534 lines
14 KiB
C++
534 lines
14 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 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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(c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2011 BearOso,
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OV2
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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 used in 1.39-1.51
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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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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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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 emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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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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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2011 BearOso
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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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(c) Copyright 2009 - 2011 OV2
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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 - 2011 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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#include "snes9x.h"
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#include "memmap.h"
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static void DSP2_Op01 (void);
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static void DSP2_Op03 (void);
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static void DSP2_Op05 (void);
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static void DSP2_Op06 (void);
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static void DSP2_Op09 (void);
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static void DSP2_Op0D (void);
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// convert bitmap to bitplane tile
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static void DSP2_Op01 (void)
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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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uint8 c0, c1, c2, c3;
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uint8 *p1 = DSP2.parameters;
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uint8 *p2a = DSP2.output;
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uint8 *p2b = DSP2.output + 16; // halfway
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// Process 8 blocks of 4 bytes each
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for (int 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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}
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// set transparent color
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static void DSP2_Op03 (void)
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{
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DSP2.Op05Transparent = DSP2.parameters[0];
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}
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// replace bitmap using transparent color
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static void DSP2_Op05 (void)
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{
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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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uint8 color;
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uint8 c1, c2;
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uint8 *p1 = DSP2.parameters;
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uint8 *p2 = DSP2.parameters + DSP2.Op05Len;
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uint8 *p3 = DSP2.output;
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color = DSP2.Op05Transparent & 0x0f;
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for (int32 n = 0; n < DSP2.Op05Len; 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) | (((c2 & 0x0f) == color) ? c1 & 0x0f: c2 & 0x0f);
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}
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}
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// reverse bitmap
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static void DSP2_Op06 (void)
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{
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// Input:
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// size
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// bitmap
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for (int32 i = 0, j = DSP2.Op06Len - 1; i < DSP2.Op06Len; i++, j--)
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DSP2.output[j] = (DSP2.parameters[i] << 4) | (DSP2.parameters[i] >> 4);
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}
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// multiply
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static void DSP2_Op09 (void)
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{
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DSP2.Op09Word1 = DSP2.parameters[0] | (DSP2.parameters[1] << 8);
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DSP2.Op09Word2 = DSP2.parameters[2] | (DSP2.parameters[3] << 8);
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uint32 temp = DSP2.Op09Word1 * DSP2.Op09Word2;
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DSP2.output[0] = temp & 0xFF;
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DSP2.output[1] = (temp >> 8) & 0xFF;
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DSP2.output[2] = (temp >> 16) & 0xFF;
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DSP2.output[3] = (temp >> 24) & 0xFF;
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}
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// scale bitmap
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static void DSP2_Op0D (void)
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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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uint8 pixelarray[512];
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if (DSP2.Op0DInLen <= DSP2.Op0DOutLen)
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multiplier = 0x10000; // In our self defined fixed point 0x10000 == 1
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else
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multiplier = (DSP2.Op0DInLen << 17) / ((DSP2.Op0DOutLen << 1) + 1);
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pixloc = 0;
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for (int32 i = 0; i < DSP2.Op0DOutLen * 2; i++)
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{
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int32 j = pixloc >> 16;
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if (j & 1)
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pixelarray[i] = DSP2.parameters[j >> 1] & 0x0f;
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else
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pixelarray[i] = (DSP2.parameters[j >> 1] & 0xf0) >> 4;
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pixloc += multiplier;
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}
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for (int32 i = 0; i < DSP2.Op0DOutLen; i++)
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DSP2.output[i] = (pixelarray[i << 1] << 4) | pixelarray[(i << 1) + 1];
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}
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/*
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static void DSP2_Op0D (void)
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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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int32 pixel_offset;
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uint8 pixelarray[512];
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for (int32 i = 0; i < DSP2.Op0DOutLen * 2; i++)
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{
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pixel_offset = (i * DSP2.Op0DInLen) / DSP2.Op0DOutLen;
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if ((pixel_offset & 1) == 0)
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pixelarray[i] = DSP2.parameters[pixel_offset >> 1] >> 4;
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else
