Various formatting and consistency fixes
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61 files changed
+143
-178
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@@ -305,7 +305,7 @@ bool CBoot::EmulatedBS2_Wii()
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{
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INFO_LOG(BOOT, "Faking Wii BS2...");
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// setup wii memory
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// setup Wii memory
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DiscIO::IVolume::ECountry CountryCode = DiscIO::IVolume::COUNTRY_UNKNOWN;
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if (VolumeHandler::IsValid())
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CountryCode = VolumeHandler::GetVolume()->GetCountry();
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@@ -86,7 +86,7 @@ bool CBoot::Boot_WiiWAD(const std::string& _pFilename)
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if (titleID == TITLEID_SYSMENU)
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HLE_IPC_CreateVirtualFATFilesystem();
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// setup wii mem
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// setup Wii memory
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if (!SetupWiiMemory(ContentLoader.GetCountry()))
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return false;
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@@ -88,7 +88,7 @@ bool BootCore(const std::string& _rFilename)
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StartUp.bRunCompareClient = false;
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StartUp.bRunCompareServer = false;
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// This is saved seperately from everything because it can be changed in SConfig::AutoSetup()
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// This is saved separately from everything because it can be changed in SConfig::AutoSetup()
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config_cache.bHLE_BS2 = StartUp.bHLE_BS2;
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// If for example the ISO file is bad we return here
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@@ -104,10 +104,10 @@ struct SConfig : NonCopyable
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SysConf* m_SYSCONF;
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// save settings
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// Save settings
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void SaveSettings();
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// load settings
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// Load settings
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void LoadSettings();
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// Return the permanent and somewhat globally used instance of this struct
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@@ -358,7 +358,7 @@ void EmuThread()
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}
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Pad::Initialize(s_window_handle);
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// Load and Init Wiimotes - only if we are booting in wii mode
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// Load and Init Wiimotes - only if we are booting in Wii mode
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if (core_parameter.bWii)
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{
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Wiimote::Initialize(s_window_handle, !s_state_filename.empty());
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@@ -398,7 +398,7 @@ void EmuThread()
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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// Determine the cpu thread function
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// Determine the CPU thread function
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void (*cpuThreadFunc)(void);
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if (core_parameter.m_BootType == SCoreStartupParameter::BOOT_DFF)
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cpuThreadFunc = FifoPlayerThread;
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@@ -582,15 +582,15 @@ bool PauseAndLock(bool doLock, bool unpauseOnUnlock)
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if (doLock ? s_pause_and_lock_depth++ : --s_pause_and_lock_depth)
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return true;
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// first pause or unpause the cpu
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// first pause or unpause the CPU
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bool wasUnpaused = CCPU::PauseAndLock(doLock, unpauseOnUnlock);
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ExpansionInterface::PauseAndLock(doLock, unpauseOnUnlock);
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// audio has to come after cpu, because cpu thread can wait for audio thread (m_throttle).
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// audio has to come after CPU, because CPU thread can wait for audio thread (m_throttle).
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AudioCommon::PauseAndLock(doLock, unpauseOnUnlock);
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DSP::GetDSPEmulator()->PauseAndLock(doLock, unpauseOnUnlock);
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// video has to come after cpu, because cpu thread can wait for video thread (s_efbAccessRequested).
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// video has to come after CPU, because CPU thread can wait for video thread (s_efbAccessRequested).
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g_video_backend->PauseAndLock(doLock, unpauseOnUnlock);
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return wasUnpaused;
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}
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@@ -45,9 +45,9 @@ void Shutdown();
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std::string StopMessage(bool, std::string);
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bool IsRunning();
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bool IsRunningAndStarted(); // is running and the cpu loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the cpu thread.
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bool IsCPUThread(); // this tells us whether we are the cpu thread.
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bool IsRunningAndStarted(); // is running and the CPU loop has been entered
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bool IsRunningInCurrentThread(); // this tells us whether we are running in the CPU thread.
