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authorKitty Draper2011-03-05 21:39:25 -0500
committerKitty Draper2011-03-05 21:39:25 -0500
commitd40ae99422e118188a7f48055dc340c6aca022aa (patch)
tree83ab93f49fd9e66e43bcd824091ae1dbcaa0c173 /source/dsp2emu.c
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+/*******************************************************************************
+ Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+
+ (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
+ Jerremy Koot (jkoot@snes9x.com)
+
+ (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
+
+ (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
+ funkyass (funkyass@spam.shaw.ca),
+ Joel Yliluoma (http://iki.fi/bisqwit/)
+ Kris Bleakley (codeviolation@hotmail.com),
+ Matthew Kendora,
+ Nach (n-a-c-h@users.sourceforge.net),
+ Peter Bortas (peter@bortas.org) and
+ zones (kasumitokoduck@yahoo.com)
+
+ C4 x86 assembler and some C emulation code
+ (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
+ _Demo_ (_demo_@zsnes.com), and Nach
+
+ C4 C++ code
+ (c) Copyright 2003 Brad Jorsch
+
+ DSP-1 emulator code
+ (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
+ John Weidman, neviksti (neviksti@hotmail.com),
+ Kris Bleakley, Andreas Naive
+
+ DSP-2 emulator code
+ (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
+ Lord Nightmare (lord_nightmare@users.sourceforge.net
+
+ OBC1 emulator code
+ (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
+ Kris Bleakley
+ Ported from x86 assembler to C by sanmaiwashi
+
+ SPC7110 and RTC C++ emulator code
+ (c) Copyright 2002 Matthew Kendora with research by
+ zsKnight, John Weidman, and Dark Force
+
+ S-DD1 C emulator code
+ (c) Copyright 2003 Brad Jorsch with research by
+ Andreas Naive and John Weidman
+
+ S-RTC C emulator code
+ (c) Copyright 2001 John Weidman
+
+ ST010 C++ emulator code
+ (c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
+
+ Super FX x86 assembler emulator code
+ (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
+
+ Super FX C emulator code
+ (c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
+
+
+ SH assembler code partly based on x86 assembler code
+ (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
+
+
+ Specific ports 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.
+*******************************************************************************/
+
+
+uint16 DSP2Op09Word1=0;
+uint16 DSP2Op09Word2=0;
+bool DSP2Op05HasLen=false;
+int DSP2Op05Len=0;
+bool DSP2Op06HasLen=false;
+int DSP2Op06Len=0;
+uint8 DSP2Op05Transparent=0;
+
+void DSP2_Op05 ()
+{
+ uint8 color;
+ // Overlay bitmap with transparency.
+ // Input:
+ //
+ // Bitmap 1: i[0] <=> i[size-1]
+ // Bitmap 2: i[size] <=> i[2*size-1]
+ //
+ // Output:
+ //
+ // Bitmap 3: o[0] <=> o[size-1]
+ //
+ // Processing:
+ //
+ // Process all 4-bit pixels (nibbles) in the bitmap
+ //
+ // if ( BM2_pixel == transparent_color )
+ // pixelout = BM1_pixel
+ // else
+ // pixelout = BM2_pixel
+
+ // The max size bitmap is limited to 255 because the size parameter is a byte
+ // I think size=0 is an error. The behavior of the chip on size=0 is to
+ // return the last value written to DR if you read DR on Op05 with
+ // size = 0. I don't think it's worth implementing this quirk unless it's
+ // proven necessary.
+
+ int n;
+ unsigned char c1;
+ unsigned char c2;
+ unsigned char *p1 = DSP1.parameters;
+ unsigned char *p2 = &DSP1.parameters[DSP2Op05Len];
+ unsigned char *p3 = DSP1.output;
+
+ color = DSP2Op05Transparent&0x0f;
+
+ for( n = 0; n < DSP2Op05Len; n++ )
+ {
+ c1 = *p1++;
+ c2 = *p2++;
+ *p3++ = ( ((c2 >> 4) == color ) ? c1 & 0xf0: c2 & 0xf0 ) |
+ ( ((c2 & 0x0f)==color) ? c1 & 0x0f: c2 & 0x0f );
+ }
+}
+
+void DSP2_Op01 ()
+{
+ // Op01 size is always 32 bytes input and output.
+ // The hardware does strange things if you vary the size.
