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https://github.com/dolphin-emu/dolphin.git
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Added support for playing PCM16 sounds, looping or non-looping.
It is a bit hacky and may have problems, but now SMG has music. I'll try to do AFC / ADPCM for next commit. PS: sorry. lots of stuff from latest commits will be reverted because, when updating, I got serious conflicts and everything was messed up :( if you want I can help you with reintegrating what was lost. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3570 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -21,6 +21,7 @@
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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_Voice.h"
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#include "UCode_Zelda_ADPCM.h"
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#include "../MailHandler.h"
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@ -85,37 +86,54 @@ public:
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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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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
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: IUCode(_rMailHandler)
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, m_CRC(_CRC)
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, m_bSyncInProgress(false)
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, m_MaxVoice(0)
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, m_NumVoices(0)
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, m_bSyncCmdPending(false)
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, m_CurVoice(0)
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, m_CurBuffer(0)
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, m_NumBuffers(0)
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, m_VoicePBsAddr(0)
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, m_UnkTableAddr(0)
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, m_AFCCoefTableAddr(0)
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, m_ReverbPBsAddr(0)
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, m_RightBuffersAddr(0)
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, m_LeftBuffersAddr(0)
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, m_DMABaseAddr(0)
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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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m_TempBuffer = new s32[256 * 1024];
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m_LeftBuffer = new s32[256 * 1024];
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m_RightBuffer = new s32[256 * 1024];
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memset(m_Buffer, 0, sizeof(m_Buffer));
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memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
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memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
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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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m_pos = 0;
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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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delete [] m_TempBuffer;
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delete [] m_LeftBuffer;
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delete [] m_RightBuffer;
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}
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#if 0
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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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@ -293,72 +311,144 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
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}
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}
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}
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#endif
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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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// check if we have to sent something
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if (!m_rMailHandler.IsEmpty())
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g_dspInitialize.pGenerateDSPInterrupt();
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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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// When we used to lose sync, the last mails we get before the audio goes bye-bye
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// 0
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// 0x00000
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// 0
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// 0x10000
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// 0
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// 0x20000
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// 0
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// 0x30000
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// And then silence... Looks like some reverse countdown :)
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if (m_bSyncInProgress)
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{
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if (m_bSyncCmdPending)
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{
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u32 n = (_uMail >> 16) & 0xF;
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m_MaxVoice = (n + 1) << 4;
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m_SyncFlags[n] = _uMail & 0xFFFF;
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m_bSyncInProgress = false;
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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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// Normally, we should mix to the buffers used by the game.
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// We don't do it currently for a simple reason:
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// if the game runs fast all the time, then it's OK,
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// but if it runs slow, sound can become choppy.
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// This problem won't happen when mixing to the buffer
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// provided by MixAdd(), because the size of this buffer
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// is automatically adjusted if the game runs slow.
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#if 0
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if (m_SyncFlags[n] & 0x8000)
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{
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for (; m_CurVoice < m_MaxVoice; m_CurVoice++)
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{
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if (m_CurVoice >= m_NumVoices)
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break;
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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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MixVoice(m_CurVoice);
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}
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}
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else
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#endif
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m_CurVoice = m_MaxVoice;
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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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if (m_CurVoice >= m_NumVoices)
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{
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m_CurBuffer++;
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((u32*)m_Buffer)[m_step] = _uMail;
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m_step++;
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m_rMailHandler.PushMail(DSP_SYNC);
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g_dspInitialize.pGenerateDSPInterrupt();
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m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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m_CurVoice = 0;
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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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if (m_CurBuffer == m_NumBuffers)
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{
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m_rMailHandler.PushMail(DSP_FRAME_END);
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g_dspInitialize.pGenerateDSPInterrupt();
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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m_bSyncCmdPending = false;
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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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m_bSyncInProgress = false;
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}
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return;
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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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if (m_bListInProgress)
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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_bListInProgress = false;
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}
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return;
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}
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if (_uMail == 0)
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{
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m_bSyncInProgress = true;
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}
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else if ((_uMail >> 16) == 0)
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{
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m_bListInProgress = true;
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m_numSteps = _uMail;
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m_step = 0;
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}
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else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
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{
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// The low part of the mail tells the operation to perform
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switch (_uMail & 0xFFFF)
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{
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case 0x0003: // Do nothing
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return;
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case 0x0000: // Halt
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case 0x0001: // Dump memory? and halt
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case 0x0002: // Do something and halt
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WARN_LOG(DSPHLE, "Zelda uCode: received halting operation %04X", _uMail & 0xFFFF);
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return;
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default: // Invalid (the real ucode would likely crash)
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WARN_LOG(DSPHLE, "Zelda uCode: received invalid operation %04X", _uMail & 0xFFFF);
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return;
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}
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}
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else
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{
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WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
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}
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}
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#if 0
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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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@ -410,24 +500,13 @@ void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
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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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// make sure we never read outside the buffer by mistake.
