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| /******************************************************************************* | |
| Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. | |
| (c) Copyright 1996 - 2003 Gary Henderson (gary.henderson@ntlworld.com) and | |
| Jerremy Koot (jkoot@snes9x.com) | |
| (c) Copyright 2002 - 2003 Matthew Kendora and | |
| Brad Jorsch (anomie@users.sourceforge.net) | |
| C4 x86 assembler and some C emulation code | |
| (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com), | |
| _Demo_ (_demo_@zsnes.com), and | |
| Nach (n-a-c-h@users.sourceforge.net) | |
| C4 C++ code | |
| (c) Copyright 2003 Brad Jorsch | |
| DSP-1 emulator code | |
| (c) Copyright 1998 - 2003 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson, | |
| John Weidman (jweidman@slip.net), | |
| neviksti (neviksti@hotmail.com), and | |
| Kris Bleakley (stinkfish@bigpond.com) | |
| 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 - 2003 zsKnight, pagefault (pagefault@zsnes.com) | |
| 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-RTC C emulator code | |
| (c) Copyright 2001 John Weidman | |
| Super FX x86 assembler emulator code | |
| (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault | |
| Super FX C emulator code | |
| (c) Copyright 1997 - 1999 Ivar and Gary Henderson. | |
| 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. | |
| *******************************************************************************/ | |
| #ifndef P-SP | |
| 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 | |
| #endif // __psp__ |