messing about with the zelda ucode hle code, not really getting anywhere :/

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3472 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-06-16 21:58:49 +00:00
parent 212c406d0b
commit 4a5cf26160
2 changed files with 234 additions and 12 deletions

View File

@ -19,6 +19,7 @@
// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
#include "../Globals.h"
#include "FileUtil.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "../MailHandler.h"
@ -27,6 +28,99 @@
#include "Mixer.h"
namespace {
CompileTimeAssert<sizeof(ZPB) == 0x180> dummy_name;
}
// TODO: replace with table from RAM.
unsigned short afccoef[16][2] =
{{0,0},
{0x0800,0},
{0,0x0800},
{0x0400,0x0400},
{0x1000,0xf800},
{0x0e00,0xfa00},
{0x0c00,0xfc00},
{0x1200,0xf600},
{0x1068,0xf738},
{0x12c0,0xf704},
{0x1400,0xf400},
{0x0800,0xf800},
{0x0400,0xfc00},
{0xfc00,0x0400},
{0xfc00,0},
{0xf800,0}};
// 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.
void AFCdecodebuffer
(
u8 *input, // location of encoded source samples
s16 *out, // location of destination buffer (16 bits / sample)
short *histp,
short *hist2p
)
{
int sample;
short nibbles[16];
u8 *src, *dst;
short idx;
short delta;
short hist=*histp;
short hist2=*hist2p;
dst = (u8 *)out;
src = input;
delta = 1 << (((*src) >> 4)&0xf);
idx = (*src) & 0xf;
src++;
for (int i = 0; i < 16; i = i + 2)
{
int j = ( *src & 255) >> 4;
nibbles[i] = j;
j = *src & 255 & 15;
nibbles[i + 1] = j;
src++;
}
for (int i = 0; i < 16; i = i + 1)
{
if (nibbles[i] >= 8)
nibbles[i] = nibbles[i] - 16;
}
for (int i = 0; i < 16; i = i + 1)
{
sample = (delta * nibbles[i]) << 11;
sample += ((long)hist * afccoef[idx][0]) + ((long)hist2 * afccoef[idx][1]);
sample = sample >> 11;
if(sample > 32767) {
sample = 32767;
}
if(sample < -32768) {
sample = -32768;
}
*(short*)dst = (short)sample;
dst = dst + 2;
hist2 = hist;
hist = (short)sample;
}
*histp=hist;
*hist2p=hist2;
}
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
: IUCode(_rMailHandler)
, m_bSyncInProgress(false)
@ -44,6 +138,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
, m_readOffset(0)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3551111); // handshake
@ -172,11 +267,6 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
}
}
void CUCode_Zelda::MixAdd(short* buffer, int size)
{
//TODO(XK): Zelda UCode MixAdd?
}
void CUCode_Zelda::ExecuteList()
{
// begin with the list
@ -196,16 +286,18 @@ void CUCode_Zelda::ExecuteList()
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
num_param_blocks = ExtraData;
u32 tmp[4];
tmp[0] = Read32();
param_blocks_ptr = tmp[0] = Read32();
tmp[1] = Read32();
tmp[2] = Read32();
tmp[3] = Read32();
param_blocks2_ptr = tmp[3] = Read32();
m_SyncMaxStep = CmdMail & 0xFFFF;
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Some mixing buffer: 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "Num param blocks: %i", num_param_blocks);
DEBUG_LOG(DSPHLE, "Param blocks 1: 0x%08x", tmp[0]);
// This points to some strange data table.
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
@ -216,7 +308,7 @@ void CUCode_Zelda::ExecuteList()
// There's also a lot more table-looking data immediately after - maybe alternative
// tables? I wonder where the parameter blocks are?
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "Some other mixing buffer: 0x%08x", tmp[3]);
DEBUG_LOG(DSPHLE, "Param blocks 2: 0x%08x", tmp[3]);
}
break;
@ -230,7 +322,7 @@ void CUCode_Zelda::ExecuteList()
// 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
soundStream->Update(); //do it in this thread to avoid sync problems
m_bSyncCmdPending = true;
m_SyncEndSync = Sync;
@ -243,6 +335,59 @@ void CUCode_Zelda::ExecuteList()
// but not at, the ADMA read addresses.
DEBUG_LOG(DSPHLE, "Left mixing buffer? 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "Right mixing buffer? 0x%08x", tmp[1]);
// 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.
// Looks like it's playing midi music.
DEBUG_LOG(DSPHLE, "Param block at %08x:", param_blocks_ptr);
CopyPBsFromRAM();
for (int i = 0; i < num_param_blocks; i++)
{
// The only thing that consistently looks like a pointer in the param blocks.
u32 addr = (zpbs[i].addr_high << 16) | zpbs[i].addr_low;
if (addr)
{
DEBUG_LOG(DSPHLE, "Param block: ==== %i ( %08x ) ====", i, GetParamBlockAddr(i));
DEBUG_LOG(DSPHLE, "Addr: %08x", addr);
// 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();
}
return;
break;
@ -300,3 +445,39 @@ void CUCode_Zelda::ExecuteList()
}
void CUCode_Zelda::CopyPBsFromRAM()
{
for (int i = 0; i < num_param_blocks; i++)
{
u32 addr = param_blocks_ptr + i * sizeof(ZPB);
const u16 *src_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
u16 *dst_ptr = (u16 *)&zpbs[i];
for (size_t p = 0; p < sizeof(ZPB) / 2; p++)
{
dst_ptr[p] = Common::swap16(src_ptr[p]);
}
}
}
void CUCode_Zelda::CopyPBsToRAM()
{
for (int i = 0; i < num_param_blocks; i++)
{
u32 addr = param_blocks_ptr + i * sizeof(ZPB);
const u16 *src_ptr = (u16 *)&zpbs[i];
u16 *dst_ptr = (u16 *)g_dspInitialize.pGetMemoryPointer(addr);
for (size_t p = 0; p < sizeof(ZPB) / 2; p++)
{
dst_ptr[p] = Common::swap16(src_ptr[p]);
}
}
}
void CUCode_Zelda::MixAdd(short* buffer, int size)
{
//TODO(XK): Zelda UCode MixAdd?
// for (int i = 0; i < size; i++) {
// buffer[i] = rand();
// }
}

