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Implement ucode for Goldeneye 007
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71
src/F3DGOLDEN.cpp
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71
src/F3DGOLDEN.cpp
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#include <assert.h>
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#include "GLideN64.h"
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#include "Debug.h"
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#include "F3D.h"
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#include "F3DGOLDEN.h"
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#include "N64.h"
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#include "RSP.h"
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#include "RDP.h"
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#include "gSP.h"
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#include "gDP.h"
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#include "GBI.h"
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#define F3DGOLDEN_TRIX 0xB1
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#define F3DGOLDEN_MOVEWORD 0xBD
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u32 G_GOLDEN_TRIX;
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u32 G_GOLDEN_MOVEWORD;
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void F3DGOLDEN_TriX(u32 w0, u32 w1)
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{
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while(w1 != 0) {
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s32 v0 = w1 & 0xf;
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w1 >>= 4;
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s32 v1 = w1 & 0xf;
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w1 >>= 4;
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s32 v2 = w0 & 0xf;
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w0 >>= 4;
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gSPTriangle(v0, v1, v2);
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}
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gSPFlushTriangles();
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}
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void F3DGOLDEN_Init()
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{
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gSPSetupFunctions();
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// Set GeometryMode flags
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GBI_InitFlags( F3D );
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GBI.PCStackSize = 10;
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// GBI Command Command Value Command Function
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GBI_SetGBI( G_SPNOOP, F3D_SPNOOP, F3D_SPNoOp );
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GBI_SetGBI( G_MTX, F3D_MTX, F3D_Mtx );
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GBI_SetGBI( G_RESERVED0, F3D_RESERVED0, F3D_Reserved0 );
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GBI_SetGBI( G_MOVEMEM, F3D_MOVEMEM, F3D_MoveMem );
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GBI_SetGBI( G_VTX, F3D_VTX, F3D_Vtx );
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GBI_SetGBI( G_RESERVED1, F3D_RESERVED1, F3D_Reserved1 );
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GBI_SetGBI( G_DL, F3D_DL, F3D_DList );
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GBI_SetGBI( G_RESERVED2, F3D_RESERVED2, F3D_Reserved2 );
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GBI_SetGBI( G_RESERVED3, F3D_RESERVED3, F3D_Reserved3 );
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GBI_SetGBI( G_SPRITE2D_BASE, F3D_SPRITE2D_BASE, F3D_Sprite2D_Base );
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GBI_SetGBI( G_TRI1, F3D_TRI1, F3D_Tri1 );
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GBI_SetGBI( G_CULLDL, F3D_CULLDL, F3D_CullDL );
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GBI_SetGBI( G_GOLDEN_MOVEWORD, F3DGOLDEN_MOVEWORD, F3D_MoveWord );
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GBI_SetGBI( G_MOVEWORD, F3D_MOVEWORD, F3D_MoveWord );
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GBI_SetGBI( G_TEXTURE, F3D_TEXTURE, F3D_Texture );
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GBI_SetGBI( G_SETOTHERMODE_H, F3D_SETOTHERMODE_H, F3D_SetOtherMode_H );
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GBI_SetGBI( G_SETOTHERMODE_L, F3D_SETOTHERMODE_L, F3D_SetOtherMode_L );
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GBI_SetGBI( G_ENDDL, F3D_ENDDL, F3D_EndDL );
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GBI_SetGBI( G_SETGEOMETRYMODE, F3D_SETGEOMETRYMODE, F3D_SetGeometryMode );
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GBI_SetGBI( G_CLEARGEOMETRYMODE, F3D_CLEARGEOMETRYMODE, F3D_ClearGeometryMode );
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GBI_SetGBI( G_QUAD, F3D_QUAD, F3D_Quad );
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GBI_SetGBI( G_RDPHALF_1, F3D_RDPHALF_1, F3D_RDPHalf_1 );
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GBI_SetGBI( G_RDPHALF_2, F3D_RDPHALF_2, F3D_RDPHalf_2 );
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GBI_SetGBI( G_RDPHALF_CONT, F3D_RDPHALF_CONT, F3D_RDPHalf_Cont );
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GBI_SetGBI( G_GOLDEN_TRIX, F3DGOLDEN_TRIX, F3DGOLDEN_TriX );
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}
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7
src/F3DGOLDEN.h
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7
src/F3DGOLDEN.h
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#ifndef F3DGOLDEN_H
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#define F3DGOLDEN_H
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void F3DGOLDEN_Init();
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#endif
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@ -23,6 +23,7 @@
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#include "F3DWRUS.h"
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#include "F3DPD.h"
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#include "F3DSETA.h"
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#include "F3DGOLDEN.h"
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#include "F3DEX2CBFD.h"
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#include "ZSort.h"
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#include "CRC.h"
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@ -44,7 +45,7 @@ SpecialMicrocodeInfo specialMicrocodes[] =
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{ F3DSWSE, false, 0x94c4c833, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3DEX, true, 0x637b4b58, "RSP SW Version: 2.0D, 04-01-96" },
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{ F3D, true, 0x54c558ba, "RSP SW Version: 2.0D, 04-01-96" }, // Pilot Wings
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{ F3D, true, 0x302bca09, "RSP SW Version: 2.0G, 09-30-96" }, // GoldenEye
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{ F3DGOLDEN, true, 0x302bca09, "RSP SW Version: 2.0G, 09-30-96" }, // GoldenEye
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{ S2DEX, false, 0x9df31081, "RSP Gfx ucode S2DEX 1.06 Yoshitaka Yasumoto Nintendo." },
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@ -185,6 +186,7 @@ void GBIInfo::_makeCurrent(MicrocodeInfo * _pCurrent)
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case ZSortp: ZSort_Init(); break;
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case F3DEX2CBFD:F3DEX2CBFD_Init(); break;
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case F3DSETA: F3DSETA_Init(); break;
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case F3DGOLDEN: F3DGOLDEN_Init(); break;
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}
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#ifndef GLESX
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@ -23,7 +23,8 @@
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#define Turbo3D 14
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#define ZSortp 15
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#define F3DSETA 16
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#define NONE 17
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#define F3DGOLDEN 17
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#define NONE 18
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// Fixed point conversion factors
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#define FIXED2FLOATRECIP1 0.5f
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