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bool IsCPUThread(); // this tells us whether we are the CPU thread.
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bool IsGPUThread();
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void SetState(EState _State);
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@@ -253,7 +253,7 @@ static void AddEventToQueue(Event* ne)
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}
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}
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// This must be run ONLY from within the cpu thread
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// This must be run ONLY from within the CPU thread
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// cyclesIntoFuture may be VERY inaccurate if called from anything else
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// than Advance
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void ScheduleEvent(int cyclesIntoFuture, int event_type, u64 userdata)
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@@ -153,7 +153,7 @@ u16 dsp_read_accelerator()
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// TODO: Take GAIN into account
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// adpcm = 0, pcm8 = 0x100, pcm16 = 0x800
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// games using pcm8 : Phoenix Wright Ace Attorney (Wiiware), Megaman 9-10 (WiiWare)
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// games using pcm16: gc sega games, ...
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// games using pcm16: GC Sega games, ...
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// Check for loop.
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// Somehow, YN1 and YN2 must be initialized with their "loop" values,
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@@ -182,7 +182,7 @@
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#define EXP_4 4 // 0x0008
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#define EXP_ACCOV 5 // 0x000a accelerator address overflow
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#define EXP_6 6 // 0x000c
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#define EXP_INT 7 // 0x000e external int (message from cpu)
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#define EXP_INT 7 // 0x000e external int (message from CPU)
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struct DSP_Regs
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{
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@@ -47,6 +47,6 @@ public:
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// calls must be balanced and non-recursive (once with doLock true, then once with doLock false).
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// intended (but not required) to be called from another thread,
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// e.g. when the GUI thread wants to make sure everything is paused so that it can create a savestate.
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// the return value is whether the cpu was unpaused before the call.
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// the return value is whether the CPU was unpaused before the call.
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static bool PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
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};
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@@ -135,10 +135,10 @@ struct ARAM_DMA
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}
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};
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// So we may abstract gc/wii differences a little
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// So we may abstract GC/Wii differences a little
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struct ARAMInfo
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{
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bool wii_mode; // wii EXRAM is managed in Memory:: so we need to skip statesaving, etc
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bool wii_mode; // Wii EXRAM is managed in Memory:: so we need to skip statesaving, etc
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u32 size;
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u32 mask;
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u8* ptr; // aka audio ram, auxiliary ram, MEM2, EXRAM, etc...
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@@ -645,7 +645,7 @@ static void Do_ARAM_DMA()
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}
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// (shuffle2) I still don't believe that this hack is actually needed... :(
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// Maybe the wii sports ucode is processed incorrectly?
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// Maybe the Wii Sports ucode is processed incorrectly?
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// (LM) It just means that dsp reads via '0xffdd' on WII can end up in EXRAM or main RAM
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u8 ReadARAM(u32 _iAddress)
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{
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@@ -185,7 +185,7 @@ void DSPHLE::DoState(PointerWrap &p)
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m_MailHandler.DoState(p);
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}
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// Mailbox fuctions
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// Mailbox functions
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unsigned short DSPHLE::DSP_ReadMailBoxHigh(bool _CPUMailbox)
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{
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if (_CPUMailbox)
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@@ -237,7 +237,7 @@ void DSPHLE::DSP_WriteMailBoxLow(bool _CPUMailbox, unsigned short _Value)
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}
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}
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// Other DSP fuctions
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// Other DSP functions
