to NAX unless LSA was written manually since sound generation started
// (see LoopMode, the method by which this is achieved on the real SPU2 is unknown)
#define XAFLAG_LOOP_END (1ul<<0)
@ -145,27 +145,45 @@ static __forceinline s32 GetNextDataBuffered( V_Core& thiscore, uint voiceidx )
{
V_Voice& vc( thiscore.Voices[voiceidx] );
if( (vc.SCurrent&3) == 0 )
{
IncrementNextA( thiscore, voiceidx );
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
{
if(vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
vc.NextA = vc.LoopStartA | 1;
if (!(vc.LoopFlags & XAFLAG_LOOP))
vc.Stop();
if( IsDevBuild )
{
if(MsgVoiceOff()) ConLog("* SPU2-X: Voice Off by EndPoint: %d \n", voiceidx);
}
}
else
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
}
}
if( vc.SCurrent == 28 )
{
if(vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
if (!(vc.LoopFlags & XAFLAG_LOOP))
vc.Stop();
vc.NextA = vc.LoopStartA;
if( IsDevBuild )
{
if(MsgVoiceOff()) ConLog("* SPU2-X: Voice Off by EndPoint: %d \n", voiceidx);
}
}
vc.SCurrent = 0;
// We'll need the loop flags and buffer pointers regardless of cache status:
// Note to Self : NextA addresses WORDS (not bytes).
s16* memptr = GetMemPtr(vc.NextA&0xFFFFF);
for (int i=0; i<2; i++)
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
SetIrqCall(i);
s16* memptr = GetMemPtr(vc.NextA & 0xFFFF8);
vc.LoopFlags = *memptr >> 8; // grab loop flags from the upper byte.
if( (vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode )
vc.LoopStartA = vc.NextA & 0xFFFF8;
const int cacheIdx = vc.NextA / pcm_WordsPerBlock;
PcmCacheEntry& cacheLine = pcm_cache_data[cacheIdx];
vc.SBuffer = cacheLine.Sampledata;
@ -199,18 +217,6 @@ static __forceinline s32 GetNextDataBuffered( V_Core& thiscore, uint voiceidx )
XA_decode_block( vc.SBuffer, memptr, vc.Prev1, vc.Prev2 );
}
vc.SCurrent = 0;
if( (vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode )
vc.LoopStartA = vc.NextA;
goto _Increment;
}
if( (vc.SCurrent&3) == 3 )
{
_Increment:
IncrementNextA( thiscore, voiceidx );
}
return vc.SBuffer[vc.SCurrent++];
@ -220,27 +226,35 @@ static __forceinline void GetNextDataDummy(V_Core& thiscore, uint voiceidx)
{
V_Voice& vc( thiscore.Voices[voiceidx] );
if (vc.SCurrent == 28)
IncrementNextA( thiscore, voiceidx );
if ((vc.NextA & 7) == 0) // vc.SCurrent == 24 equivalent
{
if(vc.LoopFlags & XAFLAG_LOOP_END)
{
thiscore.Regs.ENDX |= (1 << voiceidx);
vc.NextA = vc.LoopStartA;
vc.NextA = vc.LoopStartA | 1;
}
else
vc.NextA++; // no, don't IncrementNextA here. We haven't read the header yet.
}
vc.LoopFlags = *GetMemPtr(vc.NextA&0xFFFFF) >> 8; // grab loop flags from the upper byte.
if (vc.SCurrent == 28)
{
for (int i=0; i<2; i++)
if (Cores[i].IRQEnable && Cores[i].IRQA == (vc.NextA & 0xFFFF8))
SetIrqCall(i);
vc.LoopFlags = *GetMemPtr(vc.NextA&0xFFFF8) >> 8; // grab loop flags from the upper byte.
if ((vc.LoopFlags & XAFLAG_LOOP_START) && !vc.LoopMode)
vc.LoopStartA = vc.NextA;
IncrementNextA(thiscore, voiceidx);
vc.SCurrent = 0;
}
vc.SP -= 4096 * (4 - (vc.SCurrent & 3));
vc.SCurrent += 4 - (vc.SCurrent & 3);
IncrementNextA(thiscore, voiceidx);
}
/////////////////////////////////////////////////////////////////////////////////////////

View File

@ -170,7 +170,7 @@ void V_Core::Init( int index )
Voices[v].ADSR.Value = 0;
Voices[v].ADSR.Phase = 0;
Voices[v].Pitch = 0x3FFF;
Voices[v].NextA = 0x2800;
Voices[v].NextA = 0x2801;
Voices[v].StartA = 0x2800;
Voices[v].LoopStartA = 0x2800;
}
@ -324,9 +324,7 @@ void V_Voice::Start()
SCurrent = 28;
LoopMode = 0;
LoopFlags = 0;
// Setting the loopstart to NextA breaks Squaresoft games (KH2 intro gets crackly)
//LoopStartA = StartA;
NextA = StartA;
NextA = StartA | 1;
Prev1 = 0;
Prev2 = 0;
@ -862,12 +860,12 @@ static void __fastcall RegWrite_VoiceAddr( u16 value )
// reg, and see if they're buggy or not. --air
case 4:
thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8);
thisvoice.NextA = ((value & 0x0F) << 16) | (thisvoice.NextA & 0xFFF8) | 1;
thisvoice.SCurrent = 28;
break;
case 5:
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8);
thisvoice.NextA = (thisvoice.NextA & 0x0F0000) | (value & 0xFFF8) | 1;
thisvoice.SCurrent = 28;
break;
}