Added support for playing PCM16 sounds, looping or non-looping.

It is a bit hacky and may have problems, but now SMG has music.
I'll try to do AFC / ADPCM for next commit.

PS: sorry. lots of stuff from latest commits will be reverted because, when updating, I got serious conflicts and everything was messed up :(
if you want I can help you with reintegrating what was lost.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3570 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
luigi2us 2009-06-28 14:22:51 +00:00
parent 900287be50
commit 1aab3252fa
5 changed files with 773 additions and 402 deletions

View file

@ -1,7 +1,7 @@
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@ -104,6 +104,188 @@
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -190,97 +372,6 @@
CommandLine="copy ..\..\..\Externals\OpenAL\Win64\OpenAL32.dll ..\..\..\Binary\x64\OpenAL32.dll /Y&#x0D;&#x0A;copy ..\..\..\Externals\OpenAL\Win64\wrap_oal.dll ..\..\..\Binary\x64\wrap_oal.dll /Y&#x0D;&#x0A;"
/>
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GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
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OptimizeReferences="2"
EnableCOMDATFolding="2"
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ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
@ -372,97 +463,6 @@
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OmitFramePointers="true"
AdditionalIncludeDirectories="../../Core/Common/Src;../../Core/AudioCommon/Src;../../PluginSpecs;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
PreprocessorDefinitions="DEBUGFAST;WIN32;NDEBUG;_WINDOWS;_USRDLL;DSP_HLE_EXPORTS;_SECURE_SCL=0"
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DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
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@ -616,7 +616,7 @@
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@ -624,7 +624,7 @@
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@ -676,6 +676,10 @@
RelativePath=".\Src\UCodes\UCode_Zelda.h"
>
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<File
RelativePath=".\Src\UCodes\UCode_Zelda_Voice.h"
>
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<File
RelativePath=".\Src\UCodes\UCode_Zelda_ADPCM.cpp"
>
@ -805,14 +809,6 @@
UsePrecompiledHeader="1"
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@ -822,7 +818,7 @@
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@ -830,7 +826,15 @@
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View file

@ -21,6 +21,7 @@
#include "../Globals.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "UCode_Zelda_Voice.h"
#include "UCode_Zelda_ADPCM.h"
#include "../MailHandler.h"
@ -85,37 +86,54 @@ public:
int m_mode;
};
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
: IUCode(_rMailHandler)
, m_CRC(_CRC)
, m_bSyncInProgress(false)
, m_MaxVoice(0)
, m_NumVoices(0)
, m_bSyncCmdPending(false)
, m_CurVoice(0)
, m_CurBuffer(0)
, m_NumBuffers(0)
, m_VoicePBsAddr(0)
, m_UnkTableAddr(0)
, m_AFCCoefTableAddr(0)
, m_ReverbPBsAddr(0)
, m_RightBuffersAddr(0)
, m_LeftBuffersAddr(0)
, m_DMABaseAddr(0)
, m_numSteps(0)
, m_step(0)
, m_readOffset(0)
, m_NumberOfFramesToRender(0)
, m_CurrentFrameToRender(0)
, m_MaxSyncedPB(0)
, m_MailState(WaitForMail)
{
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3551111); // handshake
m_TempBuffer = new s32[256 * 1024];
m_LeftBuffer = new s32[256 * 1024];
m_RightBuffer = new s32[256 * 1024];
memset(m_Buffer, 0, sizeof(m_Buffer));
memset(m_SyncFlags, 0, sizeof(m_SyncFlags));
memset(m_AFCCoefTable, 0, sizeof(m_AFCCoefTable));
for (int i = 0; i < 0x10; i++)
m_PBMask[i] = false;
templbuffer = new int[1024 * 1024];
temprbuffer = new int[1024 * 1024];
m_pos = 0;
}
CUCode_Zelda::~CUCode_Zelda()
{
m_rMailHandler.Clear();
delete [] templbuffer;
delete [] temprbuffer;
delete [] m_TempBuffer;
delete [] m_LeftBuffer;
delete [] m_RightBuffer;
}
#if 0
void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _Size)
{
u16* pTest = (u16*)&_rPB;
@ -293,72 +311,144 @@ void CUCode_Zelda::UpdatePB(ZPB& _rPB, int *templbuffer, int *temprbuffer, u32 _
}
}
}
#endif
void CUCode_Zelda::Update(int cycles)
{
// This is called at arbitrary intervals from the core emu.
