1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
|
/*
* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
*
* (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
* Jerremy Koot (jkoot@snes9x.com)
*
* Super FX C emulator code
* (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
* Gary Henderson.
* Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
*
* DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
* C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
* C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
*
* DOS port code contains the works of other authors. See headers in
* individual files.
*
* Snes9x homepage: http://www.snes9x.com
*
* Permission to use, copy, modify and distribute Snes9x in both binary and
* source form, for non-commercial purposes, is hereby granted without fee,
* providing that this license information and copyright notice appear with
* all copies and any derived work.
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event shall the authors be held liable for any damages
* arising from the use of this software.
*
* Snes9x is freeware for PERSONAL USE only. Commercial users should
* seek permission of the copyright holders first. Commercial use includes
* charging money for Snes9x or software derived from Snes9x.
*
* The copyright holders request that bug fixes and improvements to the code
* should be forwarded to them so everyone can benefit from the modifications
* in future versions.
*
* Super NES and Super Nintendo Entertainment System are trademarks of
* Nintendo Co., Limited and its subsidiary companies.
*/
#ifndef _DSP1_H_
#define _DSP1_H_
// Simple vector and matrix types
typedef double MATRIX[3][3];
typedef double VECTOR[3];
enum AttitudeMatrix { MatrixA, MatrixB, MatrixC };
struct SDSP1 {
bool8 waiting4command;
bool8 first_parameter;
uint8 command;
uint32 in_count;
uint32 in_index;
uint32 out_count;
uint32 out_index;
uint16 parameters [10];
uint16 output [10];
// Attitude matrices
MATRIX vMa;
MATRIX vMb;
MATRIX vMc;
// Matrix and translaton vector for
// transforming a 3D position into the global coordinate system,
// from the view space coordinate system.
MATRIX vM;
VECTOR vT;
// Focal distance
double vFov;
// A precalculated value for optimization
double vPlaneD;
// Raster position of horizon
double vHorizon;
// Convert a 2D screen coordinate to a 3D ground coordinate in global coordinate system.
void ScreenToGround(VECTOR &v, double X2d, double Y2d);
MATRIX &GetMatrix( AttitudeMatrix Matrix );
};
///////////////// DSP Commands ////////////////////
// DSP1 Command 02h
struct DSP1_Parameter
{
DSP1_Parameter( int16 Fx, int16 Fy, int16 Fz,
uint16 Lfe, uint16 Les,
int8 Aas, int8 Azs );
// Raster number of imaginary center
int16 Vof; // -32768 ~ +32767
// Raster number representing
// horizontal line.
int16 Vva; // -32768 ~ +32767
// X,Y coordinate of the point
// projected on the center of the screen
// (ground coordinate)
int16 Cx; // -32768 ~ +32767
int16 Cy; // -32768 ~ +32767
};
// DSP1 Command 0Ah
struct DSP1_Raster
{
DSP1_Raster( int16 Vs );
// Linear transformation matrix elements
// for each raster
int16 An;
int16 Bn;
int16 Cn;
int16 Dn;
};
// DSP1 Command 06h
struct DSP1_Project
{
DSP1_Project( int16 x, int16 y, int16 z );
int16 H;
int16 V;
int16 M;
};
// DSP1 Command 0Eh
struct DSP1_Target
{
DSP1_Target( int16 h, int16 v );
int16 X;
int16 Y;
};
// DSP1 Command 04h
struct DSP1_Triangle
{
DSP1_Triangle (int16 Theta, int16 r );
int16 S;
int16 C;
};
// DSP1 Command 08h
struct DSP1_Radius
{
DSP1_Radius( int16 x, int16 y, int16 z );
int16 Ll;
int16 Lh;
};
// DSP1 Command 18h
int16 DSP1_Range( int16 x, int16 y, int16 z, int16 r );
// DSP1 Command 28h
int16 DSP1_Distance( int16 x, int16 y, int16 z );
// DSP1 Command 0Ch
struct DSP1_Rotate
{
DSP1_Rotate (int16 A, int16 x1, int16 y1);
int16 x2;
int16 y2;
};
// DSP1 Command 1Ch
struct DSP1_Polar
{
DSP1_Polar( int8 Za, int8 Xa, int8 Ya, int16 x, int16 y, int16 z );
int16 X;
int16 Y;
int16 Z;
};
// DSP1 Command 01h, 11h and 21h
void DSP1_Attitude( int16 m, int8 Za, int8 Xa, int8 Ya, AttitudeMatrix Matrix );
// DSP1 Command 0Dh, 1Dh and 2Dh
struct DSP1_Objective
{
DSP1_Objective( int16 x, int16 y, int16 z, AttitudeMatrix Matrix );
int16 F;
int16 L;
int16 U;
};
// DSP1 Command 03h, 13h and 23h
struct DSP1_Subjective
{
DSP1_Subjective( int16 F, int16 L, int16 U, AttitudeMatrix Matrix );
int16 X;
int16 Y;
int16 Z;
};
// DSP1 Command 0Bh, 1Bh and 2Bh
int16 DSP1_Scalar( int16 x, int16 y, int16 z, AttitudeMatrix Matrix );
// DSP1 Command 14h
struct DSP1_Gyrate
{
DSP1_Gyrate( int8 Zi, int8 Xi, int8 Yi,
int8 dU, int8 dF, int8 dL );
int8 Z0;
int8 X0;
int8 Y0;
};
// DSP1 Command 00h
int16 DSP1_Multiply( int16 k, int16 I );
// DSP1 Command 10h
struct DSP1_Inverse
{
DSP1_Inverse( int16 a, int16 b );
int16 A;
int16 B;
};
START_EXTERN_C
void S9xResetDSP1 ();
uint8 S9xGetDSP (uint16 Address);
void S9xSetDSP (uint8 Byte, uint16 Address);
END_EXTERN_C
#ifndef __GP32__
extern struct SDSP1 DSP1;
#else
extern "C" struct SDSP1 DSP1;
#endif
#endif
|