Commit Graph

18400 Commits

Author SHA1 Message Date
flacs
9ef349181e Revert "Jit64: use BMI1's ANDN for andcx" 2015-08-14 18:10:07 +02:00
flacs
dae6fdc211 Merge pull request #2846 from delroth/new-zelda-hle
Reimplement Zelda HLE
2015-08-14 16:53:20 +02:00
Pierre Bourdon
86c28bfac6 Bump save state version. 2015-08-14 16:17:28 +02:00
Pierre Bourdon
2d5d203be8 ZeldaHLE: Add UCode version for Pikmin 1 PAL. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
18d0f15885 ZeldaHLE: Fix the AFC remaining samples logic on looping. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
9105a76eb1 ZeldaHLE: Comment on the differences between FSA/ZTP UCodes. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
fcbed7483d ZeldaHLE: Properly read remaining AFC samples when a whole frame is available. 2015-08-14 16:01:36 +02:00
Pierre Bourdon
a602466e4f ZeldaHLE: Implement patterns 2/3 automatic regeneration. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
dd1cb88e9a ZeldaHLE: Add new UCode version for Pikmin 1/2 New Play Control 2015-08-14 16:01:35 +02:00
Pierre Bourdon
c6c0f69c6b ZeldaHLE: really fix the constant pattern variable step computation.
This time tested by comparing pattern indexes across LLE and HLE with the same
inputs. Matches on the 3-4 test cases I made.
2015-08-14 16:01:35 +02:00
Pierre Bourdon
fddb3f0d3c ZeldaHLE: fix the constant pattern variable step computation. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
090723167f ZeldaHLE: Implement constant patterns with variable step (sample source 0A). 2015-08-14 16:01:35 +02:00
Pierre Bourdon
fbe727b0bb ZeldaHLE: Support GBA crypto through command 0C. Reuses the pre-existing GBA crypto code from the separate UCode. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
0b1af50316 ZeldaHLE: Initial support for command 0C in both styles implemented by the light protocol. Logs, but doesn't crash anymore. 2015-08-14 16:01:35 +02:00
Pierre Bourdon
32fcd8ec7c ZeldaHLE: Special case Cmd03 NOP handling to make it clear it shouldn't ever happen on light protocol UCodes. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
bbfa238657 ZeldaHLE: Document that the crashy commands are not actually crashy on light protocol, just never used. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
25430e7923 ZeldaHLE: Add a flag to disable Cmd0D on older UCodes.
Shouldn't really matter -- these NOP commands aren't really used, but since it
reads an argument it's probably better to explicitly NOP it for safety.
2015-08-14 16:01:34 +02:00
Pierre Bourdon
8526a4131c ZeldaHLE: Properly implement light command 03.
On at least one version (AC/Pikmin 1 NTSC) it doesn't even send a sync mail and
just reloops to the dispatcher.
2015-08-14 16:01:34 +02:00
Pierre Bourdon
7f7e036a02 ZeldaHLE: Add a missing game to the list of games to look at. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
cdb1022696 Zelda HLE: Add support for the ZTP Wii UCode. 2015-08-14 16:01:34 +02:00
Pierre Bourdon
5f61ab3e21 Zelda HLE: Update the CRC to games mapping (documentation only). 2015-08-14 16:01:33 +02:00
Pierre Bourdon
addb5cb887 Zelda HLE: Support the per-frame sync protocol used by SMS.
Didn't test if SMS sounds right (travelling with no headphones \o/) but the
waveform looks ok and the mails are flowing as expected.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
89037781e0 Zelda HLE: Make the implementation less strict for recoverable errors.
It kind of sucks that we don't emulate some behaviors properly, but there is
very little ROI for some of these features and I'm not going to spend time
implementing them any time soon. Making the PanicAlerts optional allows for
more testing of the core features on more games while "just" breaking less
important features like reverb.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
837b8041c0 Zelda HLE: Only alert for mixing into back buffers for recent UCode versions.
On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
840a4157b0 Zelda HLE: Properly implement LQ AFC decoding.
Typos and stupid mistakes + untested code = dirty Git history.
2015-08-14 16:01:33 +02:00
Pierre Bourdon
82689677d9 Zelda HLE: Implement LQ AFC decoding (samples source 0005). 2015-08-14 16:01:33 +02:00
Pierre Bourdon
b3a327f02b Zelda HLE: Implement sample source 3.
"Square" wave at a 0.25 duty cycle (25% up 75% down).
2015-08-14 16:01:32 +02:00
Pierre Bourdon
3c2b22bc09 Zelda HLE: Add basic support for Luigi's Mansion.
Fails ingame because it mixes to some buffers that are considered the back
buffers for Dolby games. That check might need to be less restrictive for games
that don't use Dolby mixing.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
a0c318454d Zelda HLE: Log the UCode version being used (CRC/flags).
Also tidy up the versions list a bit.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
2e72c11025 Zelda HLE: Add support for the Pikmin 1 NTSC version of the UCode. 2015-08-14 16:01:32 +02:00
Pierre Bourdon
a8810e8778 Zelda HLE: Add support for the Zelda: FSA UCode. 2015-08-14 16:01:32 +02:00
Pierre Bourdon
01ab40fc6e Zelda HLE: NTSC IPL provides the volume stepping explicitly.
Support that through a new behavior flag. Now the only remaining known bug in
the NTSC IPL is the reverb not fading out.
2015-08-14 16:01:32 +02:00
Pierre Bourdon
43882f3e6e Zelda HLE: Handle the smaller VPBs used by the NTSC IPL.
Damn you, Nintendo.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
1807c113b5 Zelda HLE: Support both NTSC and PAL IPL.
Add a flag for UCodes that only have four non-Dolby mixing destinations
(instead of the standard six destinations).