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u16 DSPHLE::DSP_WriteControlRegister(unsigned short _Value)
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{
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DSP::UDSPControl Temp(_Value);
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@@ -312,7 +312,7 @@ struct AXPBWii
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u16 pad[12]; // align us, captain! (32B)
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};
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// TODO: All these enums have changed a lot for wii
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// TODO: All these enums have changed a lot for Wii
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enum
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{
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AUDIOFORMAT_ADPCM = 0,
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@@ -38,22 +38,22 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
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INFO_LOG(DSPHLE, "Switching to GBA ucode");
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return new GBAUCode(dsphle, crc);
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case 0x3ad3b7ac: // Naruto3, Paper Mario - The Thousand Year Door
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case 0x3ad3b7ac: // Naruto 3, Paper Mario - The Thousand Year Door
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case 0x3daf59b9: // Alien Hominid
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case 0x4e8a8b21: // spdemo, ctaxi, 18 wheeler, disney, monkeyball 1/2,cubivore,puzzlecollection,wario,
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// capcom vs snk, naruto2, lost kingdoms, star fox, mario party 4, mortal kombat,
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// smugglers run warzone, smash brothers, sonic mega collection, ZooCube
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// nddemo, starfox
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case 0x07f88145: // bustamove, ikaruga, fzero, robotech battle cry, star soldier, soul calibur2,
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// Zelda:OOT, Tony hawk, viewtiful joe
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case 0xe2136399: // billy hatcher, dragonballz, mario party 5, TMNT, ava1080
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case 0x4e8a8b21: // spdemo, Crazy Taxi, 18 Wheeler, Disney, Monkeyball 1/2, Cubivore, Nintendo Puzzle Collection, Wario,
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// Capcom vs. SNK 2, Naruto 2, Lost Kingdoms, Star Fox, Mario Party 4, Mortal Kombat,
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// Smugglers Run Warzone, Smash Brothers, Sonic Mega Collection, ZooCube
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// nddemo, Star Fox
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case 0x07f88145: // bustamove, Ikaruga, F-Zero GX, Robotech Battle Cry, Star Soldier, Soul Calibur 2,
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// Zelda:OOT, Tony Hawk, Viewtiful Joe
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case 0xe2136399: // Billy Hatcher, Dragon Ball Z, Mario Party 5, TMNT, 1080° Avalanche
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case 0x3389a79e: // MP1/MP2 Wii (Metroid Prime Trilogy)
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INFO_LOG(DSPHLE, "CRC %08x: AX ucode chosen", crc);
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return new AXUCode(dsphle, crc);
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case 0x6ba3b3ea: // IPL - PAL
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case 0x24b22038: // IPL - NTSC/NTSC-JAP
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case 0x42f64ac4: // Luigi
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case 0x42f64ac4: // Luigi's Mansion
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case 0x4be6a5cb: // AC, Pikmin
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INFO_LOG(DSPHLE, "CRC %08x: JAC (early Zelda) ucode chosen", crc);
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return new ZeldaUCode(dsphle, crc);
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@@ -61,7 +61,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
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case 0x6CA33A6D: // DK Jungle Beat
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case 0x86840740: // Zelda WW - US
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case 0x56d36052: // Mario Sunshine
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case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
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case 0x2fcdf1ec: // Mario Kart, Zelda 4 Swords
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case 0x267fd05a: // Pikmin PAL
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INFO_LOG(DSPHLE, "CRC %08x: Zelda ucode chosen", crc);
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return new ZeldaUCode(dsphle, crc);
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@@ -76,8 +76,8 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
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case 0x2ea36ce6: // Some Wii demos
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case 0x5ef56da3: // AX demo
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case 0x347112ba: // raving rabbits
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case 0xfa450138: // wii sports - PAL
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case 0x347112ba: // Raving Rabbids
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case 0xfa450138: // Wii Sports - PAL
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case 0xadbc06bd: // Elebits
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case 0x4cc52064: // Bleach: Versus Crusade
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case 0xd9c4bf34: // WiiMenu
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@@ -146,7 +146,7 @@ public:
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}
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private:
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// These map CRC to behaviour.
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// These map CRC to behavior.
