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c4.cpp
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c4.cpp
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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson ([email protected]),
Jerremy Koot ([email protected])
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas ([email protected])
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman ([email protected])
(c) Copyright 2002 - 2006 funkyass ([email protected]),
Kris Bleakley ([email protected])
(c) Copyright 2002 - 2010 Brad Jorsch ([email protected]),
Nach ([email protected]),
(c) Copyright 2002 - 2011 zones ([email protected])
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2011 BearOso,
OV2
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ ([email protected]),
Nach,
zsKnight ([email protected])
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive ([email protected]),
Gary Henderson,
Ivar ([email protected]),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti ([email protected])
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare ([email protected]),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault ([email protected]),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green ([email protected])
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt ([email protected])
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin ([email protected])
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2011 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2011 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
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/or 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 or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
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.
***********************************************************************************/
#include <math.h>
#include "snes9x.h"
#include "memmap.h"
#define C4_PI 3.14159265
int16 C4WFXVal;
int16 C4WFYVal;
int16 C4WFZVal;
int16 C4WFX2Val;
int16 C4WFY2Val;
int16 C4WFDist;
int16 C4WFScale;
int16 C41FXVal;
int16 C41FYVal;
int16 C41FAngleRes;
int16 C41FDist;
int16 C41FDistVal;
#ifdef __psp__
static float tanval;
#else
static double tanval;
#endif
void C4TransfWireFrame (void)
{
#ifdef __psp__
__asm__ volatile ("mtv %0, S000\n" :: "r"((int)C4WFX2Val));
__asm__ volatile ("mtv %0, S001\n" :: "r"((int)C4WFY2Val));
__asm__ volatile ("mtv %0, S002\n" :: "r"((int)C4WFDist));
__asm__ volatile ("mtv %0, S003\n" :: "r"((int)C4WFScale));
__asm__ volatile ("vi2f.q C000, C000, 0\n"
"vfim.s S010, -0.03125\n"
"vscl.t C000, C000, S010\n"
"vcos.t C010, C000\n"
"vsin.t C000, C000\n");
__asm__ volatile ("mtv %0, S020\n" :: "r"((int)C4WFXVal));
__asm__ volatile ("mtv %0, S021\n" :: "r"((int)C4WFYVal));
__asm__ volatile ("mtv %0, S022\n" :: "r"((int)C4WFZVal - 0x95));
__asm__ volatile ("vi2f.t C021, C020, 0\n");
__asm__ volatile (// Rotate X
"vdot.p S020, C022, R000\n"
"vdet.p S010, C022, R000\n"
// Rotate Y
"vdot.p S000, C020, R001\n"
"vdet.p S013, C020, R001\n"
// Rotate Z
"vdet.p S001, R000, R002\n"
"vdot.p S000, R000, R002\n"
// Scale
"vfim.s S002, 149\n"
"vadd.s S013, S013, S002\n"
"vfim.s S012, 144\n"
"vmul.p C002, R002, R003\n"
"vdiv.s S002, S002, S003\n"
"vscl.p C000, C000, S002\n"
"vf2in.p C000, C000, 0\n");
__asm__ volatile ("mfv %0, S001\n" : "=r"(C4WFXVal));
__asm__ volatile ("mfv %0, S000\n" : "=r"(C4WFYVal));
#else
float c4x, c4y, c4z;
float c4x2, c4y2, c4z2;
c4x = (double) C4WFXVal;
c4y = (double) C4WFYVal;
c4z = (double) C4WFZVal - 0x95;
// Rotate X
tanval = -(double) C4WFX2Val * C4_PI * 2 / 128;
c4y2 = c4y * cos(tanval) - c4z * sin(tanval);
c4z2 = c4y * sin(tanval) + c4z * cos(tanval);
// Rotate Y
tanval = -(double) C4WFY2Val * C4_PI * 2 / 128;
c4x2 = c4x * cos(tanval) + c4z2 * sin(tanval);
c4z = c4x * -sin(tanval) + c4z2 * cos(tanval);