// We don't need it.
// check if we have to sent something
if (!m_rMailHandler.IsEmpty())
g_dspInitialize.pGenerateDSPInterrupt();
}
void CUCode_Zelda::HandleMail(u32 _uMail)
{
switch (m_MailState)
{
case WaitForMail:
{
if (_uMail == 0x00000000)
{
m_MailState = ReadingFrameSync;
}
else if (_uMail < 0x255)
{
m_numSteps = _uMail;
m_MailState = ReadingMessage;
}
else
{
PanicAlert("Unknown Mail: 0x%08x", _uMail);
}
}
break;
// When we used to lose sync, the last mails we get before the audio goes bye-bye
// 0
// 0x00000
// 0
// 0x10000
// 0
// 0x20000
// 0
// 0x30000
// And then silence... Looks like some reverse countdown :)
if (m_bSyncInProgress)
{
if (m_bSyncCmdPending)
{
u32 n = (_uMail >> 16) & 0xF;
m_MaxVoice = (n + 1) << 4;
m_SyncFlags[n] = _uMail & 0xFFFF;
m_bSyncInProgress = false;
case ReadingFrameSync:
{
int Slot = (_uMail >> 16) & 0x000F;
m_PBMask[Slot] = _uMail & 0xFFFF;
m_MailState = WaitForMail;
// Normally, we should mix to the buffers used by the game.
// We don't do it currently for a simple reason:
// if the game runs fast all the time, then it's OK,
// but if it runs slow, sound can become choppy.
// This problem won't happen when mixing to the buffer
// provided by MixAdd(), because the size of this buffer
// is automatically adjusted if the game runs slow.
#if 0
if (m_SyncFlags[n] & 0x8000)
{
for (; m_CurVoice < m_MaxVoice; m_CurVoice++)
{
if (m_CurVoice >= m_NumVoices)
break;
// Zelda UC 05db
m_MaxSyncedPB = (Slot+1) << 4;
}
break;
MixVoice(m_CurVoice);
}
}
else
#endif
m_CurVoice = m_MaxVoice;
case ReadingMessage:
{
if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
PanicAlert("m_step out of range");
if (m_CurVoice >= m_NumVoices)
{
m_CurBuffer++;
((u32*)m_Buffer)[m_step] = _uMail;
m_step++;
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
if (m_step >= m_numSteps)
{
ExecuteList();
m_MailState = WaitForMail;
m_step = 0;
}
}
break;
m_CurVoice = 0;
if (m_CurBuffer == m_NumBuffers)
{
m_rMailHandler.PushMail(DSP_FRAME_END);
g_dspInitialize.pGenerateDSPInterrupt();
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
m_bSyncCmdPending = false;
}
}
}
else
{
m_bSyncInProgress = false;
}
return;
case ReadingSystemMsg:
{
_dbg_assert_msg_(DSPHLE, (_uMail & 0xFFFF0000) == 0xCDD10000, "This is not a system msg", _uMail);
m_MailState = WaitForMail;
}
break;
}
if (m_bListInProgress)
{
if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
PanicAlert("m_step out of range");
((u32*)m_Buffer)[m_step] = _uMail;
m_step++;
if (m_step >= m_numSteps)
{
ExecuteList();
m_bListInProgress = false;
}
return;
}
if (_uMail == 0)
{
m_bSyncInProgress = true;
}
else if ((_uMail >> 16) == 0)
{
m_bListInProgress = true;
m_numSteps = _uMail;
m_step = 0;
}
else if ((_uMail >> 16) == 0xCDD1) // A 0xCDD1000X mail should come right after we send a DSP_SYNCEND mail
{
// The low part of the mail tells the operation to perform
switch (_uMail & 0xFFFF)
{
case 0x0003: // Do nothing
return;
case 0x0000: // Halt
case 0x0001: // Dump memory? and halt
case 0x0002: // Do something and halt
WARN_LOG(DSPHLE, "Zelda uCode: received halting operation %04X", _uMail & 0xFFFF);
return;
default: // Invalid (the real ucode would likely crash)
WARN_LOG(DSPHLE, "Zelda uCode: received invalid operation %04X", _uMail & 0xFFFF);
return;
}
}
else
{
WARN_LOG(DSPHLE, "Zelda uCode: unknown mail %08X", _uMail);
}
}
#if 0
void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
{
if (m_NumberOfFramesToRender > 0)
@ -410,24 +500,13 @@ void CUCode_Zelda::MixAdd(short* _pBuffer, int _iSize)
m_CurrentFrameToRender++;
// sync, we are ready
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3550000 | m_CurrentFrameToRender | 0xFF00);
if (m_CurrentFrameToRender == m_NumberOfFramesToRender)
{
/*
afaik zelda hasnt registered a handler to FRAME_END... so skip it
m_rMailHandler.PushMail(DSP_FRAME_END);
g_dspInitialize.pGenerateDSPInterrupt();
m_MailState = ReadingSystemMsg;
*/
m_NumberOfFramesToRender = 0;
m_CurrentFrameToRender = 0;
}
}
// make sure we never read outside the buffer by mistake.