NTSC IPL is still hopelessly broken.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
4ace79024d Zelda HLE: Add a missing mixing buffer used by GC IPL.
Not completely sure what it's used for yet, but TWW has references to it so
I'll get to it at some point.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8c85a8c8d9 Zelda HLE: Fix reverb in the GC IPL.
Adds a missing destination buffer, and support post-filtering.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
13ea54628d Zelda HLE: Add support for the light protocol.
Used by a few titles (Luigi's Mansion, Animal Crossing) as well as the GameCube
IPL/BIOS.

Note that the IPL does not work yet because it mixes to unknown buffers.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
c033395e28 Zelda HLE: Introduce behavior flags to handle UCode version differences.
MAKE_DOLBY_LOUDER solves some of the volume issues that were happening in Zelda
Twilight Princess and SMG1.
2015-08-14 16:01:31 +02:00
Pierre Bourdon
8b9b9f033a Zelda HLE: Fix and genericize PCM ARAM loading functions.
Now also handles PCM16, and works for longer sounds. SMG1 main menu outputs
some sensible audio now, though volume seems slightly off.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
0dc5a925b0 Zelda HLE: Add initial support for Wii DAC and SMG1.
SMG1 boots but quickly PanicAlerts due to an unimplemented sample source.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
ea1ac5f596 Zelda HLE: Add save state support.
Also fix an inconsistency in the spelling of "coeffs".
2015-08-14 16:01:30 +02:00
Pierre Bourdon
bfff0a72df Zelda HLE: Implement sample sources 4, 7, 11 and 12.
Just 4 different versions of the same sample source, using a different constant
pattern uploaded to the DSP during command 01.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
6c61ee6278 Zelda HLE: Initial support for Zelda Twilight Princess (GC)
Very close to the TWW version of the UCode, haven't determined any differences
yet (but I'm sure that will come soon). Works well enough to reach ingame
without any errors other than a few volume issues.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
b672788548 Zelda HLE: Skip command words that are not commands.
Zelda Twilight Princess (GC) seems to push null words into the command buffer.
The command handler in the UCode ignores initial command mails that do not have
the MSB set.
2015-08-14 16:01:30 +02:00
Pierre Bourdon
9944731516 Zelda HLE: Add reverb emulation. 2015-08-14 16:01:29 +02:00
Pierre Bourdon
c58aece9ad Zelda HLE: Implement the PCM8 sample source.
Reorder some things in the source code to match the sample source definition
order. Add and remove some TODOs.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
58fd39d57a Zelda HLE: Value-initialize the std::arrays.
I was under the wrong impression that std::array's default constructor
performed value initialization. Turns out it does not, so an array of POD will
not be initialized.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
34341af17d Zelda HLE: Implement saw wave generation (sample source 0001).
Fixes issue 7961.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
91fade5e89 Zelda HLE: Properly implement the square wave generation.
Zelda TWW magic meter works properly now.
2015-08-14 16:01:29 +02:00
Pierre Bourdon
63712e58fd Zelda HLE: Convert some ERROR_LOG to PanicAlert.
While these are not really unrecoverable errors, while Zelda HLE is in a
testing / development phase it is useful to notice these "unexpected" cases (or
expected without known ways to reproduce) by making them as hard as possible to
ignore.
2015-08-14 16:01:29 +02:00