Closed GoogleCodeExporter closed 9 years ago
If you can get me more information, I might be able to fix it.
You'll need to compile Dolphin or get someone to do it for you.
Note in the code for Dolphin in Ucodes.cpp this line:
case 0x267fd05a: // Pikmin PAL
We need to dump this DSP.
#if defined(_DEBUG) || defined(DEBUGFAST)
char binFile[MAX_PATH];
sprintf(binFile, "%sDSP_UC_%08X.bin", File::GetUserPath(D_DUMPDSP_IDX).c_str(), ector_crc);
File::IOFile pFile(binFile, "wb");
pFile.WriteArray((u8*)Memory::GetPointer(m_CurrentUCode.m_RAMAddress), m_CurrentUCode.m_Length);
#endif
Delete the #if line and the #endif line. Compile Dolphin.
Run the game with Dolphin.
It should create a file called DSP_UC_267FD05A.bin
I need the following from this file:
First 0x10 (16 bytes).
Size in bytes.
SHA-1 of the file.
HxD can get all of these.
If you get this far, we can identify the DSP version. Next we need to make the
patch. If anyone gets this far post here.
Original comment by greyro...@gmail.com
on 17 Jun 2014 at 12:27
The code in Dolphin to modify is in UCode_Rom.cpp.
Original comment by greyro...@gmail.com
on 17 Jun 2014 at 12:31
Hi greyrogue,
I've read your post at gbatemp. I can give you all the information you need
tomorrow afternoon. But today I was simply too busy to do this.
Original comment by peter.wa...@gmail.com
on 17 Jun 2014 at 10:28
Hi greyrogue,
sorry to say that, but it seems I need further instructions. I downloaded the
source from
https://github.com/dolphin-emu/dolphin
and managed to compile it (it had a bunch of compiling warnings but no errors)
and the programm itself works. Then I changed the lines in Ucodes.cpp and
compiled it again. I ran Pikmin, but unfortunately no bin file was created.
You wrote I have to modify the lines also in UCode_Rom.cpp. Well, in the latest
version there is no file, which is named UCode_Rom.cpp. Then I tried to compile
an old version and got around 50 compile errors. Will give it another try later,
Original comment by peter.wa...@gmail.com
on 18 Jun 2014 at 3:06
Hi greyrogue,
I got it.
First 16 Bytes:
02 9f 00 12 00 00 00 00 02 ff 00 00 02 ff 00 00
Size in Bytes:
0x1A5F
SHA-1:
800160DF89019EE3E8F7472CE01FF680E985B024
I could attach the file, but I guess it's copyrighted?
Hopefully I made evything right.
Original comment by peter.wa...@gmail.com
on 18 Jun 2014 at 3:51
No wait. My Hexeditor starts numbering the bytes with 0, so the size is
actually 0x1A60.
Original comment by peter.wa...@gmail.com
on 18 Jun 2014 at 3:52
Great. These look like I expect. Can you build Nintendont? If so, pull down
v1.69 if you know that version boots correctly. Then we need to modify Patch.c.
Using the information you sent, we need to replace the commented out lines
85-87 in v69 of Patch.c with the SHA-1 here so:
{
0x21, 0xD0, 0xC0, 0xEE, 0x25, 0x3D, 0x8C, 0x9E, 0x02, 0x58, 0x66, 0x7F, 0x3C, 0x1B, 0x11, 0xBC, 0x90, 0x1F, 0x33, 0xE2, // 12 Dolphin=0x267fd05a=Pikmin PAL
},
Then we add lines at the end DSPPattern, line 125
{
0x02, 0x9f, 0x00, 0x12, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0x00, 0x00, 0x02, 0xff, 0x00, 0x00, // 11 Hash 12
},
and a line to the end of DSPLength, line 142
0x00001A60, // 11
With these changes Nintendont should now identify the DSP as v12.
Original comment by greyro...@gmail.com
on 18 Jun 2014 at 9:53
Whoops I didn't paste in your SHA-1 correctly. Line 86 should be
0x80, 0x01, 0x60, 0xDF, 0x89, 0x01, 0x9E, 0xE3, 0xE8, 0xF7, 0x47, 0x2C, 0xE0, 0x1F, 0xF6, 0x80, 0xE9, 0x85, 0xB0, 0x24, // 12 Dolphin=0x267fd05a=Pikmin PAL
Original comment by greyro...@gmail.com
on 18 Jun 2014 at 9:55
Now we need to make the patch. Dolphin has an executable called DSPTool. We
need to run this on the bin file. The command is "DSPTool.exe -d -o
DSP_UC_267FD05A.txt DSP_UC_267FD05A.bin". This will disassemble the code.
We're looking for access to any of these:
ACCAH, ACCSH, and ACCEH. If I remeber correctly all the Zelda ucode games have
two references to ACCAH and one reference each to ACCSH and ACCEH near one of
the ACCAH references. I need the line of code before and the line of code at
both of these groups (including the line numbers e.g. 06a0).
