Zelda UCode: Synth fixes and some RE. (Why does it still sound awful?)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3707 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY 2009-07-08 01:08:43 +00:00
parent 47ea4936b3
commit 25b77d4654
4 changed files with 69 additions and 29 deletions

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@ -221,7 +221,8 @@ private:
// Voice formats // Voice formats
void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size); void RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size); void RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size);
void RenderVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size); void RenderVoice_PCM16(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size); void RenderVoice_AFC(ZeldaVoicePB& PB, s32* _Buffer, int _Size);
void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size); void RenderVoice_Raw(ZeldaVoicePB& PB, s32* _Buffer, int _Size);

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@ -22,14 +22,14 @@
#include "../main.h" #include "../main.h"
#include "Mixer.h" #include "Mixer.h"
void CUCode_Zelda::RenderSynth_Waveform(ZeldaVoicePB &PB, s32* _Buffer, int _Size) void CUCode_Zelda::RenderSynth_RectWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{ {
float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate(); float ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
u32 _ratio = (PB.RatioInt << 16); u32 _ratio = (PB.RatioInt << 16);
s64 ratio = (_ratio * ratioFactor) * 16; s64 ratio = (_ratio * ratioFactor) * 16;
s64 TrueSamplePosition = (s64)(PB.Length - PB.RemLength) << 16; s64 TrueSamplePosition = PB.CurSampleFrac;
TrueSamplePosition += PB.CurSampleFrac;
// PB.Format == 0x3 -> Rectangular Wave, 0x0 -> Square Wave
int mask = PB.Format ? 3 : 1, shift = PB.Format ? 2 : 1; int mask = PB.Format ? 3 : 1, shift = PB.Format ? 2 : 1;
u32 pos[2] = {0, 0}; u32 pos[2] = {0, 0};
@ -93,6 +93,19 @@ _lRestart:
PB.CurSampleFrac = TrueSamplePosition & 0xFFFF; PB.CurSampleFrac = TrueSamplePosition & 0xFFFF;
} }
void CUCode_Zelda::RenderSynth_SawWave(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{
s32 ratio = PB.RatioInt * 2;
s64 pos = PB.CurSampleFrac;
for(int i = 0; i < 0x50; i++) {
pos += ratio;
_Buffer[i] = pos & 0xFFFF;
}
PB.CurSampleFrac = pos & 0xFFFF;
}
void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size) void CUCode_Zelda::RenderSynth_Constant(ZeldaVoicePB &PB, s32* _Buffer, int _Size)
{ {

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@ -386,9 +386,13 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
{ {
// Synthesized sounds // Synthesized sounds
case 0x0000: // Example: Magic meter filling up in ZWW case 0x0000: // Example: Magic meter filling up in ZWW
case 0x0003:
RenderSynth_RectWave(PB, m_TempBuffer, _Size);
break;
case 0x0001: // Example: "Denied" sound when trying to pull out a sword case 0x0001: // Example: "Denied" sound when trying to pull out a sword
// indoors in ZWW // indoors in ZWW
RenderSynth_Waveform(PB, m_TempBuffer, _Size); RenderSynth_SawWave(PB, m_TempBuffer, _Size);
break; break;
case 0x0006: case 0x0006:

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@ -2876,27 +2876,37 @@ void 07eb_AFCDecoder(_numberOfSample(AC0.M))
//////////////////////////////////////////// DEFAULT DECODER //////////////////////////////////////////// DEFAULT DECODER
void 087c_DefaultDecoder() void 087c_DefaultDecoder()
{ {
087c 8100 clr $ACC0 // 087c 8100 clr $ACC0
087c 8100 clr $ACC0 // ACC0 = 0 // 087d 1f5e mrr $AX0.H, $AC0.M
087d 1f5e mrr $AX0.H, $AC0.M // 087e 00d8 0402 lr $AX0.L, @0x0402
087e 00d8 0402 lr $AX0.L, @0x0402 // AX0.L = PB.RatioInt
ACC0 = 0;
AX0.L = *0x0402; // == PB.RatioInt
// Sample fraction is stored in a common way, but sample position is not, so // Sample fraction is stored in a common way, but sample position is not, so
// it's in the individual decoders. Some decoders, like square wave, only care about // it's in the individual decoders. Some decoders, like square wave, only care about
// fractional sample position. So here we just load up the fractional sample // fractional sample position. So here we just load up the fractional sample
// position before handing control over. // position before handing control over.
0880 00dc 0430 lr $AC0.L, @0x0430 // AC0.L = PB.CurSampleFrac // 0880 00dc 0430 lr $AC0.L, @0x0430
0882 0080 0520 lri $AR0, #0x0520 // AR0 = 0x0520 // 0882 0080 0520 lri $AR0, #0x0520
AC0.L = *0x430; // == PB.CurSampleFrac
AR0 = 0x0520;
// 0884 00df 0480 lr $AC1.M, @0x0480 // 0884 00df 0480 lr $AC1.M, @0x0480
// 0886 1501 lsl $ACC1, #1 // AC1.M = (PB.Format << 1) // 0886 1501 lsl $ACC1, #1
// 0887 0340 007e andi $AC1.M, #0x007e // AC1.M &= 0x007e // 0887 0340 007e andi $AC1.M, #0x007e
// 0889 0300 0891 addi $AC1.M, #0x0891 // AC1.M += 0x0891 // 0889 0300 0891 addi $AC1.M, #0x0891
// 088b 1c5f mrr $AR2, $AC1.M // AR2 = AC1.M // 088b 1c5f mrr $AR2, $AC1.M
// 088c 175f callr $AR2 // (*$AR2)() <-- See jump table at 0x0891 // 088c 175f callr $AR2 // (*$AR2)() <-- See jump table at 0x0891
AC1.M = ((*0x480 * 2) & 0x007e) + 0x0891; // == ((PB.Format * 2) & 0x007e) + 0x0891
AR2 = AC1.M;
JumpTable0891(PB.Format); JumpTable0891(PB.Format);
088d 00fc 0430 sr @0x0430, $AC0.L // PB.CurSampleFrac = AC0.L //088d 00fc 0430 sr @0x0430, $AC0.L
*0x430 = AC0.L; // *0x430 == PB.CurSampleFrac
// 088f 029f 02d8 jmp 0x02d8 // 088f 029f 02d8 jmp 0x02d8
GOTO ContinueWithBlock: // in SyncFrame GOTO ContinueWithBlock: // in SyncFrame
@ -2923,7 +2933,7 @@ void 087c_DefaultDecoder()
08af 029f 08b1 jmp 0x08b1 // case 0xf (unused) 08af 029f 08b1 jmp 0x08b1 // case 0xf (unused)
08b1 02df ret 08b1 02df ret
void 08b2_Decoder0x0_SquareWave() { 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 // Set up sound buffers
@ -2949,7 +2959,7 @@ void 08b2_Decoder0x0_SquareWave() {
// 08c1 02df ret // 08c1 02df ret
} }
void 08c2_Decoder0x3_RectangleWave() { void 08c2_Decoder0x3_RectangleWave(ACC0, AR0, AX0.L) {
08c2 1402 lsl $ACC0, #2 // t = PB.CurSampleFrac * 4 08c2 1402 lsl $ACC0, #2 // t = PB.CurSampleFrac * 4
08c3 8900 clr $ACC1 // ACC1 = 0 08c3 8900 clr $ACC1 // ACC1 = 0
08c4 1fb8 mrr $AC1.L, $AX0.L // AC1.L = PB.RatioInt 08c4 1fb8 mrr $AC1.L, $AX0.L // AC1.L = PB.RatioInt
@ -2976,7 +2986,7 @@ void 08c2_Decoder0x3_RectangleWave() {
// 08d4 02df ret // 08d4 02df ret
} }
void 08d5_Decoder0x2_SquareSaw() { void 08d5_Decoder0x2_SquareSaw(ACC0, AR0, AX0.L) {
08d5 1401 lsl $ACC0, #1 08d5 1401 lsl $ACC0, #1
08d6 0081 0ca0 lri $AR1, #0x0ca0 08d6 0081 0ca0 lri $AR1, #0x0ca0
08d8 009b c000 lri $AX1.H, #0xc000 08d8 009b c000 lri $AX1.H, #0xc000
@ -2997,12 +3007,24 @@ void 08d5_Decoder0x2_SquareSaw() {
// 08ec 02df ret // 08ec 02df ret
} }
void 08ed_Decoder0x1_SawWave() { void 08ed_Decoder0x1_SawWave(ACC0, AR0, AX0.L) {
08ed 8900 clr $ACC1 // 08ed 8900 clr $ACC1
08ee 1fb8 mrr $AC1.L, $AX0.L // 08ee 1fb8 mrr $AC1.L, $AX0.L
08ef 157f lsr $ACC1, #-1 // 08ef 157f lsr $ACC1, #-1
08f0 1050 loopi #0x50
08f1 4c20 add's $ACC0, $AC1.L : @$AR0, $AC0.L // At this point AX0.L is PB.RatioInt and AC0.L is PB.CurSampleFrac
ACC1 = 0;
AC1.L = AX0.L * 2;
// 08f0 1050 loopi #0x50
for(int i = 0; i < 0x50; i++) {
// 08f1 4c20 add's $ACC0, $AC1.L : @$AR0, $AC0.L
ACC0 += AC1.L;
*$AR0++ = AC0.L;
}
// 08f2 02df ret // 08f2 02df ret
} }
@ -3038,7 +3060,7 @@ void 08f3_Unk() {
// 0918 02df ret // 0918 02df ret
} }
void 0919_Decoder0x6() { void 0919_Decoder0x6(AR0, AX0.L) {
// case 0x6: Fills the buffer with PB.RatioInt (zero?) // case 0x6: Fills the buffer with PB.RatioInt (zero?)
0919 1050 loopi #0x50 0919 1050 loopi #0x50
@ -3046,7 +3068,7 @@ void 0919_Decoder0x6() {
091b 02df ret 091b 02df ret
} }
void 091c_Decoder0x7_WaveTable() { void 091c_Decoder0x7_WaveTable(ACC0, AR0, AX0.L) {
091c 0082 0100 lri $AR2, #0x0100 091c 0082 0100 lri $AR2, #0x0100
091e 008a 003f lri $WR2, #0x003f 091e 008a 003f lri $WR2, #0x003f
0920 0086 0000 lri $IX2, #0x0000 0920 0086 0000 lri $IX2, #0x0000