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// DMA version
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// - sound data transferred using DMA instead of accelerator
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@@ -173,7 +173,7 @@ private:
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{
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case 0x6ba3b3ea: // IPL - PAL
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case 0x24b22038: // IPL - NTSC/NTSC-JAP
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case 0x42f64ac4: // Luigi
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case 0x42f64ac4: // Luigi's Mansion
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case 0x4be6a5cb: // AC, Pikmin NTSC
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return true;
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default:
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@@ -296,7 +296,7 @@ void CEXIIPL::TransferByte(u8& _uByte)
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case REGION_WRTC0:
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case REGION_WRTC1:
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case REGION_WRTC2:
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// WII only RTC flags... afaik just the wii menu initialize it
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// WII only RTC flags... afaik just the Wii menu initialize it
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default:
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if ((m_uAddress >> 6) < ROM_SIZE)
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{
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@@ -60,7 +60,7 @@ private:
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int ring_pos;
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u8 ring_buffer[64 * sample_size];
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// 0 to disable interrupts, else it will be checked against current cpu ticks
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// 0 to disable interrupts, else it will be checked against current CPU ticks
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// to determine if interrupt should be raised
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u64 next_int_ticks;
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void UpdateNextInterruptTicks();
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@@ -190,7 +190,7 @@ static const char *Debug_GetInterruptName(u32 _causemask)
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void SetInterrupt(u32 _causemask, bool _bSet)
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{
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// TODO(ector): add sanity check that current thread id is cpu thread
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// TODO(ector): add sanity check that current thread id is CPU thread
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if (_bSet && !(m_InterruptCause & _causemask))
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{
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@@ -270,7 +270,7 @@ void Init()
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g_StatusReg.Hex = 0;
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g_EXIClockCount.Hex = 0;
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//g_EXIClockCount.LOCK = 1; // Supposedly set on reset, but logs from real wii don't look like it is...
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//g_EXIClockCount.LOCK = 1; // Supposedly set on reset, but logs from real Wii don't look like it is...
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memset(g_SIBuffer, 0, 128);
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changeDevice = CoreTiming::RegisterEvent("ChangeSIDevice", ChangeDeviceCallback);
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@@ -14,7 +14,7 @@
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#include "Core/HW/SI_DeviceDanceMat.h"
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#include "Core/HW/SystemTimers.h"
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// --- Dance mat gamecube controller ---
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// --- Dance mat GameCube controller ---
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CSIDevice_DanceMat::CSIDevice_DanceMat(SIDevices device, int _iDeviceNumber)
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: ISIDevice(device, _iDeviceNumber)
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, m_TButtonComboStart(0)
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@@ -7,7 +7,7 @@
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#include "Core/HW/SI_Device.h"
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#include "InputCommon/GCPadStatus.h"
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// standard gamecube controller
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// standard GameCube controller
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class CSIDevice_DanceMat : public ISIDevice
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{
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private:
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@@ -14,7 +14,7 @@
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#include "Core/HW/SI_DeviceGCController.h"
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#include "Core/HW/SystemTimers.h"
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// --- standard gamecube controller ---
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// --- standard GameCube controller ---
