diff options
Diffstat (limited to 'macosx/plugins/PeopsSpu109/src/registers.c')
| -rwxr-xr-x | macosx/plugins/PeopsSpu109/src/registers.c | 615 |
1 files changed, 615 insertions, 0 deletions
diff --git a/macosx/plugins/PeopsSpu109/src/registers.c b/macosx/plugins/PeopsSpu109/src/registers.c new file mode 100755 index 00000000..aa72aacb --- /dev/null +++ b/macosx/plugins/PeopsSpu109/src/registers.c @@ -0,0 +1,615 @@ +/*************************************************************************** + registers.c - description + ------------------- + begin : Wed May 15 2002 + copyright : (C) 2002 by Pete Bernert + email : BlackDove@addcom.de + ***************************************************************************/ + +/*************************************************************************** + * * + * 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; either version 2 of the License, or * + * (at your option) any later version. See also the license.txt file for * + * additional informations. * + * * + ***************************************************************************/ + +//*************************************************************************// +// History of changes: +// +// 2004/09/18 - LDChen +// - pre-calculated ADSRX values +// +// 2003/02/09 - kode54 +// - removed &0x3fff from reverb volume registers, fixes a few games, +// hopefully won't be breaking anything +// +// 2003/01/19 - Pete +// - added Neill's reverb +// +// 2003/01/06 - Pete +// - added Neill's ADSR timings +// +// 2002/05/15 - Pete +// - generic cleanup for the Peops release +// +//*************************************************************************// + +#include "stdafx.h" + +#define _IN_REGISTERS + +#include "externals.h" +#include "registers.h" +#include "regs.h" +#include "swap.h" + +/* +// adsr time values (in ms) by James Higgs ... see the end of +// the adsr.c source for details + +#define ATTACK_MS 514L +#define DECAYHALF_MS 292L +#define DECAY_MS 584L +#define SUSTAIN_MS 450L +#define RELEASE_MS 446L +*/ + +// we have a timebase of 1.020408f ms, not 1 ms... so adjust adsr defines +#define ATTACK_MS 494L +#define DECAYHALF_MS 286L +#define DECAY_MS 572L +#define SUSTAIN_MS 441L +#define RELEASE_MS 437L + +//////////////////////////////////////////////////////////////////////// +// WRITE REGISTERS: called by main emu +//////////////////////////////////////////////////////////////////////// + +void CALLBACK SPUwriteRegister(unsigned long reg, unsigned short val) +{ + const unsigned long r=reg&0xfff; + + regArea[(r-0xc00)>>1] = val; + + if(r>=0x0c00 && r<0x0d80) // some channel info? + { + int ch=(r>>4)-0xc0; // calc channel + switch(r&0x0f) + { + //------------------------------------------------// r volume + case 0: + SetVolumeL((unsigned char)ch,val); + break; + //------------------------------------------------// l volume + case 2: + SetVolumeR((unsigned char)ch,val); + break; + //------------------------------------------------// pitch + case 4: + SetPitch(ch,val); + break; + //------------------------------------------------// start + case 6: + s_chan[ch].pStart=spuMemC+((unsigned long) val<<3); + break; + //------------------------------------------------// level with pre-calcs + case 8: + { + const unsigned long lval=val;unsigned long lx; + //---------------------------------------------// + s_chan[ch].ADSRX.AttackModeExp=(lval&0x8000)?1:0; + s_chan[ch].ADSRX.AttackRate = ((lval>>8) & 0x007f)^0x7f; + s_chan[ch].ADSRX.DecayRate = 4*(((lval>>4) & 0x000f)^0x1f); + s_chan[ch].ADSRX.SustainLevel = (lval & 0x000f) << 27; + //---------------------------------------------// + if(!iDebugMode) break; + //---------------------------------------------// stuff below is only for debug mode + + s_chan[ch].ADSR.AttackModeExp=(lval&0x8000)?1:0; //0x007f + + lx=(((lval>>8) & 0x007f)>>2); // attack time to run from 0 to 100% volume + lx=min(31,lx); // no overflow on shift! + if(lx) + { + lx = (1<<lx); + if(lx<2147483) lx=(lx*ATTACK_MS)/10000L; // another overflow check + else lx=(lx/10000L)*ATTACK_MS; + if(!lx) lx=1; + } + s_chan[ch].ADSR.AttackTime=lx; + + s_chan[ch].ADSR.SustainLevel= // our adsr vol runs from 0 to 1024, so scale the sustain level + (1024*((lval) & 0x000f))/15; + + lx=(lval>>4) & 0x000f; // decay: + if(lx) // our const decay value is time it takes from 100% to 0% of volume + { + lx = ((1<<(lx))*DECAY_MS)/10000L; + if(!lx) lx=1; + } + s_chan[ch].ADSR.DecayTime = // so calc how long does it take to run from 100% to the wanted sus level + (lx*(1024-s_chan[ch].ADSR.SustainLevel))/1024; + } + break; + //------------------------------------------------// adsr times with pre-calcs + case 10: + { + const unsigned long lval=val;unsigned long lx; + //----------------------------------------------// + s_chan[ch].ADSRX.SustainModeExp = (lval&0x8000)?1:0; + s_chan[ch].ADSRX.SustainIncrease= (lval&0x4000)?0:1; + s_chan[ch].ADSRX.SustainRate = ((lval>>6) & 0x007f)^0x7f; + s_chan[ch].ADSRX.ReleaseModeExp = (lval&0x0020)?1:0; + s_chan[ch].ADSRX.ReleaseRate = 4*((lval & 0x001f)^0x1f); + //----------------------------------------------// + if(!iDebugMode) break; + //----------------------------------------------// stuff below is only for debug mode + + s_chan[ch].ADSR.SustainModeExp = (lval&0x8000)?1:0; + s_chan[ch].ADSR.ReleaseModeExp = (lval&0x0020)?1:0; + + lx=((((lval>>6) & 0x007f)>>2)); // sustain time... often very high + lx=min(31,lx); // values are used to hold the volume + if(lx) // until a sound stop occurs + { // the highest value we reach (due to + lx = (1<<lx); // overflow checking) is: + if(lx<2147483) lx=(lx*SUSTAIN_MS)/10000L; // 94704 seconds = 1578 minutes = 26 hours... + else lx=(lx/10000L)*SUSTAIN_MS; // should be enuff... if the stop doesn't + if(!lx) lx=1; // come in this time span, I don't care :) + } + s_chan[ch].ADSR.SustainTime = lx; + + lx=(lval & 0x001f); + s_chan[ch].ADSR.ReleaseVal =lx; + if(lx) // release time from 100% to 0% + { // note: the release time will be + lx = (1<<lx); // adjusted when a stop is coming, + if(lx<2147483) lx=(lx*RELEASE_MS)/10000L; // so at this time the adsr vol will + else lx=(lx/10000L)*RELEASE_MS; // run from (current volume) to 0% + if(!lx) lx=1; + } + s_chan[ch].ADSR.ReleaseTime=lx; + + if(lval & 0x4000) // add/dec flag + s_chan[ch].ADSR.SustainModeDec=-1; + else s_chan[ch].ADSR.SustainModeDec=1; + } + break; + //------------------------------------------------// adsr volume... mmm have to investigate this + case 12: + break; + //------------------------------------------------// + case 14: // loop? + //WaitForSingleObject(s_chan[ch].hMutex,2000); // -> no multithread fuckups + s_chan[ch].pLoop=spuMemC+((unsigned long) val<<3); + s_chan[ch].bIgnoreLoop=1; + //ReleaseMutex(s_chan[ch].hMutex); // -> oki, on with the thread + break; + //------------------------------------------------// + } + + iSpuAsyncWait=0; + + return; + } + + switch(r) + { + //-------------------------------------------------// + case H_SPUaddr: + spuAddr = (unsigned long) val<<3; + break; + //-------------------------------------------------// + case H_SPUdata: + spuMem[spuAddr>>1] = HOST2LE16(val); + spuAddr+=2; + if(spuAddr>0x7ffff) spuAddr=0; + break; + //-------------------------------------------------// + case H_SPUctrl: + spuCtrl=val; + break; + //-------------------------------------------------// + case H_SPUstat: + spuStat=val & 0xf800; + break; + //-------------------------------------------------// + case H_SPUReverbAddr: + if(val==0xFFFF || val<=0x200) + {rvb.StartAddr=rvb.CurrAddr=0;} + else + { + const long iv=(unsigned long)val<<2; + if(rvb.StartAddr!