// Before deleting extra reads in ExecuteList, we were getting these
// values.
memset(m_Buffer, 0xcc, sizeof(m_Buffer));
}
}
#endif
// zelda debug ..803F6418
void CUCode_Zelda::ExecuteList()
@ -438,6 +517,7 @@ void CUCode_Zelda::ExecuteList()
u32 CmdMail = Read32();
u32 Command = (CmdMail >> 24) & 0x7f;
u32 Sync = CmdMail >> 16;
u32 ExtraData = CmdMail & 0xFFFF;
DEBUG_LOG(DSPHLE, "==============================================================================");
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
@ -447,55 +527,128 @@ void CUCode_Zelda::ExecuteList()
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
m_NumPBs = (CmdMail & 0xFFFF);
if (m_NumPBs > 0x40)
{
PanicAlert("(m_NumPBs > 0x40) to much PBs");
m_NumPBs = 0x40;
}
u16 *TempPtr;
int i;
// num_param_blocks = ExtraData;
// u32 tmp[4];
//param_blocks_ptr = tmp[0] = Read32();
// tmp[1] = Read32();
// tmp[2] = Read32();
//param_blocks2_ptr = tmp[3] = Read32();
m_PBAddress = Read32();
u32 DSPADPCM_FILTER = Read32();
u32 DSPRES_FILTER = Read32();
m_PBAddress2 = Read32();
m_NumVoices = ExtraData;
// What is this stuff?
u16 Buffer[0x280];
for (int i = 0; i < 0x280; i++)
{
Buffer[i] = Memory_Read_U16(DSPADPCM_FILTER + (i*2));
}
m_VoicePBsAddr = Read32() & 0x7FFFFFFF;
m_UnkTableAddr = Read32() & 0x7FFFFFFF;
m_AFCCoefTableAddr = Read32() & 0x7FFFFFFF;
m_ReverbPBsAddr = Read32() & 0x7FFFFFFF; // WARNING: reverb PBs are very different from voice PBs!
u16* pTmp = (u16*)m_AFCCoefTable;
for (int i = 0; i < 0x20; i++)
{
pTmp[i] = Memory_Read_U16(DSPRES_FILTER + (i*2));
}
// Read AFC coef table
TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
for (i = 0; i < 32; i++)
m_AFCCoefTable[i] = Common::swap16(TempPtr[i]);
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Param Blocks 1: 0x%08x", m_PBAddress);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", DSPADPCM_FILTER);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", DSPRES_FILTER);
DEBUG_LOG(DSPHLE, "Param Blocks 2: 0x%08x", m_PBAddress2);
}
break;
DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_NumVoices);
DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_VoicePBsAddr);
// SyncFrame ... zelda ww jumps to 0x0243
// SyncFrame doesn't send a 0xDCD10004 SYNC at all ... just the 0xDCD10005 for "frame end"
case 0x02:
{
m_MixingBufferLeft = Read32();
m_MixingBufferRight = Read32();
// This points to some strange data table.
