Zelda HLE: Add basic support for Luigi's Mansion.

Fails ingame because it mixes to some buffers that are considered the back
buffers for Dolby games. That check might need to be less restrictive for games
that don't use Dolby mixing.
This commit is contained in:
Pierre Bourdon 2014-12-23 21:39:57 +01:00
parent a0c318454d
commit 3c2b22bc09
2 changed files with 4 additions and 2 deletions

View File

@ -59,6 +59,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
case 0x24b22038: // GC IPL - US
case 0x2fcdf1ec: // Zelda FSA - US
case 0x4be6a5cb: // Pikmin 1 GC - US
case 0x42f64ac4: // Luigi's Mansion - US
return new ZeldaUCode(dsphle, crc);
case 0x2ea36ce6: // Some Wii demos

View File

@ -44,8 +44,10 @@ static const std::map<u32, u32> UCODE_FLAGS = {
// GameCube IPL/BIOS, PAL.
{ 0x6BA3B3EA, LIGHT_PROTOCOL | FOUR_MIXING_DESTS },
// Pikmin 1 GC NTSC.
// Anilam Crossing.
// Animal Crossing.
{ 0x4BE6A5CB, LIGHT_PROTOCOL },
// Luigi's Mansion.
{ 0x42F64AC4, LIGHT_PROTOCOL },
// The Legend of Zelda: The Wind Waker.
{ 0x86840740, 0 },
// The Legend of Zelda: Four Swords Adventures.
@ -57,7 +59,6 @@ static const std::map<u32, u32> UCODE_FLAGS = {
{ 0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER },
// TODO: Other games that use this UCode (exhaustive list):
// * Luigi's Mansion (type ????, CRC ????)
// * Mario Kart: Double Dash!! (type ????, CRC ????)
// * Pikmin 2 (type ????, CRC ????)
// * Super Mario Galaxy 2 (type ????, CRC ????)