// Rotate Z
tanval = -(double) C4WFDist * C4_PI * 2 / 128;
c4x = c4x2 * cos(tanval) - c4y2 * sin(tanval);
c4y = c4x2 * sin(tanval) + c4y2 * cos(tanval);
// Scale
C4WFXVal = (int16) (c4x * (double) C4WFScale / (0x90 * (c4z + 0x95)) * 0x95);
C4WFYVal = (int16) (c4y * (double) C4WFScale / (0x90 * (c4z + 0x95)) * 0x95);
#endif
}
void C4TransfWireFrame2 (void)
{
#ifdef __psp__
__asm__ volatile ("mtv %0, S000\n" :: "r"((int)C4WFX2Val));
__asm__ volatile ("mtv %0, S001\n" :: "r"((int)C4WFY2Val));
__asm__ volatile ("mtv %0, S002\n" :: "r"((int)C4WFDist));
__asm__ volatile ("mtv %0, S003\n" :: "r"((int)C4WFScale));
__asm__ volatile ("vi2f.q C000, C000, 0\n"
"vfim.s S010, -0.03125\n"
"vscl.t C000, C000, S010\n"
"vcos.t C010, C000\n"
"vsin.t C000, C000\n");
__asm__ volatile ("mtv %0, S020\n" :: "r"((int)C4WFXVal));
__asm__ volatile ("mtv %0, S021\n" :: "r"((int)C4WFYVal));
__asm__ volatile ("mtv %0, S022\n" :: "r"((int)C4WFZVal));
__asm__ volatile ("vi2f.t C021, C020, 0\n");
__asm__ volatile (// Rotate X
"vdot.p S020, C022, R000\n"
"vdet.p S010, C022, R000\n"
// Rotate Y
"vdot.p S000, C020, R001\n"
// Rotate Z
"vdet.p S001, R000, R002\n"
"vdot.p S000, R000, R002\n"
// Scale
"vfim.s S002, 256\n"
"vdiv.s S002, S003, S002\n"
"vscl.p C000, C000, S002\n"
"vf2in.p C000, C000, 0\n");
__asm__ volatile ("mfv %0, S001\n" : "=r"(C4WFXVal));
__asm__ volatile ("mfv %0, S000\n" : "=r"(C4WFYVal));
#else
float c4x, c4y, c4z;
float c4x2, c4y2, c4z2;
c4x = (double) C4WFXVal;
c4y = (double) C4WFYVal;
c4z = (double) C4WFZVal;
// Rotate X
tanval = -(double) C4WFX2Val * C4_PI * 2 / 128;
c4y2 = c4y * cos(tanval) - c4z * sin(tanval);
c4z2 = c4y * sin(tanval) + c4z * cos(tanval);
// Rotate Y
tanval = -(double) C4WFY2Val * C4_PI * 2 / 128;
c4x2 = c4x * cos(tanval) + c4z2 * sin(tanval);
c4z = c4x * -sin(tanval) + c4z2 * cos(tanval);
// Rotate Z
tanval = -(double) C4WFDist * C4_PI * 2 / 128;
c4x = c4x2 * cos(tanval) - c4y2 * sin(tanval);
c4y = c4x2 * sin(tanval) + c4y2 * cos(tanval);
// Scale
C4WFXVal = (int16) (c4x * (double) C4WFScale / 0x100);
C4WFYVal = (int16) (c4y * (double) C4WFScale / 0x100);
#endif
}
void C4CalcWireFrame (void)
{
C4WFXVal = C4WFX2Val - C4WFXVal;
C4WFYVal = C4WFY2Val - C4WFYVal;
if (abs(C4WFXVal) > abs(C4WFYVal))
{
C4WFDist = abs(C4WFXVal) + 1;
C4WFYVal = (int16) (256 * (double) C4WFYVal / abs(C4WFXVal));
if (C4WFXVal < 0)
C4WFXVal = -256;
else
C4WFXVal = 256;
}
else
{
if (C4WFYVal != 0)
{
C4WFDist = abs(C4WFYVal) + 1;
C4WFXVal = (int16) (256 * (double) C4WFXVal / abs(C4WFYVal));
if (C4WFYVal < 0)
C4WFYVal = -256;
else
C4WFYVal = 256;
}
else
C4WFDist = 0;
}
}
void C4Op1F (void)
{
if (C41FXVal == 0)
{
if (C41FYVal > 0)
C41FAngleRes = 0x80;
else
C41FAngleRes = 0x180;
}
else
{
#ifdef __psp__
tanval = (float) C41FYVal / C41FXVal;
C41FAngleRes = (int16) (atanf(tanval) / (C4_PI * 2) * 512);
#else
tanval = (double) C41FYVal / C41FXVal;
C41FAngleRes = (int16) (atan(tanval) / (C4_PI * 2) * 512);
#endif
C41FAngleRes = C41FAngleRes;
if (C41FXVal< 0)
C41FAngleRes += 0x100;
C41FAngleRes &= 0x1FF;
}
}
void C4Op15 (void)
{
#ifdef __psp__
tanval = sqrtf((float) C41FYVal * C41FYVal + (float) C41FXVal * C41FXVal);
#else
tanval = sqrt((double) C41FYVal * C41FYVal + (double) C41FXVal * C41FXVal);
#endif
C41FDist = (int16) tanval;
}
void C4Op0D (void)
{
#ifdef __psp__
tanval = sqrtf((float) C41FYVal * C41FYVal + (float) C41FXVal * C41FXVal);
#else
tanval = sqrt((double) C41FYVal * C41FYVal + (double) C41FXVal * C41FXVal);
#endif
tanval = C41FDistVal / tanval;
C41FYVal = (int16) (C41FYVal * tanval * 0.99);
C41FXVal = (int16) (C41FXVal * tanval * 0.98);
}
uint8 * S9xGetBasePointerC4 (uint16 Address)
{
if (Address >= 0x7f40 && Address <= 0x7f5e)
return (NULL);
return (Memory.C4RAM - 0x6000);
}
uint8 * S9xGetMemPointerC4 (uint16 Address)
{
if (Address >= 0x7f40 && Address <= 0x7f5e)
return (NULL);
return (Memory.C4RAM - 0x6000 + (Address & 0xffff));
}