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CSIDevice_GCController::CSIDevice_GCController(SIDevices device, int _iDeviceNumber)
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: ISIDevice(device, _iDeviceNumber)
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, m_TButtonComboStart(0)
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@@ -8,7 +8,7 @@
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#include "InputCommon/GCPadStatus.h"
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// standard gamecube controller
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// standard GameCube controller
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class CSIDevice_GCController : public ISIDevice
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{
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private:
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@@ -15,7 +15,7 @@
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#include "Core/HW/SI_DeviceGCSteeringWheel.h"
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#include "Core/HW/SystemTimers.h"
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// --- standard gamecube controller ---
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// --- standard GameCube controller ---
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CSIDevice_GCSteeringWheel::CSIDevice_GCSteeringWheel(SIDevices device, int _iDeviceNumber)
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: ISIDevice(device, _iDeviceNumber)
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, m_TButtonComboStart(0)
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@@ -7,7 +7,7 @@
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#include "Core/HW/SI_Device.h"
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#include "InputCommon/GCPadStatus.h"
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// standard gamecube controller
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// standard GameCube controller
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class CSIDevice_GCSteeringWheel : public ISIDevice
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{
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private:
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@@ -237,7 +237,7 @@ void Init()
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// System internal sample rate is fixed at 32KHz * 4 (16bit Stereo) / 32 bytes DMA
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AUDIO_DMA_PERIOD = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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// Emulated gekko <-> flipper bus speed ratio (cpu clock / flipper clock)
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// Emulated gekko <-> flipper bus speed ratio (CPU clock / flipper clock)
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CP_PERIOD = GetTicksPerSecond() / 10000;
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Common::Timer::IncreaseResolution();
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@@ -1085,7 +1085,7 @@ void Wiimote::ReadData(const wm_read_data* const rd)
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file.close();
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}
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// read mem to be sent to wii
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// read memory to be sent to Wii
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memcpy(block, m_eeprom + address, size);
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}
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break;
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@@ -331,7 +331,7 @@ bool Wiimote::Step()
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if (!m_read_requests.empty())
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{
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ReadRequest& rr = m_read_requests.front();
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// send up to 16 bytes to the wii
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// send up to 16 bytes to the Wii
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SendReadDataReply(rr);
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//SendReadDataReply(rr.channel, rr);
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@@ -338,7 +338,7 @@ struct wm_report
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struct wm_leds
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{
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u8 rumble : 1;
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// real wii also sets bit 0x2 (unknown purpose)
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// real Wii also sets bit 0x2 (unknown purpose)
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u8 : 3;
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u8 leds : 4;
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};
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@@ -347,7 +347,7 @@ struct wm_leds
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struct wm_report_mode
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{
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u8 rumble : 1;
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// unsure what "all_the_time" actually is, the real wii does set it (bit 0x2)
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// unsure what "all_the_time" actually is, the real Wii does set it (bit 0x2)
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u8 all_the_time : 1;
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u8 continuous : 1;
