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MemoryView can now view ARAM (rightclick -> toggle memory). Add "search for instruction" capability to debugger. Code cleanup, log zelda pb type (9 all the time in Zelda Four Swords)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3479 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -27,84 +27,63 @@
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#include "../main.h"
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#include "Mixer.h"
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namespace {
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CompileTimeAssert<sizeof(ZPB) == 0x180> dummy_name;
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}
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// TODO: replace with table from RAM.
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unsigned short afccoef[16][2] =
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{{0,0},
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{0x0800,0},
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{0,0x0800},
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{0x0400,0x0400},
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{0x1000,0xf800},
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{0x0e00,0xfa00},
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{0x0c00,0xfc00},
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{0x1200,0xf600},
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{0x1068,0xf738},
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{0x12c0,0xf704},
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{0x1400,0xf400},
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{0x0800,0xf800},
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{0x0400,0xfc00},
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{0xfc00,0x0400},
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{0xfc00,0},
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{0xf800,0}};
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const u16 afccoef[16][2] =
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{
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{0,0}, {0x0800,0}, {0, 0x0800},{0x0400,0x0400},
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{0x1000,0xf800},{0x0e00,0xfa00},{0x0c00,0xfc00},{0x1200,0xf600},
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{0x1068,0xf738},{0x12c0,0xf704},{0x1400,0xf400},{0x0800,0xf800},
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{0x0400,0xfc00},{0xfc00,0x0400},{0xfc00,0}, {0xf800,0}
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};
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// Decoder from in_cube by hcs/destop/etc. Haven't yet found a valid use for it.
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// Looking at in_cube, it seems to be 9 bytes of input = 16 samples of output.
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// Different from AX ADPCM which is 8 bytes of input = 14 samples of output.
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void AFCdecodebuffer
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(
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u8 *input, // location of encoded source samples
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s16 *out, // location of destination buffer (16 bits / sample)
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short *histp,
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short *hist2p
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)
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// input = location of encoded source samples
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// out = location of destination buffer (16 bits / sample)
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void AFCdecodebuffer(const u8 *input, s16 *out, short *histp, short *hist2p)
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{
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int sample;
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short nibbles[16];
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u8 *src, *dst;
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short idx;
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short delta;
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short hist=*histp;
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short hist2=*hist2p;
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dst = (u8 *)out;
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src = input;
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delta = 1 << (((*src) >> 4)&0xf);
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idx = (*src) & 0xf;
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u8 *dst = (u8 *)out;
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short hist = *histp;
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short hist2 = *hist2p;
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const u8 *src = input;
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// 9 bytes input - first byte contain delta scaling and coef index.
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const short delta = 1 << (((*src) >> 4) & 0xf);
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const short idx = *src & 0xf;
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src++;
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for (int i = 0; i < 16; i = i + 2)
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// denibble the rest of the 8 bytes into 16 values.
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for (int i = 0; i < 16; i += 2)
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{
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int j = ( *src & 255) >> 4;
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int j = *src >> 4;
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nibbles[i] = j;
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j = *src & 255 & 15;
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j = *src & 0xF;
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nibbles[i + 1] = j;
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src++;
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}
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for (int i = 0; i < 16; i = i + 1)
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// make the nibbles signed.
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for (int i = 0; i < 16; i++)
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{
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if (nibbles[i] >= 8)
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nibbles[i] = nibbles[i] - 16;
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}
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for (int i = 0; i < 16; i = i + 1)
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// Perform ADPCM filtering.
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for (int i = 0; i < 16; i++)
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{
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sample = (delta * nibbles[i]) << 11;
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int sample = (delta * nibbles[i]) << 11;
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sample += ((long)hist * afccoef[idx][0]) + ((long)hist2 * afccoef[idx][1]);
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sample = sample >> 11;
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if(sample > 32767) {
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// Clamp sample.
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if (sample > 32767) {
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sample = 32767;
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}
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if(sample < -32768) {
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if (sample < -32768) {
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sample = -32768;
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}
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@ -115,12 +94,12 @@ void AFCdecodebuffer
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hist = (short)sample;
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}
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*histp=hist;
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*hist2p=hist2;
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// Store state.
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*histp = hist;
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*hist2p = hist2;
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}
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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
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: IUCode(_rMailHandler)
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, m_bSyncInProgress(false)
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@ -136,6 +115,9 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
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, m_bListInProgress(false)
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, m_step(0)
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, m_readOffset(0)
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, num_param_blocks(0)
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, param_blocks_ptr(0)
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, param_blocks2_ptr(0)
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{
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DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
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@ -163,15 +145,7 @@ void CUCode_Zelda::Update(int cycles)
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void CUCode_Zelda::HandleMail(u32 _uMail)
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{
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// XK: Sync mails spam the logs
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/*
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DEBUG_LOG(DSPHLE, "Zelda mail 0x%08X, list in progress? %s, sync in progress? %s", _uMail,
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m_bListInProgress ? "Yes" : "No", m_bSyncInProgress ? "Yes" : "No");
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*/
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// SetupTable
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// in WW we get SetDolbyDelay
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// SyncFrame
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// The last mails we get before the audio goes bye-bye
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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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@ -180,8 +154,7 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
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// 0x20000
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// 0
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// 0x30000
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// And then silence...