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_UnkTableAddr);
m_NumberOfFramesToRender = (CmdMail >> 16) & 0xFF;
m_MaxSyncedPB = 0;
// Zelda WW: This points to a 64-byte array of coefficients, which are EXACTLY the same
// as the AFC ADPCM coef array in decode.c of the in_cube winamp plugin,
// which can play Zelda audio.
// 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", m_AFCCoefTableAddr);
DEBUG_LOG(DSPHLE, "Reverb param blocks address: 0x%08x", m_ReverbPBsAddr);
}
break;
// SyncFrame ... zelda ww jumps to 0x0243
case 0x02:
{
//u32 tmp[2];
//tmp[0] = Read32();
//tmp[1] = Read32();
// 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
m_bSyncCmdPending = true;
m_CurBuffer = 0;
m_NumBuffers = (CmdMail >> 16) & 0xFF;
// Addresses for right & left buffers in main memory
// Each buffer is 160 bytes long. The number of (both left & right) buffers
// is set by the first mail of the list.
m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsyncFrame");
DEBUG_LOG(DSPHLE, "Left Mixing Buffer: 0x%08x", m_MixingBufferLeft);
DEBUG_LOG(DSPHLE, "Right Mixing Buffer: 0x%08x", m_MixingBufferRight);
// These alternate between three sets of mixing buffers. They are all three fairly near,
// but not at, the ADMA read addresses.
DEBUG_LOG(DSPHLE, "Right buffer address: 0x%08x", m_RightBuffersAddr);
DEBUG_LOG(DSPHLE, "Left buffer address: 0x%08x", m_LeftBuffersAddr);
//DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]); // wtf?
// This is where we should render.
soundStream->GetMixer()->SetHLEReady(true);
// 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.
#if 0
DEBUG_LOG(DSPHLE, "Param block at %08x:", param_blocks_ptr);
CopyPBsFromRAM();
for (int i = 0; i < num_param_blocks; i++)
{
const ZPB &pb = zpbs[i];
// The only thing that consistently looks like a pointer in the param blocks.
u32 addr = (pb.addr_high << 16) | pb.addr_low;
if (addr)
{
DEBUG_LOG(DSPHLE, "Param block: ==== %i ( %08x ) ====", i, GetParamBlockAddr(i));
DEBUG_LOG(DSPHLE, "Addr: %08x Type: %i", addr, pb.type);
// 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();
#endif
}
return;
@ -515,26 +668,18 @@ void CUCode_Zelda::ExecuteList()
u32 tmp[1];
tmp[0] = Read32();
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
}
break;
// Set VARAM
// Luigi__: in the real Zelda ucode, this opcode is dummy
// however, in the ucode used by SMG it isn't
// This opcode, in the SMG ucode, sets the base address for audio data transfers from main memory (using DMA).
// In the Zelda ucode, it is dummy, because this ucode uses accelerator for audio data transfers.
case 0x0e:
{
DEBUG_LOG(DSPHLE, "Set VARAM - ???");
/*
00b0 0080 037d lri $AR0, #0x037d
00b2 0e01 lris $AC0.M, #0x01
00b3 02bf 0065 call 0x0065
00b5 00de 037d lr $AC0.M, @0x037d
00b7 0240 7fff andi $AC0.M, #0x7fff
00b9 00fe 037d sr @0x037d, $AC0.M
00bb 029f 0041 jmp 0x0041
*/
//
m_DMABaseAddr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_DMABaseAddr);
}
break;
@ -550,6 +695,7 @@ void CUCode_Zelda::ExecuteList()
m_rMailHandler.PushMail(0xF3550000 | Sync);
}
#if 0
void CUCode_Zelda::CopyPBsFromRAM()
{
for (u32 i = 0; i < m_NumPBs; i++)
@ -578,18 +724,7 @@ void CUCode_Zelda::CopyPBsToRAM()
}
}
}
// 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.
// input = location of encoded source samples
// out = location of destination buffer (16 bits / sample)
// I am sure that there are 5 bytes of input for 16 samples output too... just check the UCode
// if (type == 5) -> 5 input bytes
// if (type == 9) -> 9 input bytes
//
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////
//
@ -615,65 +750,65 @@ void CUCode_Zelda::DumpPB(const ZPB& _rPB)
}
}
void write32le(int in, unsigned char * buf) {
buf[0]=in&0xff;
buf[1]=(in>>8)&0xff;
buf[2]=(in>>16)&0xff;
buf[3]=(in>>24)&0xff;
}
int CUCode_Zelda::DumpAFC(u8* pIn, const int size, const int srate)
// size is in stereo samples.