0653 009e ffff lri $AC0.M, #0xffff
0655 2ed6 srs @ACEAH, $AC0.M
069f 02ca lsrn
06a0 00fe ffd8 sr @ACCAH, $AC0.M
Then we need to find somewhere to put our patches. The best place would be at
the end if there's room. How many 00s (nops) are there at the end? Give me
the first line of these at the end, e.g.
0e66 0000 nop
We need 6 to make our patch. If there's not room at the end look for a halt
line that comes after setting dmbh, dmbl and dirq.
We're almost done after this.
Original comment by greyro...@gmail.com
on 18 Jun 2014 at 10:29
Sorry I meant we need 10 nops.
Original comment by greyro...@gmail.com
on 18 Jun 2014 at 10:32
Also, make it the two lines before and the line at the groups.
Original comment by greyro...@gmail.com
on 18 Jun 2014 at 10:41
OK. I compiled nintendont with the changes to patch.c and Pikmin's dsp really
gets identified as v12 in the ndebug.log, so the data I sent you was right.
Here are the lines with ACCAH:
04b4 1f98 mrr $AC0.L, $AX0.L
04b5 147f lsr $ACC0, #-1
04b6 2ed8 srs @ACCAH, $AC0.M
0503 7900 decm $AC1.M
0504 02ca lsrn
0505 2ed8 srs @ACCAH, $AC0.M
Unfortunately there are no lines with ACCEH and ACCSH after the first and
second ACCAH is ACCAL.
There are only 5 nops at the end, so here is the only halt with DMBH, DMBL and
DIRQ before:
0547 16fc dcd1 si @DMBH, #0xdcd1
0549 16fd 0002 si @DMBL, #0x0002
054b 16fb 0001 si @DIRQ, #0x0001
054d 0021 halt
Original comment by peter.wa...@gmail.com
on 19 Jun 2014 at 7:51
Just saw that you have ACEAH in your example so I guess might need those, too.
ACEAH:
04ae 4c00 add $ACC0, $ACC1
04af 0200 0030 addi $AC0.M, #0x0030
04b1 2ed6 srs @ACEAH, $AC0.M
04fb 4c00 add $ACC0, $ACC1
04fc 0200 0030 addi $AC0.M, #0x0030
04fe 2ed6 srs @ACEAH, $AC0.M
And I have also two lines with ACSAH:
04a8 1f5e mrr $AX0.H, $AC0.M
04a9 1f1c mrr $AX0.L, $AC0.L
04aa 2ed4 srs @ACSAH, $AC0.M
04f4 1f1c mrr $AX0.L, $AC0.L
04f5 0200 0010 addi $AC0.M, #0x0010
04f7 2ed4 srs @ACSAH, $AC0.M
Original comment by peter.wa...@gmail.com
on 19 Jun 2014 at 8:55
Great. This looks like it matches Dsp v10 and v11. Assuming that the line
04f3 is the same as 04a8, we actually only need one patch that we call twice.
That means we only need 5 nops.
The size of the code is 0x1a60. If I did my math right, that means the first
nop is at d2b.
So, in Patch.c line 632 (between case 11 and default) our new patch code looks
like this:
case 12: // Pikmin PAL
{
// D2B - unused
W32((u32)ptr + (0x0D2B + 0) * 2, 0x02601000); // ori $AC0.M, 0x1000
Tmp = R32((u32)ptr + (0x04A8 + 0) * 2); // original instructions at 0x4A8/0x4F3
W32((u32)ptr + (0x0D2B + 2) * 2, Tmp); // original instructions at 0x4A8/0x4F3
Tmp = R32((u32)ptr + (0x0D2B + 4) * 2); // original instructions at 0xD2F/0xD30
Tmp = (Tmp & 0x0000FFFF) | 0x02DF0000;
W32((u32)ptr + (0x0D2B + 4) * 2, Tmp); // ret/original instruction
// 4A8
W32((u32)ptr + (0x04A8 + 0) * 2, 0x02BF0D2B); // call 0x0D2B
// 4F3
W32((u32)ptr + (0x04F3 + 0) * 2, 0x02BF0D2B); // call 0x0D2B
} break;
Because we're right at the end of the code, we have to be careful with data at
d30, which is why this looks slightly different than the ones for v10,v11.
If it actually matches v10 and v11 and I did everything right, that should do
it. Let me know if it works.
Original comment by greyro...@gmail.com
on 19 Jun 2014 at 11:43
Hi greyrogue,
you did it! The sound is perfect now. Thank you for your time!
Original comment by peter.wa...@gmail.com
on 19 Jun 2014 at 12:10
Fixed in r95 (v1.94)
Original comment by greyro...@gmail.com
on 20 Jun 2014 at 3:26
Original issue reported on code.google.com by
peter.wa...@gmail.com
on 15 Jun 2014 at 9:27