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https://github.com/dolphin-emu/dolphin.git
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so please check I didn't break anything in hle git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2756 8ced0084-cf51-0410-be5f-012b33b47a6e
212 lines
5.5 KiB
C++
212 lines
5.5 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Games that uses this UCode:
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// Zelda: The Windwaker, Mario Sunshine, Mario Kart, Twilight Princess
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#include "../Globals.h"
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#include "UCodes.h"
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#include "UCode_Zelda.h"
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#include "../MailHandler.h"
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#include "../main.h"
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#include "Mixer.h"
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CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
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: IUCode(_rMailHandler)
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, m_numSteps(0)
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, m_bListInProgress(false)
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, m_step(0)
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, m_readOffset(0)
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{
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DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
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m_rMailHandler.PushMail(DSP_INIT);
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m_rMailHandler.PushMail(0x80000000); // handshake
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memset(m_Buffer, 0, sizeof(m_Buffer));
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}
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CUCode_Zelda::~CUCode_Zelda()
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{
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m_rMailHandler.Clear();
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}
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void CUCode_Zelda::Update()
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{
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// check if we have to sent something
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if (!m_rMailHandler.IsEmpty())
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g_dspInitialize.pGenerateDSPInterrupt();
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}
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void CUCode_Zelda::HandleMail(u32 _uMail)
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{
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//PanicAlert("Zelda mail 0x%08X, list in progress? %s", _uMail,
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// m_bListInProgress ? "Yes" : "No");
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// SetupTable
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// in WW we get SetDolbyDelay
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// SyncFrame
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// The last mails we get before the audio goes bye-bye
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// 0, 0, 0
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// 0x10000
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// 0
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// 0x20000
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// 0
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// 0x30000
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// And then silence...
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if (m_bListInProgress == false)
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{
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if(_uMail == 0) {
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g_dspInitialize.pGenerateDSPInterrupt();
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} else if((_uMail >> 16) == 0) {
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m_bListInProgress = true;
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m_numSteps = _uMail;
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m_step = 0;
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} else {
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// Release halt
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#if 0
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// The _uMail seems to be 1,2,3 when bitshifted right 16
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// after 3, we get some unknown values, probably supposed to be in the list
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if((_uMail >> 16) == 1)
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m_rMailHandler.PushMail(DSP_RESUME);
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else if((_uMail >> 16) == 2)
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m_rMailHandler.PushMail(DSP_YIELD);
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else if((_uMail >> 16) == 3)
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m_rMailHandler.PushMail(DSP_DONE);
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else
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{ /*Unknown values here*/}
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#else
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m_rMailHandler.PushMail(DSP_RESUME);
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#endif
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g_dspInitialize.pGenerateDSPInterrupt();
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}
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}
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else
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{
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if (m_step < 0 || m_step >= sizeof(m_Buffer)/4)
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PanicAlert("m_step out of range");
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((u32*)m_Buffer)[m_step] = _uMail;
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m_step++;
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if (m_step >= m_numSteps)
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{
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ExecuteList();
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m_bListInProgress = false;
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}
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}
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}
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void CUCode_Zelda::MixAdd(short* buffer, int size)
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{
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//TODO(XK): Zelda UCode MixAdd?
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}
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void CUCode_Zelda::ExecuteList()
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{
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// begin with the list
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m_readOffset = 0;
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u32 Temp = Read32();
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u32 Command = (Temp >> 24) & 0x7f;
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u32 Sync = Temp >> 16;
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DEBUG_LOG(DSPHLE, "==============================================================================");
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DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
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switch (Command)
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{
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// DsetupTable ... zelda ww jumps to 0x0095
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case 0x01:
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{
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u32 tmp[4];
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tmp[0] = Read32();
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tmp[1] = Read32();
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tmp[2] = Read32();
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tmp[3] = Read32();
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DEBUG_LOG(DSPHLE, "DsetupTable");
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DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
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DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
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DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
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DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[3]);
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}
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break;
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// SyncFrame ... zelda ww jumps to 0x0243
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case 0x02:
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{
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u32 tmp[3];
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tmp[0] = Read32();
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tmp[1] = Read32();
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tmp[2] = Read32();
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// We're ready to mix
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soundStream->GetMixer()->SetHLEReady(true);
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DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
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soundStream->Update(); //do it in this thread to avoid sync problems
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DEBUG_LOG(DSPHLE, "DsyncFrame");
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DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
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DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[1]);
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DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
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}
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break;
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/*
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case 0x03: break; // dunno ... zelda ww jmps to 0x0073
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case 0x04: break; // dunno ... zelda ww jmps to 0x0580
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case 0x05: break; // dunno ... zelda ww jmps to 0x0592
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case 0x06: break; // dunno ... zelda ww jmps to 0x0469
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case 0x07: break; // dunno ... zelda ww jmps to 0x044d
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case 0x08: break; // Mixer ... zelda ww jmps to 0x0485
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case 0x09: break; // dunno ... zelda ww jmps to 0x044d
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*/
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// DsetDolbyDelay ... zelda ww jumps to 0x00b2
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case 0x0d:
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{
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u32 tmp[2];
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tmp[0] = Read32();
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tmp[1] = Read32();
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DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
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DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
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DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size 0x500): 0x%08x", tmp[1]);
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}
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break;
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// Set VARAM
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case 0x0e:
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// MessageBox(NULL, "Zelda VARAM", "cmd", MB_OK);
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break;
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// default ... zelda ww jumps to 0x0043
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default:
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PanicAlert("Zelda UCode - unknown cmd: %x (size %i)", Command, m_numSteps);
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break;
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}
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// sync, we are rdy
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m_rMailHandler.PushMail(DSP_SYNC);
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m_rMailHandler.PushMail(0xF3550000 | Sync);
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}
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