cdrStruct cdr;
static unsigned char *pTransfer;
+static s16 read_buf[CD_FRAMESIZE_RAW/2];
/* CD-ROM magic numbers */
#define CdlSync 0 /* nocash documentation : "Uh, actually, returns error code 40h = Invalid Command...?" */
CDR_LOG("ReadTrack *** %02x:%02x:%02x\n", tmp[0], tmp[1], tmp[2]);
- cdr.RErr = CDR_readTrack(tmp);
+ cdr.NoErr = CDR_readTrack(tmp);
memcpy(cdr.Prev, tmp, 3);
if (CheckSBI(time))
static void cdrPlayInterrupt_Autopause()
{
+ u32 abs_lev_max = 0;
+ boolean abs_lev_chselect;
+ u32 i;
+
if ((cdr.Mode & MODE_AUTOPAUSE) && cdr.TrackChanged) {
CDR_LOG( "CDDA STOP\n" );
StopCdda();
}
else if (((cdr.Mode & MODE_REPORT) || cdr.FastForward || cdr.FastBackward)) {
-
+ CDR_readCDDA(cdr.SetSectorPlay[0], cdr.SetSectorPlay[1], cdr.SetSectorPlay[2], (u8 *)read_buf);
cdr.Result[0] = cdr.StatP;
cdr.Result[1] = cdr.subq.Track;
cdr.Result[2] = cdr.subq.Index;
+
+ abs_lev_chselect = cdr.subq.Absolute[1] & 0x01;
+
+ /* 8 is a hack. For accuracy, it should be 588. */
+ for (i = 0; i < 8; i++)
+ {
+ abs_lev_max = MAX_VALUE(abs_lev_max, abs(read_buf[i * 2 + abs_lev_chselect]));
+ }
+ abs_lev_max = MIN_VALUE(abs_lev_max, 32767);
+ abs_lev_max |= abs_lev_chselect << 15;
if (cdr.subq.Absolute[2] & 0x10) {
cdr.Result[3] = cdr.subq.Relative[0];
cdr.Result[5] = cdr.subq.Absolute[2];
}
- cdr.Result[6] = 0;
- cdr.Result[7] = 0;
+ cdr.Result[6] = abs_lev_max >> 0;
+ cdr.Result[7] = abs_lev_max >> 8;
// Rayman: Logo freeze (resultready + dataready)
cdr.ResultReady = 1;
cdr.Seeked = SEEK_DONE;
if (cdr.Irq == 0) {
cdr.Stat = Complete;
- cdr.RErr = 1;
setIrq();
}
cdrPlayInterrupt_Autopause();
if (!cdr.Play) return;
+
+ if (CDR_readCDDA && !cdr.Muted && cdr.Mode & MODE_REPORT) {
+ cdrAttenuate(read_buf, CD_FRAMESIZE_RAW / 4, 1);
+ if (SPU_playCDDAchannel)
+ SPU_playCDDAchannel(read_buf, CD_FRAMESIZE_RAW);
+ }
cdr.SetSectorPlay[2]++;
if (cdr.SetSectorPlay[2] == 75) {
do_CdlPlay:
case CdlPlay:
StopCdda();
- /* It would set it to SEEK_DONE*/
- cdr.Seeked = SEEK_PENDING;
+ if (cdr.Seeked == SEEK_PENDING) {
+ // XXX: wrong, should seek instead..
+ cdr.Seeked = SEEK_DONE;
+ }
cdr.FastBackward = 0;
cdr.FastForward = 0;
cdr.TrackChanged = FALSE;
if (!Config.Cdda)
- CDR_play(cdr.SetSectorPlay);
+ CDR_play();
// Vib Ribbon: gameplay checks flag
cdr.StatP &= ~STATUS_SEEK;
case CdlForward:
// TODO: error 80 if stopped
cdr.Stat = Complete;
- cdr.RErr = 1;
// GameShark CD Player: Calls 2x + Play 2x
cdr.FastForward = 1;
cdr.FastBackward = 0;
case CdlStandby + 0x100:
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlStop:
cdr.StatP &= ~STATUS_ROTATING;
cdr.Result[0] = cdr.StatP;
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlPause:
cdr.StatP &= ~STATUS_READ;
cdr.Result[0] = cdr.StatP;
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlReset:
case CdlReset + 0x100:
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlMute:
case CdlGetlocP:
SetResultSize(8);
memcpy(&cdr.Result, &cdr.subq, 8);
-
- if (!cdr.Play && !cdr.Reading)
- cdr.Result[1] = 0; // HACK?
break;
case CdlReadT: // SetSession?
case CdlReadT + 0x100:
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlGetTN:
/* This adds the string "PCSX" in Playstation bios boot screen */
memcpy((char *)&cdr.Result[4], "PCSX", 4);
cdr.Stat = Complete;
- cdr.RErr = 1;
break;
case CdlInit:
case CdlReadToc + 0x100:
cdr.Stat = Complete;
- cdr.RErr = 1;
no_busy_error = 1;
break;
buf = CDR_getBuffer();
if (buf == NULL)
- cdr.RErr = 0;
+ cdr.NoErr = 0;
- if (cdr.RErr == 0) {
+ if (cdr.NoErr == 0) {
CDR_LOG_I("cdrReadInterrupt() Log: err\n");
memset(cdr.Transfer, 0, DATA_SIZE);
cdr.Stat = DiskError;
int ret = xa_decode_sector(&cdr.Xa, cdr.Transfer+4, cdr.FirstSector);
if (!ret) {
cdrAttenuate(cdr.Xa.pcm, cdr.Xa.nsamples, cdr.Xa.stereo);
+ /*
+ * Gameblabla -
+ * This is a hack for Megaman X4, Castlevania etc...
+ * that regressed from the new m_locationChanged and CDROM timings changes.
+ * It is mostly noticeable in Castevania however and the stuttering can be very jarring.
+ *
+ * According to PCSX redux authors, we shouldn't cause a location change if
+ * the sector difference is too small.
+ * I attempted to go with that approach but came empty handed.
+ * So for now, let's just set cdr.m_locationChanged to false when playing back any ADPCM samples.
+ * This does not regress Crash Team Racing's intro at least.
+ */
+ cdr.m_locationChanged = FALSE;
SPU_playADPCMchannel(&cdr.Xa);
cdr.FirstSector = 0;
}
Find_CurTrack(cdr.SetSectorPlay);
if (!Config.Cdda)
- CDR_play(cdr.SetSectorPlay);
+ CDR_play();
}
if ((cdr.freeze_ver & 0xffffff00) != 0x63647200) {