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.
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@ -59,6 +59,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
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case 0x24b22038: // GC IPL - US
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case 0x24b22038: // GC IPL - US
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case 0x2fcdf1ec: // Zelda FSA - US
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case 0x2fcdf1ec: // Zelda FSA - US
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case 0x4be6a5cb: // Pikmin 1 GC - US
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case 0x4be6a5cb: // Pikmin 1 GC - US
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case 0x42f64ac4: // Luigi's Mansion - US
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return new ZeldaUCode(dsphle, crc);
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return new ZeldaUCode(dsphle, crc);
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case 0x2ea36ce6: // Some Wii demos
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case 0x2ea36ce6: // Some Wii demos
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@ -44,8 +44,10 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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// GameCube IPL/BIOS, PAL.
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// GameCube IPL/BIOS, PAL.
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{ 0x6BA3B3EA, LIGHT_PROTOCOL | FOUR_MIXING_DESTS },
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{ 0x6BA3B3EA, LIGHT_PROTOCOL | FOUR_MIXING_DESTS },
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// Pikmin 1 GC NTSC.
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// Pikmin 1 GC NTSC.
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// Anilam Crossing.
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// Animal Crossing.
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{ 0x4BE6A5CB, LIGHT_PROTOCOL },
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{ 0x4BE6A5CB, LIGHT_PROTOCOL },
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// Luigi's Mansion.
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{ 0x42F64AC4, LIGHT_PROTOCOL },
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// The Legend of Zelda: The Wind Waker.
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// The Legend of Zelda: The Wind Waker.
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{ 0x86840740, 0 },
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{ 0x86840740, 0 },
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// The Legend of Zelda: Four Swords Adventures.
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// The Legend of Zelda: Four Swords Adventures.
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@ -57,7 +59,6 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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{ 0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER },
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{ 0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER },
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// TODO: Other games that use this UCode (exhaustive list):
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// TODO: Other games that use this UCode (exhaustive list):
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// * Luigi's Mansion (type ????, CRC ????)
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// * Mario Kart: Double Dash!! (type ????, CRC ????)
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// * Mario Kart: Double Dash!! (type ????, CRC ????)
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// * Pikmin 2 (type ????, CRC ????)
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// * Pikmin 2 (type ????, CRC ????)
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// * Super Mario Galaxy 2 (type ????, CRC ????)
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// * Super Mario Galaxy 2 (type ????, CRC ????)
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