dolphin/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.cpp
2009-07-06 12:21:27 +00:00

428 lines
11 KiB
C++

// 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/
// Games that uses this UCode:
// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
#include "../Globals.h"
#include "UCodes.h"
#include "UCode_Zelda.h"
#include "../MailHandler.h"
#include "../main.h"
#include "Mixer.h"
#include "WaveFile.h"
CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler, u32 _CRC)
:
IUCode(_rMailHandler),
m_CRC(_CRC),
m_bSyncInProgress(0),
m_MaxVoice(0),
m_NumVoices(0),
m_bSyncCmdPending(0),
m_CurVoice(0),
m_CurBuffer(0),
m_NumBuffers(0),
m_VoicePBsAddr(0),
m_UnkTableAddr(0),
m_ReverbPBsAddr(0),
m_RightBuffersAddr(0),
m_LeftBuffersAddr(0),
m_pos(0),
m_DMABaseAddr(0),
m_numSteps(0),
m_bListInProgress(0),
m_step(0),
m_readOffset(0),
m_MailState(WaitForMail),
m_NumPBs(0),
m_PBAddress(0),
m_PBAddress2(0)
{
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));
memset(m_PBMask, 0, sizeof(m_PBMask));
}
CUCode_Zelda::~CUCode_Zelda()
{
m_rMailHandler.Clear();
delete [] m_TempBuffer;
delete [] m_LeftBuffer;
delete [] m_RightBuffer;
}
void CUCode_Zelda::Update(int cycles)
{
if (!m_rMailHandler.IsEmpty())
g_dspInitialize.pGenerateDSPInterrupt();
/* if (m_bSyncCmdPending && (m_CurBuffer == m_NumBuffers) && (m_rMailHandler.IsEmpty()))
{
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;
}*/
}
void CUCode_Zelda::HandleMail(u32 _uMail)
{
// WARN_LOG(DSPHLE, "Zelda uCode: Handle mail %08X", _uMail);
if (m_bSyncInProgress)
{
if (m_bSyncCmdPending)
{
u32 n = (_uMail >> 16) & 0xF;
m_MaxVoice = (n + 1) << 4;
m_SyncFlags[n] = _uMail & 0xFFFF;
m_bSyncInProgress = false;
// 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;
MixVoice(m_CurVoice);
}
}
else
#endif
m_CurVoice = m_MaxVoice;
if (m_CurVoice >= m_NumVoices)
{
m_CurBuffer++;
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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;
}
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);
}
}
// zelda debug ..803F6418
void CUCode_Zelda::ExecuteList()
{
// begin with the list
m_readOffset = 0;
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);
switch (Command)
{
// DsetupTable ... zelda ww jumps to 0x0095
case 0x01:
{
m_NumVoices = ExtraData;
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!
// Read AFC coef table
u16 *TempPtr = (u16*) g_dspInitialize.pGetMemoryPointer(m_AFCCoefTableAddr);
for (int i = 0; i < 32; i++)
m_AFCCoefTable[i] = (s16)Common::swap16(TempPtr[i]);
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "Num voice param blocks: %i", m_NumVoices);
DEBUG_LOG(DSPHLE, "Voice param blocks address: 0x%08x", m_VoicePBsAddr);
// This points to some strange data table. Don't know yet what it's for. Reverb coefs?
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", m_UnkTableAddr);
// 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. So, these should definitely be used when decoding AFC.
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:
{
// 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");
// 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);
}
return;
// Simply sends the sync messages
case 0x03: break;
/* case 0x04: break; // dunno ... zelda ww jmps to 0x0580
case 0x05: break; // dunno ... zelda ww jmps to 0x0592
case 0x06: break; // dunno ... zelda ww jmps to 0x0469
case 0x07: break; // dunno ... zelda ww jmps to 0x044d
case 0x08: break; // Mixer ... zelda ww jmps to 0x0485
case 0x09: break; // dunno ... zelda ww jmps to 0x044d
*/
// DsetDolbyDelay ... zelda ww jumps to 0x00b2
case 0x0d:
{
u32 tmp = Read32();
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp);
}
break;
// 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:
{
m_DMABaseAddr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsetDMABaseAddr");
DEBUG_LOG(DSPHLE, "DMA base address: 0x%08x", m_DMABaseAddr);
}
break;
// default ... zelda ww jumps to 0x0043
default:
PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps);
break;
}
// sync, we are ready
m_rMailHandler.PushMail(DSP_SYNC);
g_dspInitialize.pGenerateDSPInterrupt();
m_rMailHandler.PushMail(0xF3550000 | Sync);
}
// size is in stereo samples.
void CUCode_Zelda::MixAdd(short* _Buffer, int _Size)
{
if (_Size > 256 * 1024)
_Size = 256 * 1024;
memset(m_LeftBuffer, 0, _Size * sizeof(s32));
memset(m_RightBuffer, 0, _Size * sizeof(s32));
for (u32 i = 0; i < m_NumVoices; i++)
{
u32 flags = m_SyncFlags[(i >> 4) & 0xF];
if (!(flags & 1 << (15 - (i & 0xF))))
continue;
ZeldaVoicePB pb;
ReadVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
if (pb.Status == 0)
continue;
if (pb.KeyOff != 0)
continue;
RenderAddVoice(pb, m_LeftBuffer, m_RightBuffer, _Size);
WritebackVoicePB(m_VoicePBsAddr + (i * 0x180), pb);
}
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 (left < -32768) left = -32768;
if (left > 32767) left = 32767;
_Buffer[0] = (short)left;
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_CRC);
p.Do(m_bSyncInProgress);
p.Do(m_MaxVoice);
p.Do(m_SyncFlags);
p.Do(m_NumVoices);
p.Do(m_bSyncCmdPending);
p.Do(m_CurVoice);
p.Do(m_CurBuffer);
p.Do(m_NumBuffers);
p.Do(m_VoicePBsAddr);
p.Do(m_UnkTableAddr);
p.Do(m_AFCCoefTableAddr);
p.Do(m_ReverbPBsAddr);
p.Do(m_RightBuffersAddr);
p.Do(m_LeftBuffersAddr);
p.Do(m_pos);
p.Do(m_DMABaseAddr);
p.Do(m_numSteps);
p.Do(m_bListInProgress);
p.Do(m_step);
p.Do(m_Buffer);
p.Do(m_readOffset);
p.Do(m_MailState);
p.Do(m_PBMask);
p.Do(m_NumPBs);
p.Do(m_PBAddress);
p.Do(m_PBAddress2);
}