More AX Wii work - ax parsing corrected (hopefully), still no sound :p

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1102 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-11-09 18:38:15 +00:00
parent 860ffe9541
commit 8a0fea72e6
10 changed files with 850 additions and 370 deletions

View File

@ -27,25 +27,24 @@
#include "UCodes.h"
#include "UCode_AXStructs.h"
#include "UCode_AX.h"
#include "UCode_AX_Voice.h"
// ---------------------------------------------------------------------------------------
// Externals
// -----------
extern float ratioFactor;
extern u32 gLastBlock;
bool gSSBM = true; // used externally
bool gSSBMremedy1 = true; // used externally
bool gSSBMremedy2 = true; // used externally
bool gSequenced = true; // used externally
bool gVolume= true; // used externally
bool gVolume = true; // used externally
bool gReset = false; // used externally
extern CDebugger* m_frame;
// -----------
CUCode_AX::CUCode_AX(CMailHandler& _rMailHandler, bool wii)
CUCode_AX::CUCode_AX(CMailHandler& _rMailHandler)
: IUCode(_rMailHandler)
, m_addressPBs(0xFFFFFFFF)
, wii_mode(wii)
{
// we got loaded
m_rMailHandler.PushMail(0xDCD10000);
@ -74,96 +73,8 @@ void CUCode_AX::HandleMail(u32 _uMail)
}
}
s16 ADPCM_Step(AXParamBlock& pb, u32& samplePos, u32 newSamplePos, u16 frac)
void DoVoiceHacks(AXParamBlock &pb)
{
PBADPCMInfo &adpcm = pb.adpcm;
while (samplePos < newSamplePos)
{
if ((samplePos & 15) == 0)
{
adpcm.pred_scale = g_dspInitialize.pARAM_Read_U8((samplePos & ~15) >> 1);
samplePos += 2;
newSamplePos += 2;
}
int scale = 1 << (adpcm.pred_scale & 0xF);
int coef_idx = adpcm.pred_scale >> 4;
s32 coef1 = adpcm.coefs[coef_idx * 2 + 0];
s32 coef2 = adpcm.coefs[coef_idx * 2 + 1];
int temp = (samplePos & 1) ?
(g_dspInitialize.pARAM_Read_U8(samplePos >> 1) & 0xF) :
(g_dspInitialize.pARAM_Read_U8(samplePos >> 1) >> 4);
if (temp >= 8)
temp -= 16;
// 0x400 = 0.5 in 11-bit fixed point
int val = (scale * temp) + ((0x400 + coef1 * adpcm.yn1 + coef2 * adpcm.yn2) >> 11);
if (val > 0x7FFF)
val = 0x7FFF;
else if (val < -0x7FFF)
val = -0x7FFF;
adpcm.yn2 = adpcm.yn1;
adpcm.yn1 = val;
samplePos++;
}
return adpcm.yn1;
}
void ADPCM_Loop(AXParamBlock& pb)
{
if (!pb.is_stream)
{
pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
}
//else stream and we should not attempt to replace values
}
// =======================================================================================
// Volume control (ramping)
// --------------
u16 ADPCM_Vol(u16 vol, u16 delta, u16 mixer_control)
{
int x = vol;
if (delta && delta < 0x5000)
x += delta * 20 * 8; // unsure what the right step is
else if (delta && delta > 0x5000)
//x -= (0x10000 - delta); // this is to small, it's often 1
x -= (0x10000 - delta) * 20 * 16; // if this was 20 * 8 the sounds in Fire Emblem and Paper Mario
// did not have time to go to zero before the were closed
// make lower limits
if (x < 0) x = 0;
//if (pb.mixer_control < 1000 && x < pb.mixer_control) x = pb.mixer_control; // does this make
// any sense?
// make upper limits
//if (mixer_control > 1000 && x > mixer_control) x = mixer_control; // maybe mixer_control also
// has a volume target?
