Minicommit: more cleanup

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3791 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-07-14 19:08:44 +00:00
parent 32265bcd60
commit e8c9101773
3 changed files with 49 additions and 35 deletions

View file

@ -108,7 +108,7 @@ void CUCode_Zelda::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size
void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
// TODO: Header, footer and cases this synth actually happens
// TODO: Header, footer
for (int i = 0; i < _Size; i++)
_Buffer[i++] = (s32)PB.RatioInt;
}

View file

@ -459,6 +459,11 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
default:
// Second jump table
// TODO: Cases to find examples of:
// -0x0002
// -0x0003
// -0x0006
// -0x000a
switch (PB.Format)
{
// Synthesized sounds

View file

@ -3028,32 +3028,33 @@ void 087c_DefaultDecoder()
// Jump table
// switch(PB.Format)
0891 029f 08b2 jmp 0x08b2 // case 0x0 // 08b2_Decoder0x0_SquareWave
0893 029f 08ed jmp 0x08ed // case 0x1 // 08ed_Decoder0x1_SawWave
0895 029f 08d5 jmp 0x08d5 // case 0x2 // 08d5_Decoder0x2_SquareSaw
0897 029f 08c2 jmp 0x08c2 // case 0x3 // 08c2_Decoder0x3_RectangleWave
0899 029f 08fb jmp 0x08fb // case 0x4
089b 029f 08b1 jmp 0x08b1 // case 0x5 (can never happen)
089d 029f 0919 jmp 0x0919 // case 0x6
089f 029f 091c jmp 0x091c // case 0x7 // 091c_Decoder0x7_WaveTable
08a1 029f 08b1 jmp 0x08b1 // case 0x8 (can never happen)
08a3 029f 08b1 jmp 0x08b1 // case 0x9 (can never happen)
08a5 029f 093a jmp 0x093a // case 0xa
08a7 029f 08f3 jmp 0x08f3 // case 0xb
08a9 029f 08f7 jmp 0x08f7 // case 0xc (Zelda force field in temple of gods)
08ab 029f 08b1 jmp 0x08b1 // case 0xd (unused)
08ad 029f 08b1 jmp 0x08b1 // case 0xe (unused)
08af 029f 08b1 jmp 0x08b1 // case 0xf (unused)
0891 029f 08b2 jmp 0x08b2 // case 0x0 // 08b2_Decoder0x0_SquareWave (used in ZWW)
0893 029f 08ed jmp 0x08ed // case 0x1 // 08ed_Decoder0x1_SawWave (used in ZWW)
0895 029f 08d5 jmp 0x08d5 // case 0x2 // 08d5_Decoder0x2_SquareSaw (hasn't been spotted)
0897 029f 08c2 jmp 0x08c2 // case 0x3 // 08c2_Decoder0x3_RectangleWave (hasn't been spotted)
0899 029f 08fb jmp 0x08fb // case 0x4 (used in Pikmin)
089b 029f 08b1 jmp 0x08b1 // case 0x5 (can never happen)
089d 029f 0919 jmp 0x0919 // case 0x6 // 0919_Decoder0x6_Constant (hasn't been spotted)
089f 029f 091c jmp 0x091c // case 0x7 // 091c_Decoder0x7_WaveTable (used in Pikmin)
08a1 029f 08b1 jmp 0x08b1 // case 0x8 (can never happen)
08a3 029f 08b1 jmp 0x08b1 // case 0x9 (can never happen)
08a5 029f 093a jmp 0x093a // case 0xa (hasn't been spotted)
08a7 029f 08f3 jmp 0x08f3 // case 0xb (used in Pikmin)
08a9 029f 08f7 jmp 0x08f7 // case 0xc (Zelda force field in temple of gods)
08ab 029f 08b1 jmp 0x08b1 // case 0xd (unused)
08ad 029f 08b1 jmp 0x08b1 // case 0xe (unused)
08af 029f 08b1 jmp 0x08b1 // case 0xf (unused)
08b1 02df ret
void 08b2_Decoder0x0_SquareWave(ACC0, AR0, AX0.L) {
08b2 1401 lsl $ACC0, #1 // t = samplePosition * 2
// 08b2 1401 lsl $ACC0, #1
t = samplePosition * 2;
// Set up sound buffers
//08b3 009b c000 lri $AX1.H, #0xc000
//08b5 0099 4000 lri $AX1.L, #0x4000
// 08b3 009b c000 lri $AX1.H, #0xc000
// 08b5 0099 4000 lri $AX1.L, #0x4000
//08b7 1150 08bf bloopi #0x50, 0x08bf
// 08b7 1150 08bf bloopi #0x50, 0x08bf
for(int i = 0; i < 80; i++) {
//08b9 02c0 0001 andcf $AC0.M, #0x0001
//08bb 027c iflnz
@ -3065,9 +3066,11 @@ void 08b2_Decoder0x0_SquareWave(ACC0, AR0, AX0.L) {
else
*$AR0++ = 0xc000;
08bf 4800 addax $ACC0, $AX0 // t += PB.Ratio
// 08bf 4800 addax $ACC0, $AX0
t += PB.Ratio;
}
08c0 147f lsr $ACC0, #-1 // t /= 2
// 08c0 147f lsr $ACC0, #-1
t /= 2;
// 08c1 02df ret
}
@ -3079,14 +3082,14 @@ void 08c2_Decoder0x3_RectangleWave(ACC0, AR0, AX0.L) {
08c5 1501 lsl $ACC1, #1 // ACC1 *= 2
08c6 009b c000 lri $AX1.H, #0xc000
08c8 0099 4000 lri $AX1.L, #0x4000
//08ca 1150 08d2 bloopi #0x50, 0x08d2
// 08ca 1150 08d2 bloopi #0x50, 0x08d2
for(int i = 0; i < 80; i++) {
//08cc 02c0 0003 andcf $AC0.M, #0x0003
//08ce 027c iflnz
// 08cf 1b1b srri @$AR0, $AX1.H
//08d0 027d iflz
// 08d1 1b19 srri @$AR0, $AX1.L
//08d2 4c00 add $ACC0, $ACC1
// 08cc 02c0 0003 andcf $AC0.M, #0x0003
// 08ce 027c iflnz
// 08cf 1b1b srri @$AR0, $AX1.H
// 08d0 027d iflz
// 08d1 1b19 srri @$AR0, $AX1.L
// 08d2 4c00 add $ACC0, $ACC1
if (($AC0.M & 3) == 3)
*$AR0++ = 0x4000;
@ -3095,7 +3098,9 @@ void 08c2_Decoder0x3_RectangleWave(ACC0, AR0, AX0.L) {
t += (PB.RatioInt * 2);
}
08d3 147e lsr $ACC0, #-2 // t /= 4
// 08d3 147e lsr $ACC0, #-2
t /= 4;
// 08d4 02df ret
}
@ -3171,12 +3176,16 @@ void 08f3_Unk() {
// 0918 02df ret
}
void 0919_Decoder0x6(AR0, AX0.L) {
void 0919_Decoder0x6_Constant(AR0, AX0.L) {
// case 0x6: Fills the buffer with PB.RatioInt (zero?)
0919 1050 loopi #0x50
091a 1b18 srri @$AR0, $AX0.L
091b 02df ret
// 0919 1050 loopi #0x50
// 091a 1b18 srri @$AR0, $AX0.L
for(int i = 0; i < 0x50; i++)
*AR0++ = AX0.L; // PB.RatioInt
// 091b 02df ret
}
void 091c_Decoder0x7_WaveTable(ACC0, AR0, AX0.L) {