Pikmin 2 for the Wii also boots, with corrupt sound this time. Included its UCode, since it's so different from Pikmin 1's and contains the mysterious UnkZelda address. Also, potential run-stop-run bug has been fixed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3965 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -70,7 +70,8 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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return new CUCode_Zelda(_rMailHandler, _CRC);
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// WII CRCs
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case 0xb7eb9a9c: // Wii Pikmin - JAP
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case 0xb7eb9a9c: // Wii Pikmin - PAL
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case 0xeaeb38cc: // Wii Pikmin 2 - PAL
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case 0x6c3f6f94: // zelda - PAL
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case 0xd643001f: // mario galaxy - PAL
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INFO_LOG(DSPHLE, "CRC %08x: Zelda Wii ucode chosen\n", _CRC);
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@ -54,8 +54,7 @@ struct DSPState
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u32 DSPMailbox;
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bool DSPMailbox_Read[2];
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DSPState()
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{
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void Reset() {
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CPUMailbox = 0x00000000;
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CPUMailbox_Written[0] = false;
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CPUMailbox_Written[1] = false;
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@ -64,6 +63,11 @@ struct DSPState
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DSPMailbox_Read[0] = true;
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DSPMailbox_Read[1] = true;
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}
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DSPState()
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{
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Reset();
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}
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};
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DSPState g_dspState;
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@ -203,6 +207,8 @@ void Initialize(void *init)
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g_Config.Load();
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g_pMemory = g_dspInitialize.pGetMemoryPointer(0);
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g_dspState.Reset();
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CDSPHandler::CreateInstance();
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soundStream = AudioCommon::InitSoundStream(new HLEMixer());
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