Zelda HLE: Add support for the Pikmin 1 NTSC version of the UCode.
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@ -58,6 +58,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
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case 0x6ba3b3ea: // GC IPL - PAL
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case 0x24b22038: // GC IPL - US
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case 0x2fcdf1ec: // Zelda FSA - US
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case 0x4be6a5cb: // Pikmin 1 GC - US
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return new ZeldaUCode(dsphle, crc);
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case 0x2ea36ce6: // Some Wii demos
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@ -43,6 +43,8 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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VOLUME_EXPLICIT_STEP },
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// GameCube IPL/BIOS, PAL.
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{ 0x6BA3B3EA, LIGHT_PROTOCOL | FOUR_MIXING_DESTS },
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// Pikmin 1 GC NTSC.
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{ 0x4BE6A5CB, LIGHT_PROTOCOL },
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// The Legend of Zelda: The Wind Waker.
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{ 0x86840740, 0 },
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// The Legend of Zelda: Four Swords Adventure.
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@ -945,6 +947,7 @@ ZeldaAudioRenderer::MixingBuffer* ZeldaAudioRenderer::BufferForID(u16 buffer_id)
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case 0x0E20: return &m_buf_unk1_reverb;
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case 0x09A0: return &m_buf_unk0; // Used by the GC IPL as a reverb dest.
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case 0x0FA0: return &m_buf_unk1; // Used by the GC IPL as a mixing dest.
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case 0x0B00: return &m_buf_unk2; // Used by Pikmin 1 as a mixing dest.
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default: return nullptr;
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}
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}
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@ -1592,6 +1595,7 @@ void ZeldaAudioRenderer::DoState(PointerWrap& p)
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p.Do(m_buf_unk1_reverb);
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p.Do(m_buf_unk0);
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p.Do(m_buf_unk1);
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p.Do(m_buf_unk2);
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p.Do(m_resampling_coeffs);
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p.Do(m_const_patterns);
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@ -119,6 +119,7 @@ private:
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MixingBuffer m_buf_unk1_reverb{};
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MixingBuffer m_buf_unk0{};
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MixingBuffer m_buf_unk1{};
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MixingBuffer m_buf_unk2{};
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// Maps a buffer "ID" (really, their address in the DSP DRAM...) to our
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// buffers. Returns nullptr if no match is found.
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