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417 lines
12 KiB
C++
417 lines
12 KiB
C++
/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2007 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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uint16 DSP2Op09Word1=0;
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uint16 DSP2Op09Word2=0;
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bool DSP2Op05HasLen=false;
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int DSP2Op05Len=0;
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bool DSP2Op06HasLen=false;
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int DSP2Op06Len=0;
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uint8 DSP2Op05Transparent=0;
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void DSP2_Op05 ()
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{
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uint8 color;
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// Overlay bitmap with transparency.
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// Input:
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//
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// Bitmap 1: i[0] <=> i[size-1]
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// Bitmap 2: i[size] <=> i[2*size-1]
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//
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// Output:
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//
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// Bitmap 3: o[0] <=> o[size-1]
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//
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// Processing:
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//
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// Process all 4-bit pixels (nibbles) in the bitmap
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//
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// if ( BM2_pixel == transparent_color )
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// pixelout = BM1_pixel
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// else
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// pixelout = BM2_pixel
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// The max size bitmap is limited to 255 because the size parameter is a byte
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// I think size=0 is an error. The behavior of the chip on size=0 is to
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// return the last value written to DR if you read DR on Op05 with
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// size = 0. I don't think it's worth implementing this quirk unless it's
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// proven necessary.
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int n;
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unsigned char c1;
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unsigned char c2;
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unsigned char *p1 = DSP1.parameters;
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unsigned char *p2 = &DSP1.parameters[DSP2Op05Len];
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unsigned char *p3 = DSP1.output;
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color = DSP2Op05Transparent&0x0f;
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for( n = 0; n < DSP2Op05Len; n++ )
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{
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c1 = *p1++;
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c2 = *p2++;
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*p3++ = ( ((c2 >> 4) == color ) ? c1 & 0xf0: c2 & 0xf0 ) |
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( ((c2 & 0x0f)==color) ? c1 & 0x0f: c2 & 0x0f );
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}
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}
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void DSP2_Op01 ()
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{
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// Op01 size is always 32 bytes input and output.
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// The hardware does strange things if you vary the size.
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int j;
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unsigned char c0, c1, c2, c3;
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unsigned char *p1 = DSP1.parameters;
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unsigned char *p2a = DSP1.output;
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unsigned char *p2b = &DSP1.output[16]; // halfway
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// Process 8 blocks of 4 bytes each
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for ( j = 0; j < 8; j++ )
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{
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c0 = *p1++;
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c1 = *p1++;
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c2 = *p1++;
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c3 = *p1++;
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*p2a++ = (c0 & 0x10) << 3 |
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(c0 & 0x01) << 6 |
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(c1 & 0x10) << 1 |
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(c1 & 0x01) << 4 |
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(c2 & 0x10) >> 1 |
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(c2 & 0x01) << 2 |
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(c3 & 0x10) >> 3 |
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(c3 & 0x01);
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*p2a++ = (c0 & 0x20) << 2 |
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(c0 & 0x02) << 5 |
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(c1 & 0x20) |
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(c1 & 0x02) << 3 |
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(c2 & 0x20) >> 2 |
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(c2 & 0x02) << 1 |
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(c3 & 0x20) >> 4 |
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(c3 & 0x02) >> 1;
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*p2b++ = (c0 & 0x40) << 1 |
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(c0 & 0x04) << 4 |
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(c1 & 0x40) >> 1 |
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(c1 & 0x04) << 2 |
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(c2 & 0x40) >> 3 |
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(c2 & 0x04) |
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(c3 & 0x40) >> 5 |
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(c3 & 0x04) >> 2;
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*p2b++ = (c0 & 0x80) |
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(c0 & 0x08) << 3 |
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(c1 & 0x80) >> 2 |
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(c1 & 0x08) << 1 |
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(c2 & 0x80) >> 4 |
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(c2 & 0x08) >> 1 |
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(c3 & 0x80) >> 6 |
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(c3 & 0x08) >> 3;
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}
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return;
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}
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void DSP2_Op06 ()
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{
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// Input:
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// size
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// bitmap
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int i, j;
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for ( i = 0, j = DSP2Op06Len - 1; i < DSP2Op06Len; i++, j-- )
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{
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DSP1.output[j] = (DSP1.parameters[i] << 4) | (DSP1.parameters[i] >> 4);
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}
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}
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bool DSP2Op0DHasLen=false;
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int DSP2Op0DOutLen=0;
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int DSP2Op0DInLen=0;
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#ifndef DSP2_BIT_ACCURRATE_CODE
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// Scale bitmap based on input length out output length
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void DSP2_Op0D()
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{
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// Overload's algorithm - use this unless doing hardware testing
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// One note: the HW can do odd byte scaling but since we divide
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// by two to get the count of bytes this won't work well for
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// odd byte scaling (in any of the current algorithm implementations).