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pixelarray[i] = DSP2.parameters[pixel_offset >> 1] & 0x0f;
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}
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for (int32 i = 0; i < DSP2.Op0DOutLen; i++)
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DSP2.output[i] = (pixelarray[i << 1] << 4) | pixelarray[(i << 1) + 1];
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}
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*/
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void DSP2SetByte (uint8 byte, uint16 address)
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{
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if ((address & 0xf000) == 0x6000 || (address >= 0x8000 && address < 0xc000))
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{
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if (DSP2.waiting4command)
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{
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DSP2.command = byte;
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DSP2.in_index = 0;
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DSP2.waiting4command = FALSE;
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switch (byte)
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{
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case 0x01: DSP2.in_count = 32; break;
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case 0x03: DSP2.in_count = 1; break;
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case 0x05: DSP2.in_count = 1; break;
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case 0x06: DSP2.in_count = 1; break;
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case 0x09: DSP2.in_count = 4; break;
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case 0x0D: DSP2.in_count = 2; break;
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default:
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#ifdef DEBUGGER
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//printf("Op%02X\n", byte);
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#endif
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case 0x0f: DSP2.in_count = 0; break;
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}
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}
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else
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{
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DSP2.parameters[DSP2.in_index] = byte;
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DSP2.in_index++;
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}
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if (DSP2.in_count == DSP2.in_index)
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{
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DSP2.waiting4command = TRUE;
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DSP2.out_index = 0;
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switch (DSP2.command)
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{
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case 0x01:
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DSP2.out_count = 32;
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DSP2_Op01();
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break;
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case 0x03:
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DSP2_Op03();
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break;
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case 0x05:
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if (DSP2.Op05HasLen)
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{
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DSP2.Op05HasLen = FALSE;
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DSP2.out_count = DSP2.Op05Len;
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DSP2_Op05();
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}
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else
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{
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DSP2.Op05Len = DSP2.parameters[0];
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DSP2.in_index = 0;
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DSP2.in_count = 2 * DSP2.Op05Len;
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DSP2.Op05HasLen = TRUE;
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if (byte)
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DSP2.waiting4command = FALSE;
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}
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break;
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case 0x06:
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if (DSP2.Op06HasLen)
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{
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DSP2.Op06HasLen = FALSE;
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DSP2.out_count = DSP2.Op06Len;
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DSP2_Op06();
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}
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else
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{
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DSP2.Op06Len = DSP2.parameters[0];
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DSP2.in_index = 0;
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DSP2.in_count = DSP2.Op06Len;
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DSP2.Op06HasLen = TRUE;
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if (byte)
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DSP2.waiting4command = FALSE;
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}
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break;
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case 0x09:
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DSP2.out_count = 4;
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DSP2_Op09();
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break;
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case 0x0D:
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if (DSP2.Op0DHasLen)
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{
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DSP2.Op0DHasLen = FALSE;
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DSP2.out_count = DSP2.Op0DOutLen;
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DSP2_Op0D();
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}
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else
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{
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DSP2.Op0DInLen = DSP2.parameters[0];
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DSP2.Op0DOutLen = DSP2.parameters[1];
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DSP2.in_index = 0;
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DSP2.in_count = (DSP2.Op0DInLen + 1) >> 1;
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DSP2.Op0DHasLen = TRUE;
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if (byte)
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DSP2.waiting4command = FALSE;
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}
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break;
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case 0x0f:
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default:
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break;
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}
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}
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}
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}
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uint8 DSP2GetByte (uint16 address)
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{
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uint8 t;
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if ((address & 0xf000) == 0x6000 || (address >= 0x8000 && address < 0xc000))
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{
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if (DSP2.out_count)
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{
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t = (uint8) DSP2.output[DSP2.out_index];
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DSP2.out_index++;
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if (DSP2.out_count == DSP2.out_index)
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DSP2.out_count = 0;
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|
}
|
|
else
|
|
t = 0xff;
|
|
}
|
|
else
|
|
t = 0x80;
|
|
|
|
return (t);
|
|
}
|