=iv) + { + rvb.StartAddr=(unsigned long)val<<2; + rvb.CurrAddr=rvb.StartAddr; + } + } + break; + //-------------------------------------------------// + case H_SPUirqAddr: + spuIrq = val; + pSpuIrq=spuMemC+((unsigned long) val<<3); + break; + //-------------------------------------------------// + case H_SPUrvolL: + rvb.VolLeft=val; + break; + //-------------------------------------------------// + case H_SPUrvolR: + rvb.VolRight=val; + break; + //-------------------------------------------------// + +/* + case H_ExtLeft: + //auxprintf("EL %d\n",val); + break; + //-------------------------------------------------// + case H_ExtRight: + //auxprintf("ER %d\n",val); + break; + //-------------------------------------------------// + case H_SPUmvolL: + //auxprintf("ML %d\n",val); + break; + //-------------------------------------------------// + case H_SPUmvolR: + //auxprintf("MR %d\n",val); + break; + //-------------------------------------------------// + case H_SPUMute1: + //auxprintf("M0 %04x\n",val); + break; + //-------------------------------------------------// + case H_SPUMute2: + //auxprintf("M1 %04x\n",val); + break; +*/ + //-------------------------------------------------// + case H_SPUon1: + SoundOn(0,16,val); + break; + //-------------------------------------------------// + case H_SPUon2: + SoundOn(16,24,val); + break; + //-------------------------------------------------// + case H_SPUoff1: + SoundOff(0,16,val); + break; + //-------------------------------------------------// + case H_SPUoff2: + SoundOff(16,24,val); + break; + //-------------------------------------------------// + case H_CDLeft: + iLeftXAVol=val & 0x7fff; + if(cddavCallback) cddavCallback(0,val); + break; + case H_CDRight: + iRightXAVol=val & 0x7fff; + if(cddavCallback) cddavCallback(1,val); + break; + //-------------------------------------------------// + case H_FMod1: + FModOn(0,16,val); + break; + //-------------------------------------------------// + case H_FMod2: + FModOn(16,24,val); + break; + //-------------------------------------------------// + case H_Noise1: + NoiseOn(0,16,val); + break; + //-------------------------------------------------// + case H_Noise2: + NoiseOn(16,24,val); + break; + //-------------------------------------------------// + case H_RVBon1: + ReverbOn(0,16,val); + break; + //-------------------------------------------------// + case H_RVBon2: + ReverbOn(16,24,val); + break; + //-------------------------------------------------// + case H_Reverb+0: + + rvb.FB_SRC_A=val; + + // OK, here's the fake REVERB stuff... + // depending on effect we do more or less delay and repeats... bah + // still... better than nothing :) + + SetREVERB(val); + break; + + + case H_Reverb+2 : rvb.FB_SRC_B=(short)val; break; + case H_Reverb+4 : rvb.IIR_ALPHA=(short)val; break; + case H_Reverb+6 : rvb.ACC_COEF_A=(short)val; break; + case H_Reverb+8 : rvb.ACC_COEF_B=(short)val; break; + case H_Reverb+10 : rvb.ACC_COEF_C=(short)val; break; + case H_Reverb+12 : rvb.ACC_COEF_D=(short)val; break; + case