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
{
unsigned char inbuf[9];
short outbuf[16];
FILE * outfile;
int sizeleft;
int outsize,outsizetotal;
short hist=0,hist2=0;
if (_Size > 256 * 1024)
_Size = 256 * 1024;
unsigned char wavhead[44] = {
0x52, 0x49, 0x46, 0x46, 0x00, 0x00, 0x00, 0x00, 0x57, 0x41, 0x56, 0x45, 0x66, 0x6D, 0x74, 0x20,
0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x10, 0x00, 0x64, 0x61, 0x74, 0x61, 0x00, 0x00, 0x00, 0x00
};
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
memset(m_RightBuffer, 0, _Size * sizeof(s32));
outfile = fopen("d:/supa.wav","wb");
if (!outfile) return 1;
for (u32 i = 0; i < m_NumVoices; i++)
{
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
if (!(flags & 0x8000))
continue;
outsize = size/9*16*2;
outsizetotal = outsize+8;
write32le(outsizetotal,wavhead+4);
write32le(outsize,wavhead+40);
write32le(srate,wavhead+24);
write32le(srate*2,wavhead+28);
if (fwrite(wavhead,1,44,outfile)!=44) return 1;
ZeldaVoicePB pb;
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
for (sizeleft=size;sizeleft>=9;sizeleft-=9) {
memcpy(inbuf, pIn, 9);
pIn += 9;
if (pb.Status == 0)
continue;
if (pb.KeyOff != 0)
continue;
AFCdecodebuffer(m_AFCCoefTable, (char*)inbuf,outbuf,&hist,&hist2,9);
MixAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
}
if (fwrite(outbuf,1,16*2,outfile) != 16*2)
return 1;
}
if (_Buffer)
{
for (u32 i = 0; i < _Size; i++)
{
s32 left = (s32)_Buffer[0] + m_LeftBuffer[i];
s32 right = (s32)_Buffer[1] + m_RightBuffer[i];
if (fclose(outfile)==EOF) return 1;
if (left < -32768) left = -32768;
if (left > 32767) left = 32767;
_Buffer[0] = (short)left;
return 0;
if (right < -32768) right = -32768;
if (right > 32767) right = 32767;
_Buffer[1] = (short)right;
_Buffer += 2;
}
}
}
void CUCode_Zelda::DoState(PointerWrap &p) {
p.Do(m_MailState);
p.Do(m_PBMask);
p.Do(m_NumPBs);
p.Do(m_PBAddress);
p.Do(m_MaxSyncedPB);
p.Do(m_PBs);
//p.Do(m_MailState);
//p.Do(m_PBMask);
//p.Do(m_NumPBs);
//p.Do(m_PBAddress);
//p.Do(m_MaxSyncedPB);
//p.Do(m_PBs);
p.Do(m_readOffset);
p.Do(m_NumberOfFramesToRender);
p.Do(m_CurrentFrameToRender);
//p.Do(m_NumberOfFramesToRender);
//p.Do(m_CurrentFrameToRender);
p.Do(m_numSteps);
p.Do(m_step);
p.Do(m_Buffer);
}

View file

@ -21,6 +21,46 @@
#include "Common.h"
#include "UCodes.h"
struct ZeldaVoicePB
{
// Read-Write part
u16 Status; // 0x00 | 1 = play, 0 = stop
u16 KeyOff; // 0x01 | writing 1 stops voice?
u16 RatioInt; // 0x02 | delta? ratio? integer part
u16 Unk03; // 0x03 | unknown
u16 NeedsReset; // 0x04 | indicates if some values in PB need to be reset
u16 ReachedEnd; // 0x05 | set to 1 when end reached
u16 IsBlank; // 0x06 | 0 = normal sound, 1 = samples are always the same
u16 Unk07[0x29]; // 0x07 | unknown
u16 RatioFrac; // 0x30 | ??? ratio fractional part
u16 Unk31; // 0x31 | unknown
u16 CurBlock; // 0x32 | current block?
