A basic, un-resampled version of Zelda UCode cases 0x4,7,b,c. These are used a lot in Pikmin.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4293 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-09-17 22:53:36 +00:00
parent 0ebb7376c8
commit eb8ddbf3e5
2 changed files with 59 additions and 10 deletions

View file

@ -113,16 +113,54 @@ void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Siz
{
// TODO: Header, footer
for (int i = 0; i < _Size; i++)
_Buffer[i++] = (s32)PB.RatioInt;
_Buffer[i] = (s32)PB.RatioInt;
}
void CUCode_Zelda::RenderSynth_WaveTable(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
WARN_LOG(DSPHLE, "Not synthesizing un-REd format 0x%04x", PB.Format);
// TODO: Header, footer
//for (int i = 0; i < _Size; i++)
//_Buffer[i++] = (s32)PB.RatioInt;
u16 address;
switch(PB.Format) {
default:
case 0x0004:
address = 0x140;
break;
case 0x0007:
address = 0x100;
break;
case 0x000b:
address = 0x180;
break;
case 0x000c:
address = 0x1c0;
break;
}
// TODO: What about the 0x003f wrap register?
//WARN_LOG(DSPHLE, "Not synthesizing un-REd format 0x%04x", PB.Format);
u64 ACC0 = PB.CurSampleFrac << 6;
ACC0 &= 0x3f0000;
address += (ACC0 >> 16);
ACC0 &= 0xffff;
for(int i = 0; i < _Size; i++)
{
_Buffer[i] = m_MiscTable[address];
ACC0 += PB.RatioInt << 5;
address += ((ACC0 >> 16) & 0x003f) - 1;
ACC0 &= 0xffff;
}
ACC0 = address << 16;
PB.CurSampleFrac = (ACC0 >> 6) & 0xffff;
}

View file

@ -3165,6 +3165,8 @@ void 08ed_Decoder0x1_SawWave(ACC0, AR0, AX0.L) {
void 08f3_Decoder0x4_0xb_0xc_WaveTable(ACC0, AR0, AX0.L) {
// See 091c
08f3 0082 0180 lri $AR2, #0x0180 // Entrance 1, 0x0b
08f5 029f 08fd jmp 0x08fd
@ -3172,6 +3174,7 @@ void 08f3_Decoder0x4_0xb_0xc_WaveTable(ACC0, AR0, AX0.L) {
08f9 029f 08fd jmp 0x08fd
08fb 0082 0140 lri $AR2, #0x0140 // Entrance 3, 0x04
08fd 008a 003f lri $WR2, #0x003f
08ff 0086 0000 lri $IX2, #0x0000
0901 1406 lsl $ACC0, #6
@ -3235,23 +3238,31 @@ void 091c_Decoder0x7_WaveTable(ACC0, AR0, AX0.L) {
AC0.M &= 0x003f;
IX2 = AC0.M;
AR2 += 0x0100 + IX2;
AR2 = 0x0100 + IX2;
AC0.M = 0;
// 092e 1150 0934 bloopi #0x50, 0x0934
for(int i = 0; i < 0x50; i++) {
0930 4c4a add'l $ACC0, $ACC1 : $AX1.L, @$AR2
0931 3606 andr'dr $AC0.M, $AX1.H : $AR2
// 0930 4c4a add'l $ACC0, $ACC1 : $AX1.L, @$AR2
ACC0 += ACC1;
AX1.L = *AR2;
// 0931 3606 andr'dr $AC0.M, $AX1.H : $AR2
AC0.M &= 0x003f;
AR2--;
// 0932 1cde mrr $IX2, $AC0.M
IX2 = AC0.M;
0933 340e andr'nr $AC0.M, $AX0.H : $AR2
// 0933 340e andr'nr $AC0.M, $AX0.H : $AR2
AC0.M = 0;
AR2 += IX2;
// 0934 1b19 srri @$AR0, $AX1.L
*AR0++ = AX1.L
*AR0++ = AX1.L;
}