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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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@ -223,14 +196,15 @@ void CUCode_Zelda::HandleMail(u32 _uMail)
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return;
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}
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if(_uMail != 0) {
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if (_uMail != 0)
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{
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DEBUG_LOG(DSPHLE, "Zelda mail 0x%08X, list in progress? %s", _uMail,
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m_bListInProgress ? "Yes" : "No");
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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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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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@ -315,7 +289,7 @@ void CUCode_Zelda::ExecuteList()
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// SyncFrame ... zelda ww jumps to 0x0243
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case 0x02:
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{
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u32 tmp[3];
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u32 tmp[2];
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tmp[0] = Read32();
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tmp[1] = Read32();
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@ -346,12 +320,13 @@ void CUCode_Zelda::ExecuteList()
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CopyPBsFromRAM();
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for (int i = 0; i < num_param_blocks; i++)
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{
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const ZPB &pb = zpbs[i];
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// The only thing that consistently looks like a pointer in the param blocks.
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u32 addr = (zpbs[i].addr_high << 16) | zpbs[i].addr_low;
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u32 addr = (pb.addr_high << 16) | pb.addr_low;
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if (addr)
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{
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DEBUG_LOG(DSPHLE, "Param block: ==== %i ( %08x ) ====", i, GetParamBlockAddr(i));
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DEBUG_LOG(DSPHLE, "Addr: %08x", addr);
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DEBUG_LOG(DSPHLE, "Addr: %08x Type: %i", addr, pb.type);
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// Got one! Read from ARAM, dump to file.
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// I can't get the below to produce anything resembling sane audio :(
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@ -406,11 +381,9 @@ void CUCode_Zelda::ExecuteList()
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// DsetDolbyDelay ... zelda ww jumps to 0x00b2
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case 0x0d:
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{
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u32 tmp[2];
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tmp[0] = Read32();
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u32 tmp = Read32();
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DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
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DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
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DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
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}
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break;
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@ -473,11 +446,13 @@ void CUCode_Zelda::CopyPBsToRAM()
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}
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}
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// size is in stereo samples.
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void CUCode_Zelda::MixAdd(short* buffer, int size)
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{
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//TODO(XK): Zelda UCode MixAdd?
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// for (int i = 0; i < size; i++) {
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// buffer[i] = rand();
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// for (int i = 0; i < size; i++)
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// {
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// buffer[i*2] = rand();
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// buffer[i*2+1] = rand();
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// }
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}
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@ -21,26 +21,36 @@
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#include "Common.h"
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#include "UCodes.h"
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// Here's a piece of pure guesswork, looking at random supposedly-PBs
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// from Zelda Four Swords.
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// These are 0x180 bytes large.
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// Zelda WW param blocks. These are 0x180 bytes large.
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// According to FIRES, the ucodes copies 0xc0 shorts (0x180 bytes) from RAM
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// but only writes back 0x80 shorts (0x100 bytes). So the last 0x80 are "read only".
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struct ZPB
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{
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u16 temp[0x80];
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u16 temp2; u16 temp3;
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u16 whatever[0x14 / 2];
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// R/W data =============
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// AFC history (2 shorts) must be in here somewhere, plus lots of other state.
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u16 rw_unknown[0x80];
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// Read only data
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u16 type; // 0x5, 0x9 = AFC.
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u16 r_unknown1;
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u16 r_unknown2[0x14 / 2];
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// Not sure what addresses this is, hopefully to sample data in ARAM.
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// These are the only things in the param blocks that look a lot like pointers.
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u16 addr_high; // at 0x18 = 0xC * 2
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u16 addr_low;
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u16 filler[(0x80 - 0x1C) / 2];
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u16 r_unknown3[(0x80 - 0x1C) / 2];
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};
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namespace {
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// If this miscompiles, adjust the size of ZPB to 0x180 bytes (0xc0 shorts).
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CompileTimeAssert<sizeof(ZPB) == 0x180> ensure_zpb_size_correct;
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} // namespace
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// Zelda UCode - the big mystery.
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class CUCode_Zelda : public IUCode
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{
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private:
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@ -54,6 +64,7 @@ private:
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DSP_UNKN = 0xDCD10005,
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};
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// Sync =========================================
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bool m_bSyncInProgress;
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u32 m_SyncIndex;
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u32 m_SyncStep;
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@ -69,17 +80,24 @@ private:
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u32 m_SyncCount;
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u32 m_SyncMax;
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// List in progress
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// List, buffer management =====================
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u32 m_numSteps;
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bool m_bListInProgress;
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u32 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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u32 Read32() {
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u32 res = *(u32*)&m_Buffer[m_readOffset];
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m_readOffset += 4;
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if ((m_readOffset >> 2) >= m_numSteps + 1) {
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WARN_LOG(DSPHLE, "Read32 out of bounds");
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}
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return res;
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}
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// Param blocks, mixer state ====================
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// HLE state
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int num_param_blocks;
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@ -96,27 +114,6 @@ private:
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return param_blocks_ptr + sizeof(ZPB) * block_no;
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}
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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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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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if ((m_readOffset >> 2) >= m_numSteps + 1) {
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WARN_LOG(DSPHLE, "Read32 out of bounds");
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}
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return res;
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}
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public:
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CUCode_Zelda(CMailHandler& _rMailHandler);
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@ -128,4 +125,3 @@ public:
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};
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#endif
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