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// So far I haven't seen Dungeon Master use it.
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// If it does we can adjust the parameters and code to work with it
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int i;
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int pixel_offset;
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uint8 pixelarray[512];
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for(i=0; i<DSP2Op0DOutLen*2; i++)
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{
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pixel_offset = (i * DSP2Op0DInLen) / DSP2Op0DOutLen;
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if ( (pixel_offset&1) == 0 )
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pixelarray[i] = DSP1.parameters[pixel_offset>>1] >> 4;
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else
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pixelarray[i] = DSP1.parameters[pixel_offset>>1] & 0x0f;
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}
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for ( i=0; i < DSP2Op0DOutLen; i++ )
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DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
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}
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#else
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void DSP2_Op0D()
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{
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// Bit accurate hardware algorithm - uses fixed point math
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// This should match the DSP2 Op0D output exactly
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// I wouldn't recommend using this unless you're doing hardware debug.
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// In some situations it has small visual artifacts that
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// are not readily apparent on a TV screen but show up clearly
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// on a monitor. Use Overload's scaling instead.
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// This is for hardware verification testing.
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//
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// One note: the HW can do odd byte scaling but since we divide
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// by two to get the count of bytes this won't work well for
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// odd byte scaling (in any of the current algorithm implementations).
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// So far I haven't seen Dungeon Master use it.
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// If it does we can adjust the parameters and code to work with it
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uint32 multiplier; // Any size int >= 32-bits
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uint32 pixloc; // match size of multiplier
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int i, j;
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uint8 pixelarray[512];
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if (DSP2Op0DInLen <= DSP2Op0DOutLen)
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multiplier = 0x10000; // In our self defined fixed point 0x10000 == 1
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else
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multiplier = (DSP2Op0DInLen << 17) / ((DSP2Op0DOutLen<<1) + 1);
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pixloc = 0;
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for ( i=0; i < DSP2Op0DOutLen * 2; i++ )
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{
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j = pixloc >> 16;
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if ( j & 1 )
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pixelarray[i] = DSP1.parameters[j>>1] & 0x0f;
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else
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pixelarray[i] = (DSP1.parameters[j>>1] & 0xf0) >> 4;
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pixloc += multiplier;
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}
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for ( i=0; i < DSP2Op0DOutLen; i++ )
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DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
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}
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#endif
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#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
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void DSP2_Op0D()
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{
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// Float implementation of Neviksti's algorithm
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// This is the right algorithm to match the DSP2 bits but the precision
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// of the PC float does not match the precision of the fixed point math
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// on the DSP2 causing occasional one off data mismatches (which should
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// be no problem because its just a one pixel difference in a scaled image
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// to be displayed).
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float multiplier;
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float pixloc;
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int i, j;
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uint8 pixelarray[512];
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if (DSP2Op0DInLen <= DSP2Op0DOutLen)
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multiplier = (float) 1.0;
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else
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multiplier = (float) ((DSP2Op0DInLen * 2.0) / (DSP2Op0DOutLen * 2.0 + 1.0));
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pixloc = 0.0;
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for ( i=0; i < DSP2Op0DOutLen * 2; i++ )
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{
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// j = (int)(i * multiplier);
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j = (int) pixloc;
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if ( j & 1 )
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pixelarray[i] = DSP1.parameters[j>>1] & 0x0f;
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else
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pixelarray[i] = (DSP1.parameters[j>>1] & 0xf0) >> 4;
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pixloc += multiplier; // use an add in the loop instead of multiply to increase loop speed
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}
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for ( i=0; i < DSP2Op0DOutLen; i++ )
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DSP1.output[i] = ( pixelarray[i<<1] << 4 ) | pixelarray[(i<<1)+1];
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}
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#endif
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