u16 FixedSample; // 0x33 | sample value for "blank" voices
u32 RestartPos; // 0x34 | restart pos
u16 Unk36[2]; // 0x36 | unknown
u32 CurAddr; // 0x38 | current address
u32 RemLength; // 0x3A | remaining length
u16 Unk3C[0x2A]; // 0x3C | unknown
u16 YN1; // 0x66 | YN1
u16 YN2; // 0x67 | YN2
u16 Unk68[0x18]; // 0x68 | unknwon
// Read-only part
u16 Format; // 0x80 | audio format
u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop
u16 Unk82[0x6]; // 0x82 | unknown
u32 LoopStartPos; // 0x88 | loopstart pos
u32 Length; // 0x8A | sound length
u32 StartAddr; // 0x8C | sound start address
u32 UnkAddr; // 0x8E | ???
u16 Padding[0x30]; // 0x90 | padding
};
// Here's a piece of pure guesswork, looking at random supposedly-PBs
// from Zelda Four Swords.
// These are 0x180 bytes large.
struct ZPB
{
// R/W data =============
@ -60,7 +100,7 @@ namespace {
class CUCode_Zelda : public IUCode
{
public:
CUCode_Zelda(CMailHandler& _rMailHandler);
CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC);
virtual ~CUCode_Zelda();
void HandleMail(u32 _uMail);
@ -81,6 +121,13 @@ public:
void DumpPB(const ZPB& _rPB);
int DumpAFC(u8* pIn, const int size, const int srate);
u32 Read32()
{
u32 res = *(u32*)&m_Buffer[m_readOffset];
m_readOffset += 4;
return res;
}
private:
enum EDSP_Codes
{
@ -92,15 +139,43 @@ private:
DSP_FRAME_END = 0xDCD10005,
};
// AFC CoefTable
s16 m_AFCCoefTable[32];
u32 m_CRC;
// Command 0x2: SyncFrame
int m_NumberOfFramesToRender;
int m_CurrentFrameToRender;
s32* m_TempBuffer;
s32* m_LeftBuffer;
s32* m_RightBuffer;
// List in progress
u16 m_AFCCoefTable[32];
bool m_bSyncInProgress;
u32 m_MaxVoice;
u32 m_SyncFlags[16];
u32 m_NumVoices;
bool m_bSyncCmdPending;
u32 m_CurVoice;
u32 m_CurBuffer;
u32 m_NumBuffers;
// Those are set by command 0x1 (DsetupTable)
u32 m_VoicePBsAddr;
u32 m_UnkTableAddr;
u32 m_AFCCoefTableAddr;
u32 m_ReverbPBsAddr;
u32 m_RightBuffersAddr;
u32 m_LeftBuffersAddr;
//u32 m_unkAddr;
u32 m_pos;
// Only in SMG ucode
// Set by command 0xE (DsetDMABaseAddr)
u32 m_DMABaseAddr;
// List, buffer management =====================
u32 m_numSteps;
bool m_bListInProgress;
u32 m_step;
u8 m_Buffer[1024];
void ExecuteList();
@ -126,16 +201,12 @@ private:
u32 m_MixingBufferLeft;
u32 m_MixingBufferRight;
u32 m_MaxSyncedPB;
ZPB m_PBs[0x40];
void ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB);
void WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB);
u32 Read32()
{
u32 res = *(u32*)&m_Buffer[m_readOffset];
m_readOffset += 4;
return res;
}
void MixAddVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void MixAddVoice(ZeldaVoicePB& PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size);
};
#endif

View file

@ -0,0 +1,161 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_ZELDA_VOICE_H
#define _UCODE_ZELDA_VOICE_H
#include "../main.h"
#include "Mixer.h"
void CUCode_Zelda::ReadVoicePB(u32 _Addr, ZeldaVoicePB& PB)
{
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
// Perform byteswap
for (int i = 0; i < (0x180 / 2); i++)
((u16*)&PB)[i] = Common::swap16(memory[i]);
PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
PB.LoopStartPos = (PB.LoopStartPos << 16) | (PB.LoopStartPos >> 16);
PB.Length = (PB.Length << 16) | (PB.Length >> 16);