H_Reverb+14 : rvb.IIR_COEF=(short)val; break; + case H_Reverb+16 : rvb.FB_ALPHA=(short)val; break; + case H_Reverb+18 : rvb.FB_X=(short)val; break; + case H_Reverb+20 : rvb.IIR_DEST_A0=(short)val; break; + case H_Reverb+22 : rvb.IIR_DEST_A1=(short)val; break; + case H_Reverb+24 : rvb.ACC_SRC_A0=(short)val; break; + case H_Reverb+26 : rvb.ACC_SRC_A1=(short)val; break; + case H_Reverb+28 : rvb.ACC_SRC_B0=(short)val; break; + case H_Reverb+30 : rvb.ACC_SRC_B1=(short)val; break; + case H_Reverb+32 : rvb.IIR_SRC_A0=(short)val; break; + case H_Reverb+34 : rvb.IIR_SRC_A1=(short)val; break; + case H_Reverb+36 : rvb.IIR_DEST_B0=(short)val; break; + case H_Reverb+38 : rvb.IIR_DEST_B1=(short)val; break; + case H_Reverb+40 : rvb.ACC_SRC_C0=(short)val; break; + case H_Reverb+42 : rvb.ACC_SRC_C1=(short)val; break; + case H_Reverb+44 : rvb.ACC_SRC_D0=(short)val; break; + case H_Reverb+46 : rvb.ACC_SRC_D1=(short)val; break; + case H_Reverb+48 : rvb.IIR_SRC_B1=(short)val; break; + case H_Reverb+50 : rvb.IIR_SRC_B0=(short)val; break; + case H_Reverb+52 : rvb.MIX_DEST_A0=(short)val; break; + case H_Reverb+54 : rvb.MIX_DEST_A1=(short)val; break; + case H_Reverb+56 : rvb.MIX_DEST_B0=(short)val; break; + case H_Reverb+58 : rvb.MIX_DEST_B1=(short)val; break; + case H_Reverb+60 : rvb.IN_COEF_L=(short)val; break; + case H_Reverb+62 : rvb.IN_COEF_R=(short)val; break; + } + + iSpuAsyncWait=0; + +} + +//////////////////////////////////////////////////////////////////////// +// READ REGISTER: called by main emu +//////////////////////////////////////////////////////////////////////// + +unsigned short CALLBACK SPUreadRegister(unsigned long reg) +{ + const unsigned long r=reg&0xfff; + + iSpuAsyncWait=0; + + if(r>=0x0c00 && r<0x0d80) + { + switch(r&0x0f) + { + case 12: // get adsr vol + { + const int ch=(r>>4)-0xc0; + + if(s_chan[ch].bNew) return 1; // we are started, but not processed? return 1 + if(s_chan[ch].ADSRX.lVolume && // same here... we haven't decoded one sample yet, so no envelope yet. return 1 as well + !s_chan[ch].ADSRX.EnvelopeVol) + return 1; + return (unsigned short)(s_chan[ch].ADSRX.EnvelopeVol>>16); + } + + case 14: // get loop address + { + const int ch=(r>>4)-0xc0; + if(s_chan[ch].pLoop==NULL) return 0; + return (unsigned short)((s_chan[ch].pLoop-spuMemC)>>3); + } + } + } + + switch(r) + { + case H_SPUctrl: + return spuCtrl; + + case H_SPUstat: + return spuStat; + + case H_SPUaddr: + return (unsigned short)(spuAddr>>3); + + case H_SPUdata: + { + unsigned short s=LE2HOST16(spuMem[spuAddr>>1]); + spuAddr+=2; + if(spuAddr>0x7ffff) spuAddr=0; + return s; + } + + case H_SPUirqAddr: + return spuIrq; + + //case H_SPUIsOn1: + // return IsSoundOn(0,16); + + //case H_SPUIsOn2: + // return IsSoundOn(16,24); + + } + + return regArea[(r-0xc00)>>1]; +} + +//////////////////////////////////////////////////////////////////////// +// SOUND ON register write +//////////////////////////////////////////////////////////////////////// + +void SoundOn(int start,int end,unsigned short val) // SOUND ON PSX COMAND +{ + int ch; + + for(ch=start;ch<end;ch++,val>>=1) // loop channels + { + if((val&1) && s_chan[ch].pStart) // mmm... start has to be set before key on !?! + { + s_chan[ch].bIgnoreLoop=0; + s_chan[ch].bNew=1; + dwNewChannel|=(1<<ch); // bitfield for faster testing + } + } +} + +//////////////////////////////////////////////////////////////////////// +// SOUND OFF register write +//////////////////////////////////////////////////////////////////////// + +void SoundOff(int start,int end,unsigned short val) // SOUND OFF