//if (x >= 0x7fff) x = 0x7fff; // this seems a little high
if (x >= 0x4e20) x = 0x4e20; // add a definitive limit at 20 000
return x; // update volume
}
// ==============
void MixAddVoice(AXParamBlock &pb, int *templbuffer, int *temprbuffer, int _iSize)
{
#ifdef _WIN32
ratioFactor = 32000.0f / (float)DSound::DSound_GetSampleRate();
#else
ratioFactor = 32000.0f / 44100.0f;
#endif
// get necessary values
const u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
const u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
@ -260,159 +171,51 @@ void MixAddVoice(AXParamBlock &pb, int *templbuffer, int *temprbuffer, int _iSiz
pb.adpcm_loop_info.pred_scale = 0;
pb.adpcm_loop_info.yn1 = 0; pb.adpcm_loop_info.yn2 = 0;
}
// =============
if (pb.running)
}
int ReadOutPBs(u32 pbs_address, AXParamBlock* _pPBs, int _num)
{
int count = 0;
u32 blockAddr = pbs_address;
// reading and 'halfword' swap
for (int i = 0; i < _num; i++)
{
// =======================================================================================
// Set initial parameters
// ------------
//constants
const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo) * ratioFactor);
//variables
u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
u32 frac = pb.src.cur_addr_frac;
// =============
// =======================================================================================
// Handle no-src streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
// detect that this setting. Updates did not fix this automatically.
// ---------------------------------------------------------------------------------------
// Stream settings
// src_type = 2 (most other games have src_type = 0)
// ------------
// Affected games:
// Baten Kaitos - Eternal Wings (2003)
// Baten Kaitos - Origins (2006)?
// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
// the sound format plays in to, Baten use ADPCM SC2 use PCM16
// ------------
if(pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
const short *pSrc = (const short *)g_dspInitialize.pGetMemoryPointer(blockAddr);
if (pSrc != NULL)
{
pb.src.ratio_hi = 1;
}
// =============
// =======================================================================================
// Games that use looping to play non-looping music streams - SSBM has info in all
// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
// like any other looping streams the music works. I'm unsure how we are actually supposed to
// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
// identify these types of blocks. Updates did not write any looping values.
// --------------
if(
(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
&& pb.mixer_control == 0
&& gSSBM
)
{
pb.audio_addr.looping = 1;
}
// ==============
// =======================================================================================
// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
for (int s = 0; s < _iSize; s++)
{
int sample = 0;
frac += ratio;
u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
// =======================================================================================
// Process sample format
// --------------
switch (pb.audio_addr.sample_format)
short *pDest = (short *)&_pPBs[i];
for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
{
case AUDIOFORMAT_PCM8:
pb.adpcm.yn2 = pb.adpcm.yn1; //save last sample
pb.adpcm.yn1 = ((s8)g_dspInitialize.pARAM_Read_U8(samplePos)) << 8;
if (pb.src_type == SRCTYPE_NEAREST)
{
sample = pb.adpcm.yn1;
}
else //linear interpolation
{
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac)) >> 16;
}
samplePos = newSamplePos;
break;
case AUDIOFORMAT_PCM16:
pb.adpcm.yn2 = pb.adpcm.yn1; //save last sample
pb.adpcm.yn1 = (s16)(u16)((g_dspInitialize.pARAM_Read_U8(samplePos * 2) << 8) | (g_dspInitialize.pARAM_Read_U8((samplePos * 2 + 1))));
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn1;
else //linear interpolation
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac)) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_ADPCM:
sample = ADPCM_Step(pb, samplePos, newSamplePos, frac);
break;
default:
break;
pDest[p] = Common::swap16(pSrc[p]);
}
// ================
// =======================================================================================
// Volume control
frac &= 0xffff;
int vol = pb.vol_env.cur_volume >> 9;
sample = sample * vol >> 8;
if (pb.mixer_control & MIXCONTROL_RAMPING)
{
int x = pb.vol_env.cur_volume;
x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
// that use this? Or how does it work?