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// Before deleting extra reads in ExecuteList, we were getting these
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// values.
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memset(m_Buffer, 0xcc, sizeof(m_Buffer));
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}
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}
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#endif
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// zelda debug ..803F6418
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void CUCode_Zelda::ExecuteList()
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@ -438,6 +517,7 @@ void CUCode_Zelda::ExecuteList()
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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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u32 ExtraData = CmdMail & 0xFFFF;
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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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@ -447,55 +527,128 @@ void CUCode_Zelda::ExecuteList()
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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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u16 *TempPtr;
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int i;
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// num_param_blocks = ExtraData;
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// u32 tmp[4];
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//param_blocks_ptr = tmp[0] = Read32();
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// tmp[1] = Read32();
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// tmp[2] = Read32();
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//param_blocks2_ptr = tmp[3] = Read32();
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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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m_NumVoices = ExtraData;
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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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m_VoicePBsAddr = Read32() & 0x7FFFFFFF;
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m_UnkTableAddr = Read32() & 0x7FFFFFFF;
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m_AFCCoefTableAddr = Read32() & 0x7FFFFFFF;
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m_ReverbPBsAddr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
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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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// Read AFC coef table
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TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
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for (i = 0; i < 32; i++)
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m_AFCCoefTable[i] = Common::swap16(TempPtr[i]);
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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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DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_NumVoices);
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DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_VoicePBsAddr);
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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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// This points to some strange data table.
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DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_UnkTableAddr);
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m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
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m_MaxSyncedPB = 0;
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// Zelda WW: This points to a 64-byte array of coefficients, which are EXACTLY the same
|
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// as the AFC ADPCM coef array in decode.c of the in_cube winamp plugin,
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// which can play Zelda audio.
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// There's also a lot more table-looking data immediately after - maybe alternative
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// tables? I wonder where the parameter blocks are?
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DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", m_AFCCoefTableAddr);
|
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DEBUG_LOG(DSPHLE, "Reverb param blocks address: 0x%08x", m_ReverbPBsAddr);
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}
|
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break;
|
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|
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// SyncFrame ... zelda ww jumps to 0x0243
|
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case 0x02:
|
||||
{
|
||||
//u32 tmp[2];
|
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//tmp[0] = Read32();
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//tmp[1] = Read32();
|
||||
|
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// We're ready to mix
|
||||
// soundStream->GetMixer()->SetHLEReady(true);
|
||||
// DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
|
||||
//soundStream->Update(); //do it in this thread to avoid sync problems
|
||||
|
||||
m_bSyncCmdPending = true;
|
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m_CurBuffer = 0;
|
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m_NumBuffers = (CmdMail >> 16) & 0xFF;
|
||||
|
||||
// Addresses for right & left buffers in main memory
|
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// Each buffer is 160 bytes long. The number of (both left & right) buffers
|
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// is set by the first mail of the list.
|
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m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
|
||||
m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
|
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|
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DEBUG_LOG(DSPHLE, "DsyncFrame");
|
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DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
|
||||
DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
|
||||
// These alternate between three sets of mixing buffers. They are all three fairly near,
|
||||
// but not at, the ADMA read addresses.
|
||||
DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_RightBuffersAddr);
|
||||
DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_LeftBuffersAddr);
|
||||
//DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]); // wtf?
|
||||
|
||||
// This is where we should render.
|
||||
soundStream->GetMixer()->SetHLEReady(true);
|
||||
// Let's log the parameter blocks.
|
||||
// Copy and byteswap the parameter blocks.
|
||||
|
||||
// For some reason, in Z:WW we get no param blocks until in-game,
|
||||
// while Zelda Four Swords happily sets param blocks as soon as the title screen comes up.
|
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// Looks like it's playing midi music.
|
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#if 0
|
||||
DEBUG_LOG(DSPHLE, "Param block at %08x:", param_blocks_ptr);
|
||||
CopyPBsFromRAM();
|
||||
for (int i = 0; i < num_param_blocks; i++)
|
||||
{
|
||||
const ZPB &pb = zpbs[i];
|
||||
// The only thing that consistently looks like a pointer in the param blocks.
|
||||
u32 addr = (pb.addr_high << 16) | pb.addr_low;
|
||||
if (addr)
|
||||
{
|
||||
DEBUG_LOG(DSPHLE, "Param block: ==== %i ( %08x ) ====", i, GetParamBlockAddr(i));
|
||||
DEBUG_LOG(DSPHLE, "Addr: %08x Type: %i", addr, pb.type);
|
||||
|
||||
// Got one! Read from ARAM, dump to file.