+
+ int j;
+ unsigned char c0, c1, c2, c3;
+ unsigned char *p1 = DSP1.parameters;
+ unsigned char *p2a = DSP1.output;
+ unsigned char *p2b = &DSP1.output[16]; // halfway
+
+ // Process 8 blocks of 4 bytes each
+
+ for ( j = 0; j < 8; j++ )
+ {
+ c0 = *p1++;
+ c1 = *p1++;
+ c2 = *p1++;
+ c3 = *p1++;
+
+ *p2a++ = (c0 & 0x10) << 3 |
+ (c0 & 0x01) << 6 |
+ (c1 & 0x10) << 1 |
+ (c1 & 0x01) << 4 |
+ (c2 & 0x10) >> 1 |
+ (c2 & 0x01) << 2 |
+ (c3 & 0x10) >> 3 |
+ (c3 & 0x01);
+
+ *p2a++ = (c0 & 0x20) << 2 |
+ (c0 & 0x02) << 5 |
+ (c1 & 0x20) |
+ (c1 & 0x02) << 3 |
+ (c2 & 0x20) >> 2 |
+ (c2 & 0x02) << 1 |
+ (c3 & 0x20) >> 4 |
+ (c3 & 0x02) >> 1;
+
+ *p2b++ = (c0 & 0x40) << 1 |
+ (c0 & 0x04) << 4 |
+ (c1 & 0x40) >> 1 |
+ (c1 & 0x04) << 2 |
+ (c2 & 0x40) >> 3 |
+ (c2 & 0x04) |
+ (c3 & 0x40) >> 5 |
+ (c3 & 0x04) >> 2;
+
+
+ *p2b++ = (c0 & 0x80) |
+ (c0 & 0x08) << 3 |
+ (c1 & 0x80) >> 2 |
+ (c1 & 0x08) << 1 |
+ (c2 & 0x80) >> 4 |
+ (c2 & 0x08) >> 1 |
+ (c3 & 0x80) >> 6 |
+ (c3 & 0x08) >> 3;
+ }
+ return;
+}
+
+void DSP2_Op06 ()
+{
+ // Input:
+ // size
+ // bitmap
+
+ int i, j;
+
+ for ( i = 0, j = DSP2Op06Len - 1; i < DSP2Op06Len; i++, j-- )
+ {
+ DSP1.output[j] = (DSP1.parameters[i] << 4) | (DSP1.parameters[i] >> 4);
+ }
+}
+
+bool DSP2Op0DHasLen=false;
+int DSP2Op0DOutLen=0;
+int DSP2Op0DInLen=0;
+
+#ifndef DSP2_BIT_ACCURRATE_CODE
+
+// Scale bitmap based on input length out output length
+
+void DSP2_Op0D()
+{
+ // Overload's algorithm - use this unless doing hardware testing
+
+ // One note: the HW can do odd byte scaling but since we divide
+ // by two to get the count of bytes this won't work well for
+ // odd byte scaling (in any of the current algorithm implementations).
+ // So far I haven't seen Dungeon Master use it.
+ // If it does we can adjust the parameters and code to work with it
+
+ int i;
+ int pixel_offset;
+ uint8 pixelarray[512];
+
+ for(i=0; i<DSP2Op0DOutLen*2; i++)
+ {
+ pixel_offset = (i * DSP2Op0DInLen) / DSP2Op0DOutLen;
+ if ( (pixel_offset&1) == 0 )
+ pixelarray[i] = DSP1.parameters[pixel_offset>>1] >> 4;
+ else
+ pixelarray[i] = DSP1.parameters[pixel_offset>>1] & 0x0f;
+ }
+
+ for ( i=0; i < DSP2Op0DOutLen; i++ )
+ DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
+}
+
+#else
+
+void DSP2_Op0D()
+{
+ // Bit accurate hardware algorithm - uses fixed point math
+ // This should match the DSP2 Op0D output exactly
+ // I wouldn't recommend using this unless you're doing hardware debug.
+ // In some situations it has small visual artifacts that
+ // are not readily apparent on a TV screen but show up clearly
+ // on a monitor. Use Overload's scaling instead.
+ // This is for hardware verification testing.
+ //
+ // One note: the HW can do odd byte scaling but since we divide
+ // by two to get the count of bytes this won't work well for
+ // odd byte scaling (in any of the current algorithm implementations).
+ // So far I haven't seen Dungeon Master use it.
+ // If it does we can adjust the parameters and code to work with it
+
+
+ uint32 multiplier; // Any size int >= 32-bits
+ uint32 pixloc; // match size of multiplier
+ int i, j;
+ uint8 pixelarray[512];
+
+ if (DSP2Op0DInLen <= DSP2Op0DOutLen)
+ multiplier = 0x10000; // In our self defined fixed point 0x10000 == 1
+ else
+ multiplier = (DSP2Op0DInLen << 17) / ((DSP2Op0DOutLen<<1) + 1);
+
+ pixloc = 0;
+ for ( i=0; i < DSP2Op0DOutLen * 2; i++ )
+ {
+ j = pixloc >> 16;
+
+ if ( j & 1 )
+ pixelarray[i] = DSP1.parameters[j>>1] & 0x0f;
+ else
+ pixelarray[i] = (DSP1.parameters[j>>1] & 0xf0) >> 4;
+
+ pixloc += multiplier;
+ }
+
+ for ( i=0; i < DSP2Op0DOutLen; i++ )
+ DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
+}
+
+#endif
+
+#if 0 // Probably no reason to use this code - it's not quite bit accurate and it doesn't look as good as Overload's algorithm
+
+void DSP2_Op0D()
+{
+ // Float implementation of Neviksti's algorithm
+ // This is the right algorithm to match the DSP2 bits but the precision
+ // of the PC float does not match the precision of the fixed point math
+ // on the DSP2 causing occasional one off data mismatches (which should
+ // be no problem because its just a one pixel difference in a scaled image
+ // to be displayed).
+
+ float multiplier;
+ float pixloc;
+ int i, j;
+ uint8 pixelarray[512];
+
+ if (DSP2Op0DInLen <= DSP2Op0DOutLen)
+ multiplier = (float) 1.0;
+ else
+ multiplier = (float) ((DSP2Op0DInLen * 2.0) / (DSP2Op0DOutLen * 2.0 + 1.0));
+
+ pixloc = 0.0;
+ for ( i=0; i < DSP2Op0DOutLen * 2; i++ )
+ {
+ // j = (int)(i * multiplier);
+ j = (int) pixloc;
+
+ if ( j & 1 )
+ pixelarray[i] = DSP1.parameters[j>>1] & 0x0f;
+ else
+ pixelarray[i] = (DSP1.parameters[j>>1] & 0xf0) >> 4;
+
+ pixloc += multiplier; // use an add in the loop instead of multiply to increase loop speed
+ }
+
+ for ( i=0; i < DSP2Op0DOutLen; i++ )
+ DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
+}
+
+#endif
+