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u8 : 5;
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@@ -167,7 +167,7 @@ u32 CWII_IPC_HLE_Device_di::ExecuteCommand(u32 _BufferIn, u32 _BufferInSize, u32
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{
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case DVDLowInquiry:
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{
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// (shuffle2) Taken from my wii
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// (shuffle2) Taken from my Wii
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Memory::Write_U32(0x00000002, _BufferOut);
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Memory::Write_U32(0x20060526, _BufferOut + 4);
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// This was in the oubuf even though this cmd is only supposed to reply with 64bits
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@@ -84,7 +84,7 @@ bool CWII_IPC_HLE_Device_fs::IOCtlV(u32 _CommandAddress)
|
||||
{
|
||||
case IOCTLV_READ_DIR:
|
||||
{
|
||||
// the wii uses this function to define the type (dir or file)
|
||||
// the Wii uses this function to define the type (dir or file)
|
||||
std::string DirName(HLE_IPC_BuildFilename(Memory::GetString(
|
||||
CommandBuffer.InBuffer[0].m_Address, CommandBuffer.InBuffer[0].m_Size)));
|
||||
|
||||
|
||||
@@ -172,7 +172,7 @@ bool CWII_IPC_HLE_Device_hid::IOCtl(u32 _CommandAddress)
|
||||
{
|
||||
/*
|
||||
ERROR CODES:
|
||||
-4 Cant find device specified
|
||||
-4 Can't find device specified
|
||||
*/
|
||||
|
||||
u32 dev_num = Memory::Read_U32(BufferIn+0x10);
|
||||
|
||||
@@ -785,7 +785,7 @@ bool CWII_IPC_HLE_Device_net_ip_top::IOCtl(u32 _CommandAddress)
|
||||
optval[4], optval[5],optval[6], optval[7], optval[8], optval[9], optval[10], optval[11], optval[12], optval[13], optval[14],
|
||||
optval[15], optval[16], optval[17], optval[18], optval[19]);
|
||||
|
||||
//TODO: bug booto about this, 0x2005 most likely timeout related, default value on wii is , 0x2001 is most likely tcpnodelay
|
||||
//TODO: bug booto about this, 0x2005 most likely timeout related, default value on Wii is , 0x2001 is most likely tcpnodelay
|
||||
if (level == 6 && (optname == 0x2005 || optname == 0x2001))
|
||||
{
|
||||
ReturnValue = 0;
|
||||
|
||||
@@ -531,14 +531,14 @@ private:
|
||||
// Seconds between 1.1.1970 and 4.1.2008 16:00:38
|
||||
static const u64 wii_bias = 0x477E5826;
|
||||
|
||||
// Returns seconds since wii epoch
|
||||
// Returns seconds since Wii epoch
|
||||
// +/- any bias set from IOCTL_NW24_SET_UNIVERSAL_TIME
|
||||
u64 GetAdjustedUTC() const
|
||||
{
|
||||
return Common::Timer::GetTimeSinceJan1970() - wii_bias + utcdiff;
|
||||
}
|
||||
|
||||
// Store the difference between what the wii thinks is UTC and
|
||||
// Store the difference between what the Wii thinks is UTC and
|
||||
// what the host OS thinks
|
||||
void SetAdjustedUTC(u64 wii_utc)
|
||||
{
|
||||
|
||||
@@ -542,16 +542,16 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
|
||||
{
|
||||
// The interface for this is extremely silly.
|
||||
//
|
||||
// Imagine a physical device that links three Gamecubes together
|
||||
// Imagine a physical device that links three GameCubes together
|
||||
// and emulates NetPlay that way. Which GameCube controls which
|
||||
// in-game controllers can be configured on the device (m_pad_map)
|
||||
// but which sockets on each individual GameCube should be used
|
||||
// to control which players? The solution that Dolphin uses is
|
||||
// that we hardcode the knowledge that they go in order, so if
|
||||
// you have a 3P game with three gamecubes, then every single
|
||||
// you have a 3P game with three GameCubes, then every single
|
||||
// controller should be plugged into slot 1.
|
||||
//
|
||||
// If you have a 4P game, then one of the Gamecubes will have
|
||||
// If you have a 4P game, then one of the GameCubes will have
|
||||
// a controller plugged into slot 1, and another in slot 2.
|
||||
//
|
||||
// The slot number is the "local" pad number, and what player
|
||||
|
||||
@@ -120,7 +120,7 @@ void Interpreter::rfid(UGeckoInstruction _inst)
|
||||
m_EndBlock = true;
|
||||
}
|
||||
|
||||
// sc isn't really used for anything important in gc games (just for a write barrier) so we really don't have to emulate it.
|
||||
// sc isn't really used for anything important in GameCube games (just for a write barrier) so we really don't have to emulate it.
|
||||
// We do it anyway, though :P
|
||||
void Interpreter::sc(UGeckoInstruction _inst)
|
||||
{
|
||||
|
||||
@@ -160,7 +160,7 @@ enum Opcode
|
||||
InterpreterBranch,
|
||||
|
||||
IdleBranch, // branch operation belonging to idle loop
|
||||
ShortIdleLoop, // Idle loop seen in homebrew like wii mahjong,
|
||||
ShortIdleLoop, // Idle loop seen in homebrew like Wii mahjong,
|
||||
// just a branch
|
||||
|
||||
// used for exception checking, at least until someone
|
||||
|
||||
@@ -34,8 +34,8 @@ void EnableCompression(bool compression);
|
||||
bool ReadHeader(const std::string& filename, StateHeader& header);
|
||||
|
||||
// These don't happen instantly - they get scheduled as events.
|
||||
// ...But only if we're not in the main cpu thread.
|
||||
// If we're in the main cpu thread then they run immediately instead
|
||||
// ...But only if we're not in the main CPU thread.
|
||||
// If we're in the main CPU thread then they run immediately instead
|
||||
// because some things (like Lua) need them to run immediately.
|
||||
// Slots from 0-99.
|
||||
void Save(int slot, bool wait = false);
|
||||
|
||||
Reference in new issue
Block a user