DSPHLE: Remove 'ZeldaObsolete.txt'

This commit is contained in:
Pierre Bourdon 2014-03-30 12:51:21 +02:00
parent b31d1fd313
commit 66fa0b626a

View File

@ -1,180 +0,0 @@
#if 0
void ZeldaUCode::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
{
u16* pTest = (u16*)&_rPB;
// Checks at 0293
if (pTest[0x00] == 0)
return;
if (pTest[0x01] != 0)
return;
if (pTest[0x06] != 0x00)
{
// probably pTest[0x06] == 0 -> AFC (and variants)
// See 02a4
}
else
{
switch (_rPB.type) // or Bytes per Sample
{
case 0x05:
case 0x09:
{
// initialize "decoder" if the sample is played the first time
if (pTest[0x04] != 0)
{
// This is 0717_ReadOutPBStuff
// increment 4fb
// zelda:
// perhaps init or "has played before"
pTest[0x32] = 0x00;
pTest[0x66] = 0x00; // history1
pTest[0x67] = 0x00; // history2
// samplerate? length? num of samples? i dunno...
// Likely length...
pTest[0x3a] = pTest[0x8a];
pTest[0x3b] = pTest[0x8b];
// Copy ARAM addr from r to rw area.
pTest[0x38] = pTest[0x8c];
pTest[0x39] = pTest[0x8d];
}
if (pTest[0x01] != 0) // 0747 early out... i dunno if this can happen because we filter it above
return;
u32 ARAMAddr = (pTest[0x38] << 16) | pTest[0x39];
u32 NumberOfSamples = (pTest[0x3a] << 16) | pTest[0x3b];
// round upwards how many samples we need to copy, 0759
NumberOfSamples = (NumberOfSamples + 0xf) >> 4; // i think the lower 4 are the fraction
u32 frac = NumberOfSamples & 0xF;
u8 inBuffer[9];
short outbuf[16];
u32 sampleCount = 0;
// It must be something like this:
// The PB contains a small sample buffer of 0x4D decoded samples.
// If it's empty or "used", decode to it.
// Then, resample from this buffer to the output as you go. When it needs
// wrapping, decode more.
#define USE_RESAMPLE
#if !defined(USE_RESAMPLE)
for (int s = 0; s < _Size/16; s++)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = DSP::ReadARAM(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer((char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67]);
for (int i = 0; i < 16; i++)
{
templbuffer[sampleCount] += outbuf[i];
temprbuffer[sampleCount] += outbuf[i];
sampleCount++;
}
NumberOfSamples--;
if (NumberOfSamples<=0)
break;
}
#else
while (NumberOfSamples > 0)
{
for (int i = 0; i < 9; i++)
{
inBuffer[i] = DSP::ReadARAM(ARAMAddr);
ARAMAddr++;
}
AFCdecodebuffer(m_AFCCoefTable, (char*)inBuffer, outbuf, (short*)&pTest[0x66], (short*)&pTest[0x67], 9);
CResampler Sampler(outbuf, 16, 48000);
while (Sampler.m_queueSize > 0)
{
int sample = Sampler.sample_queue.front();
Sampler.sample_queue.pop();
Sampler.m_queueSize -= 1;
templbuffer[sampleCount] += sample;
temprbuffer[sampleCount] += sample;
sampleCount++;
if (sampleCount > _Size)
break;
}
if (sampleCount > _Size)
break;
NumberOfSamples--;
}
#endif
if (NumberOfSamples == 0)
{
pTest[0x01] = 1; // we are done ??
}
// write back
NumberOfSamples = (NumberOfSamples << 4); // missing fraction
pTest[0x38] = ARAMAddr >> 16;
pTest[0x39] = ARAMAddr & 0xFFFF;
pTest[0x3a] = NumberOfSamples >> 16;
pTest[0x3b] = NumberOfSamples & 0xFFFF;
#if 0
NumberOfSamples = (NumberOfSamples + 0xf) >> 4;
static u8 Buffer[500000];
for (int i =0; i<NumberOfSamples*9; i++)
{
Buffer[i] = DSP::ReadARAM(ARAMAddr+i);
}
// yes, the dumps are really zelda sound ;)
DumpAFC(Buffer, NumberOfSamples*9, 0x3d00);
DumpPB(_rPB);
// exit(1);
#endif
// i think pTest[0x3a] and pTest[0x3b] got an update after you have decoded some samples...
// just decrement them with the number of samples you have played
// and incrrease the ARAM Offset in pTest[0x38], pTest[0x39]
// end of block (Zelda 03b2)
if (pTest[0x06] == 0)
{
// 02a4
//
pTest[0x04] = 0;
}
}
break;
default:
ERROR_LOG(DSPHLE, "Zelda Ucode: Unknown PB type %i", _rPB.type);
break;
}
}
}
#endif