if (x < 0) x = 0;
if (x >= 0x7fff) x = 0x7fff;
pb.vol_env.cur_volume = x; // maybe not per sample?? :P
}
int leftmix = pb.mixer.volume_left >> 5;
int rightmix = pb.mixer.volume_right >> 5;
// ===============
int left = sample * leftmix >> 8;
int right = sample * rightmix >> 8;
//adpcm has to walk from oldSamplePos to samplePos here
templbuffer[s] += left;
temprbuffer[s] += right;
if (samplePos >= sampleEnd)
{
if (pb.audio_addr.looping == 1)
{
samplePos = loopPos;
if (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM)
ADPCM_Loop(pb);
}
else
{
pb.running = 0;
break;
}
}
} // end of the _iSize loop
// ============
if (gVolume) // allow us to turn this off in the debugger
{
pb.mixer.volume_left = ADPCM_Vol(pb.mixer.volume_left, pb.mixer.unknown, pb.mixer_control);
pb.mixer.volume_right = ADPCM_Vol(pb.mixer.volume_right, pb.mixer.unknown2, pb.mixer_control);
blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
count++;
}
pb.src.cur_addr_frac = (u16)frac;
pb.audio_addr.cur_addr_hi = samplePos >> 16;
pb.audio_addr.cur_addr_lo = (u16)samplePos;
else
break;
}
// return the number of read PBs
return count;
}
void WriteBackPBs(u32 pbs_address, AXParamBlock* _pPBs, int _num)
{
u32 blockAddr = pbs_address;
// write back and 'halfword'swap
for (int i = 0; i < _num; i++)
{
short* pSrc = (short*)&_pPBs[i];
short* pDest = (short*)g_dspInitialize.pGetMemoryPointer(blockAddr);
for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
{
pDest[p] = Common::swap16(pSrc[p]);
}
// next block
blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
}
}
@ -421,7 +224,7 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
AXParamBlock PBs[NUMBER_OF_PBS];
// read out pbs
int numberOfPBs = ReadOutPBs(1, PBs, NUMBER_OF_PBS);
int numberOfPBs = ReadOutPBs(m_addressPBs, PBs, NUMBER_OF_PBS);
if (_iSize > 1024 * 1024)
_iSize = 1024 * 1024;
@ -435,6 +238,34 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
CUCode_AX::Logging(_pBuffer, _iSize, 0);
}
// ---------------------------------------------------------------------------------------
// Make the updates we are told to do
// This code is buggy, TODO - fix. If multiple updates in a ms, only does first.
// ------------
for (int i = 0; i < numberOfPBs; i++) {
u16 *pDest = (u16 *)&PBs[i];
u16 upd0 = pDest[34]; u16 upd1 = pDest[35]; u16 upd2 = pDest[36]; // num_updates
u16 upd3 = pDest[37]; u16 upd4 = pDest[38];
u16 upd_hi = pDest[39]; // update addr
u16 upd_lo = pDest[40];
const u32 updaddr = (u32)(upd_hi << 16) | upd_lo;
const u16 updpar = Memory_Read_U16(updaddr);
const u16 upddata = Memory_Read_U16(updaddr + 2);
// some safety checks, I hope it's enough, how long does the memory go?
if(updaddr > 0x80000000 && updaddr < 0x82000000
&& updpar < 63 && updpar > 3 && upddata >= 0 // updpar > 3 because we don't want to change
// 0-3, those are important
&& (upd0 || upd1 || upd2 || upd3 || upd4) // We should use these in some way to I think
// but I don't know how or when
&& gSequenced) // on and off option
{
pDest[updpar] = upddata;
}
}
//aprintf(1, "%08x %04x %04x\n", updaddr, updpar, upddata);
// ------------
for (int i = 0; i < numberOfPBs; i++)
{
AXParamBlock& pb = PBs[i];
@ -442,7 +273,7 @@ void CUCode_AX::MixAdd(short* _pBuffer, int _iSize)
}
// write back out pbs
WriteBackPBs(PBs, numberOfPBs);
WriteBackPBs(m_addressPBs, PBs, numberOfPBs);
for (int i = 0; i < _iSize; i++)
{
@ -490,6 +321,8 @@ bool CUCode_AX::AXTask(u32& _uMail)
u32 Addr__12;
u32 Addr__4_1;
u32 Addr__4_2;
u32 Addr__4_3;
u32 Addr__4_4;
u32 Addr__5_1;
u32 Addr__5_2;
u32 Addr__6;
@ -507,12 +340,10 @@ bool CUCode_AX::AXTask(u32& _uMail)
case AXLIST_STUDIOADDR: //00
Addr__AXStudio = Memory_Read_U32(uAddress);
uAddress += 4;
if (wii_mode)
uAddress += 6;
DebugLog("AXLIST studio address: %08x", Addr__AXStudio);
break;
case 0x001:
case 0x001: // 2byte x 10
{
u32 address = Memory_Read_U32(uAddress);
uAddress += 4;
@ -549,7 +380,7 @@ bool CUCode_AX::AXTask(u32& _uMail)
DebugLog("AXLIST command 0x0003 ????");
break;
case 0x0004:
case 0x0004: // AUX?
Addr__4_1 = Memory_Read_U32(uAddress);
uAddress += 4;
Addr__4_2 = Memory_Read_U32(uAddress);
@ -572,12 +403,8 @@ bool CUCode_AX::AXTask(u32& _uMail)
break;
case AXLIST_SBUFFER:
// Hopefully this is where in main ram to write.