|
||||
// I can't get the below to produce anything resembling sane audio :(
|
||||
//addr *= 2;
|
||||
/*
|
||||
int size = 0x10000;
|
||||
u8 *temp = new u8[size];
|
||||
for (int i = 0; i < size; i++) {
|
||||
temp[i] = g_dspInitialize.pARAM_Read_U8(addr + i);
|
||||
}
|
||||
s16 *audio = new s16[size * 4];
|
||||
int aoff = 0;
|
||||
short hist1 = 0, hist2 = 0;
|
||||
for (int i = 0; i < size; i+=9)
|
||||
{
|
||||
AFCdecodebuffer(temp + i, audio + aoff, &hist1, &hist2);
|
||||
aoff += 16;
|
||||
}
|
||||
char fname[256];
|
||||
sprintf(fname, "%08x.bin", addr);
|
||||
if (File::Exists(fname))
|
||||
continue;
|
||||
|
||||
FILE *f = fopen(fname, "wb");
|
||||
fwrite(audio, 1, size*4, f);
|
||||
fclose(f);
|
||||
|
||||
sprintf(fname, "%08x_raw.bin", addr);
|
||||
|
||||
f = fopen(fname, "wb");
|
||||
fwrite(temp, 1, size, f);
|
||||
fclose(f);
|
||||
*/
|
||||
}
|
||||
}
|
||||
CopyPBsToRAM();
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
|
||||
@ -515,26 +668,18 @@ void CUCode_Zelda::ExecuteList()
|
||||
u32 tmp[1];
|
||||
tmp[0] = Read32();
|
||||
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
|
||||
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
|
||||
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
|
||||
}
|
||||
break;
|
||||
|
||||
// Set VARAM
|
||||
// Luigi__: in the real Zelda ucode, this opcode is dummy
|
||||
// however, in the ucode used by SMG it isn't
|
||||
// This opcode, in the SMG ucode, sets the base address for audio data transfers from main memory (using DMA).
|
||||
// In the Zelda ucode, it is dummy, because this ucode uses accelerator for audio data transfers.
|
||||
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
|
||||
*/
|
||||
//
|
||||
m_DMABaseAddr = Read32() & 0x7FFFFFFF;
|
||||
|
||||
DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
|
||||
DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_DMABaseAddr);
|
||||
}
|
||||
break;
|
||||
|
||||
@ -550,6 +695,7 @@ void CUCode_Zelda::ExecuteList()
|
||||
m_rMailHandler.PushMail(0xF3550000 | Sync);
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CUCode_Zelda::CopyPBsFromRAM()
|
||||
{
|
||||
for (u32 i = 0; i < m_NumPBs; i++)
|
||||
@ -578,18 +724,7 @@ void CUCode_Zelda::CopyPBsToRAM()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
//
|
||||
#endif
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@ -615,65 +750,65 @@ void CUCode_Zelda::DumpPB(const ZPB& _rPB)
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
// size is in stereo samples.
|
||||
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
|
||||
{
|
||||
unsigned char inbuf[9];
|
||||
short outbuf[16];
|
||||
FILE * outfile;
|
||||
int sizeleft;
|
||||
int outsize,outsizetotal;
|
||||
short hist=0,hist2=0;
|
||||
if (_Size > 256 * 1024)
|
||||
_Size = 256 * 1024;
|
||||
|
||||
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
|
||||
};
|
||||
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
|
||||
memset(m_RightBuffer, 0, _Size * sizeof(s32));
|
||||
|
||||
outfile = fopen("d:/supa.wav","wb");
|
||||
if (!outfile) return 1;
|
||||
for (u32 i = 0; i < m_NumVoices; i++)
|
||||
{
|
||||
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
|
||||
if (!(flags & 0x8000))
|
||||
continue;
|
||||
|
||||
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;
|
||||
ZeldaVoicePB pb;
|
||||
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
|
||||
for (sizeleft=size;sizeleft>=9;sizeleft-=9) {
|
||||
memcpy(inbuf, pIn, 9);
|
||||
pIn += 9;
|
||||
if (pb.Status == 0)
|
||||
continue;
|
||||
if (pb.KeyOff != 0)
|
||||
continue;
|
||||
|
||||
AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9);
|
||||
MixAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
|
||||
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
|
||||
}
|
||||
|
||||
if (fwrite(outbuf,1,16*2,outfile) != 16*2)
|
||||
return 1;
|
||||
}
|
||||
if (_Buffer)
|
||||
{
|
||||
for (u32 i = 0; i < _Size; i++)
|
||||
{
|
||||
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
|
||||
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
|
||||
|
||||
if (fclose(outfile)==EOF) return 1;
|
||||
if (left < -32768) left = -32768;
|
||||
if (left > 32767) left = 32767;
|
||||
_Buffer[0] = (short)left;
|
||||
|
||||
return 0;
|
||||
}
|
||||
if (right < -32768) right = -32768;
|
||||
if (right > 32767) right = 32767;
|
||||
_Buffer[1] = (short)right;
|
||||
|
||||
_Buffer += 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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_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_NumberOfFramesToRender);
|
||||
//p.Do(m_CurrentFrameToRender);
|
||||
p.Do(m_numSteps);
|
||||
p.Do(m_step);
|
||||
p.Do(m_Buffer);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user