PSX COMMAND +{ + int ch; + for(ch=start;ch<end;ch++,val>>=1) // loop channels + { + if(val&1) // && s_chan[i].bOn) mmm... + { + s_chan[ch].bStop=1; + } + } +} + +//////////////////////////////////////////////////////////////////////// +// FMOD register write +//////////////////////////////////////////////////////////////////////// + +void FModOn(int start,int end,unsigned short val) // FMOD ON PSX COMMAND +{ + int ch; + + for(ch=start;ch<end;ch++,val>>=1) // loop channels + { + if(val&1) // -> fmod on/off + { + if(ch>0) + { + s_chan[ch].bFMod=1; // --> sound channel + s_chan[ch-1].bFMod=2; // --> freq channel + } + } + else + { + s_chan[ch].bFMod=0; // --> turn off fmod + } + } +} + +//////////////////////////////////////////////////////////////////////// +// NOISE register write +//////////////////////////////////////////////////////////////////////// + +void NoiseOn(int start,int end,unsigned short val) // NOISE ON PSX COMMAND +{ + int ch; + + for(ch=start;ch<end;ch++,val>>=1) // loop channels + { + if(val&1) // -> noise on/off + { + s_chan[ch].bNoise=1; + } + else + { + s_chan[ch].bNoise=0; + } + } +} + +//////////////////////////////////////////////////////////////////////// +// LEFT VOLUME register write +//////////////////////////////////////////////////////////////////////// + +// please note: sweep and phase invert are wrong... but I've never seen +// them used + +void SetVolumeL(unsigned char ch,short vol) // LEFT VOLUME +{ + s_chan[ch].iLeftVolRaw=vol; + + if(vol&0x8000) // sweep? + { + short sInc=1; // -> sweep up? + if(vol&0x2000) sInc=-1; // -> or down? + if(vol&0x1000) vol^=0xffff; // -> mmm... phase inverted? have to investigate this + vol=((vol&0x7f)+1)/2; // -> sweep: 0..127 -> 0..64 + vol+=vol/(2*sInc); // -> HACK: we don't sweep right now, so we just raise/lower the volume by the half! + vol*=128; + } + else // no sweep: + { + if(vol&0x4000) // -> mmm... phase inverted? have to investigate this + //vol^=0xffff; + vol=0x3fff-(vol&0x3fff); + } + + vol&=0x3fff; + s_chan[ch].iLeftVolume=vol; // store volume +} + +//////////////////////////////////////////////////////////////////////// +// RIGHT VOLUME register write +//////////////////////////////////////////////////////////////////////// + +void SetVolumeR(unsigned char ch,short vol) // RIGHT VOLUME +{ + s_chan[ch].iRightVolRaw=vol; + + if(vol&0x8000) // comments... see above :) + { + short sInc=1; + if(vol&0x2000) sInc=-1; + if(vol&0x1000) vol^=0xffff; + vol=((vol&0x7f)+1)/2; + vol+=vol/(2*sInc); + vol*=128; + } + else + { + if(vol&0x4000) //vol=vol^=0xffff; + vol=0x3fff-(vol&0x3fff); + } + + vol&=0x3fff; + + s_chan[ch].iRightVolume=vol; +} + +//////////////////////////////////////////////////////////////////////// +// PITCH register write +//////////////////////////////////////////////////////////////////////// + +void SetPitch(int ch,unsigned short val) // SET PITCH +{ + int NP; + if(val>0x3fff) NP=0x3fff; // get pitch val + else NP=val; + + s_chan[ch].iRawPitch=NP; + + NP=(44100L*NP)/4096L; // calc frequency + if(NP<1) NP=1; // some security + s_chan[ch].iActFreq=NP; // store frequency +} + +//////////////////////////////////////////////////////////////////////// +// REVERB register write +//////////////////////////////////////////////////////////////////////// + +void ReverbOn(int start,int end,unsigned short val) // REVERB ON PSX COMMAND +{ + int ch; + + for(ch=start;ch<end;ch++,val>>=1) // loop channels + { + if(val&1) // -> reverb on/off + { + s_chan[ch].bReverb=1; + } + else + { + s_chan[ch].bReverb=0; + } + } +} |