PB.StartAddr = (PB.StartAddr << 16) | (PB.StartAddr >> 16);
PB.UnkAddr = (PB.UnkAddr << 16) | (PB.UnkAddr >> 16);
}
void CUCode_Zelda::WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB)
{
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
PB.RestartPos = (PB.RestartPos << 16) | (PB.RestartPos >> 16);
PB.CurAddr = (PB.CurAddr << 16) | (PB.CurAddr >> 16);
PB.RemLength = (PB.RemLength << 16) | (PB.RemLength >> 16);
// Perform byteswap
// Only the first 0x100 bytes are written back
for (int i = 0; i < (0x100 / 2); i++)
memory[i] = Common::swap16(((u16*)&PB)[i]);
}
void CUCode_Zelda::MixAddVoice_PCM16(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
u32 _ratio = (((PB.RatioInt * 80) + PB.RatioFrac) << 4) & 0xFFFF0000;
u64 ratio = (u64)(((_ratio / 80) << 16) * ratioFactor);
u32 pos[2] = {0, 0};
if (PB.KeyOff != 0)
return;
if (PB.NeedsReset)
{
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
PB.ReachedEnd = 0;
}
_lRestart:
if (PB.ReachedEnd)
{
PB.ReachedEnd = 0;
if (PB.RepeatMode == 0)
{
PB.KeyOff = 1;
PB.RemLength = 0;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1) + PB.Length;
return;
}
else
{
PB.RestartPos = PB.LoopStartPos;
PB.RemLength = PB.Length - PB.RestartPos;
PB.CurAddr = PB.StartAddr + (PB.RestartPos << 1);
pos[1] = 0; pos[0] = 0;
}
}
s16 *source;
if (m_CRC == 0xD643001F)
source = (s16*)(g_dspInitialize.pGetMemoryPointer(m_DMABaseAddr) + PB.CurAddr);
else
source = (s16*)(g_dspInitialize.pGetARAMPointer() + PB.CurAddr);
for (int i = 0; i < _Size; i++)
{
s16 sample = Common::swap16(source[pos[1]]);
_Buffer[i] = (s32)sample;
(*(u64*)&pos) += ratio;
if ((pos[1] + ((PB.CurAddr - PB.StartAddr) >> 1)) >= PB.Length)
{
PB.ReachedEnd = 1;
_Size -= i + 1;
goto _lRestart;
}
}
PB.RemLength -= pos[1];
PB.CurAddr += pos[1] * 2;
}
void CUCode_Zelda::MixAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _RightBuffer, int _Size)
{
//float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
memset(m_TempBuffer, 0, _Size * sizeof(s32));
if (PB.IsBlank)
{
s32 sample = (s32)(s16)PB.FixedSample;
for (int i = 0; i < _Size; i++)
m_TempBuffer[i] = sample;
}
else
{
switch (PB.Format)
{
case 0x0005: // AFC / unknown
case 0x0009: // AFC / ADPCM
// coming soon!
return;
case 0x0010: // PCM16
MixAddVoice_PCM16(PB, m_TempBuffer, _Size);
break;
}
PB.NeedsReset = 0;
}
for (int i = 0; i < _Size; i++)
{
s32 left = _LeftBuffer[i] + m_TempBuffer[i];
s32 right = _RightBuffer[i] + m_TempBuffer[i];
if (left < -32768) left = -32768;
if (left > 32767) left = 32767;
_LeftBuffer[i] = left;
if (right < -32768) right = -32768;
if (right > 32767) right = 32767;
_RightBuffer[i] = right;
}
}
#endif

View file

@ -65,13 +65,13 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
case 0x56d36052: // Mario Sunshine
case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
INFO_LOG(CONSOLE, "Zelda ucode chosen\n");
return new CUCode_Zelda(_rMailHandler);
return new CUCode_Zelda(_rMailHandler, _CRC);
// WII CRCs
case 0x6c3f6f94: // zelda - PAL
case 0xd643001f: // mario galaxy - PAL
INFO_LOG(CONSOLE, "Zelda Wii ucode chosen\n");
return new CUCode_Zelda(_rMailHandler);
return new CUCode_Zelda(_rMailHandler, _CRC);
case 0x5ef56da3: // AX demo
case 0x347112ba: // raving rabbits