Addr__AXOutSBuffer = Memory_Read_U32(uAddress);
uAddress += 4;
if (wii_mode) {
uAddress += 12;
}
DebugLog("AXLIST OutSBuffer address: %08x", Addr__AXOutSBuffer);
break;
@ -590,10 +417,6 @@ bool CUCode_AX::AXTask(u32& _uMail)
case AXLIST_COMPRESSORTABLE: // 0xa
Addr__A = Memory_Read_U32(uAddress);
uAddress += 4;
if (wii_mode) {
// There's one more here.
// uAddress += 4;
}
DebugLog("AXLIST CompressorTable address: %08x", Addr__A);
break;
@ -632,22 +455,7 @@ bool CUCode_AX::AXTask(u32& _uMail)
uAddress += 6 * 4; // 6 Addresses.
break;
case 0x000d:
if (wii_mode) {
uAddress += 4 * 4; // 4 addresses. another aux?
break;
}
// non-wii : fall through
case 0x000b:
if (wii_mode) {
uAddress += 2; // one 0x8000 in rabbids
uAddress += 4 * 2; // then two RAM addressses
break;
}
// non-wii : fall through
default:
default:
{
static bool bFirst = true;
if (bFirst == true)
@ -665,8 +473,8 @@ bool CUCode_AX::AXTask(u32& _uMail)
}
// Wii AX will always show this
//PanicAlert(szTemp);
bFirst = false;
PanicAlert(szTemp);
// bFirst = false;
}
// unknown command so stop the execution of this TaskList
@ -683,81 +491,3 @@ bool CUCode_AX::AXTask(u32& _uMail)
m_rMailHandler.PushMail(0xDCD10001);
return true;
}
int CUCode_AX::ReadOutPBs(int a, AXParamBlock* _pPBs, int _num)
{
int count = 0;
u32 blockAddr = m_addressPBs;
// reading and 'halfword' swap
for (int i = 0; i < _num; i++)
{
const short *pSrc = (const short *)g_dspInitialize.pGetMemoryPointer(blockAddr);
if (pSrc != NULL)
{
short *pDest = (short *)&_pPBs[i];
for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
{
pDest[p] = Common::swap16(pSrc[p]);
// To avoid a performance drop in the Release build I place this in the debug
// build only
#if defined(_DEBUG) || defined(DEBUGFAST)
gLastBlock = blockAddr + p*2 + 2; // save last block location
#endif
}
// ---------------------------------------------------------------------------------------
// Make the updates we are told to do
// ------------
if(a) // only do this once every 5 ms
{
u16 upd0 = pDest[34]; u16 upd1 = pDest[35]; u16 upd2 = pDest[36]; // num_updates
u16 upd3 = pDest[37]; u16 upd4 = pDest[38];
u16 upd_hi = pDest[39]; // update addr
u16 upd_lo = pDest[40];
const u32 updaddr = (u32)(upd_hi << 16) | upd_lo;
const u16 updpar = Memory_Read_U16(updaddr);
const u16 upddata = Memory_Read_U16(updaddr + 2);
// some safety checks, I hope it's enough, how long does the memory go?
if(updaddr > 0x80000000 && updaddr < 0x82000000
&& updpar < 63 && updpar > 3 && upddata >= 0 // updpar > 3 because we don't want to change
// 0-3, those are important
&& (upd0 || upd1 || upd2 || upd3 || upd4) // We should use these in some way to I think
// but I don't know how or when
&& gSequenced) // on and off option
{
pDest[updpar] = upddata;
}
}
//aprintf(1, "%08x %04x %04x\n", updaddr, updpar, upddata);
// ------------
blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
count++;
}
else
break;
}
// return the number of read PBs
return count;
}
void CUCode_AX::WriteBackPBs(AXParamBlock* _pPBs, int _num)
{
u32 blockAddr = m_addressPBs;
// write back and 'halfword'swap
for (int i = 0; i < _num; i++)
{
short* pSrc = (short*)&_pPBs[i];
short* pDest = (short*)g_dspInitialize.pGetMemoryPointer(blockAddr);
for (size_t p = 0; p < sizeof(AXParamBlock) / 2; p++)
{
pDest[p] = Common::swap16(pSrc[p]);
}
// next block
blockAddr = (_pPBs[i].next_pb_hi << 16) | _pPBs[i].next_pb_lo;
}
}