View File

@ -21,6 +21,26 @@
#include "Common.h"
#include "UCodes.h"
// Here's a piece of pure guesswork, looking at random supposedly-PBs
// from Zelda Four Swords.
// These are 0x180 bytes large.
struct ZPB
{
u16 temp[0x80];
u16 temp2; u16 temp3;
u16 whatever[0x14 / 2];
// Not sure what addresses this is, hopefully to sample data in ARAM.
// These are the only things in the param blocks that look a lot like pointers.
u16 addr_high; // at 0x18 = 0xC * 2
u16 addr_low;
u16 filler[(0x80 - 0x1C) / 2];
};
class CUCode_Zelda : public IUCode
{
private:
@ -58,6 +78,24 @@ private:
u32 m_readOffset;
// HLE state
int num_param_blocks;
u32 param_blocks_ptr;
u32 param_blocks2_ptr;
ZPB zpbs[0x40];
ZPB zpbs2[4];
void CopyPBsFromRAM();
void CopyPBsToRAM();
u32 GetParamBlockAddr(int block_no) const {
return param_blocks_ptr + sizeof(ZPB) * block_no;
}
u8 Read8()
{
return m_Buffer[m_readOffset++];
@ -74,6 +112,9 @@ private:
{
u32 res = *(u32*)&m_Buffer[m_readOffset];
m_readOffset += 4;
if ((m_readOffset >> 2) >= m_numSteps + 1) {
WARN_LOG(DSPHLE, "Read32 out of bounds");
}
return res;
}
public: