Merge pull request #12694 from Tilka/zelda4
DSPHLE/Zelda: set COMBINED_CMD_0D flag appropriately
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98529a9d2e
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@ -91,30 +91,28 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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{0x56D36052, SYNC_PER_FRAME | NO_CMD_0D},
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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: Collector's Edition (except Wind Waker).
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// The Legend of Zelda: Four Swords Adventures.
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// Mario Kart: Double Dash.
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// Pikmin 2 GC NTSC.
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{0x2FCDF1EC, MAKE_DOLBY_LOUDER},
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// The Legend of Zelda: Twilight Princess / GC.
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// Donkey Kong Jungle Beat.
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// Donkey Kong Jungle Beat GC.
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//
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// TODO: These do additional filtering at frame rendering time. We don't
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// implement this yet.
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{0x6CA33A6D, MAKE_DOLBY_LOUDER},
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{0x6CA33A6D, MAKE_DOLBY_LOUDER | COMBINED_CMD_0D},
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// The Legend of Zelda: Twilight Princess / Wii.
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{0x6C3F6F94, NO_ARAM | MAKE_DOLBY_LOUDER},
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// Link's Crossbow Training.
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{0x6C3F6F94, NO_ARAM | MAKE_DOLBY_LOUDER | COMBINED_CMD_0D},
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// Super Mario Galaxy.
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// Super Mario Galaxy 2.
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{0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER},
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// Donkey Kong Jungle Beat Wii.
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{0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER | COMBINED_CMD_0D},
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// Pikmin 1 New Play Control.
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{0xB7EB9A9C, NO_ARAM | MAKE_DOLBY_LOUDER | COMBINED_CMD_0D},
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// Pikmin 2 New Play Control.
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{0xEAEB38CC, NO_ARAM | MAKE_DOLBY_LOUDER},
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// TODO: Other games that use this UCode (exhaustive list):
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// * Link's Crossbow Training
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// * The Legend of Zelda: Collector's Edition
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// * The Legend of Zelda: Twilight Princess / Wii (type ????, CRC ????)
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{0xEAEB38CC, NO_ARAM | MAKE_DOLBY_LOUDER | COMBINED_CMD_0D},
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};
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ZeldaUCode::ZeldaUCode(DSPHLE* dsphle, u32 crc)
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@ -518,6 +516,7 @@ void ZeldaUCode::RunPendingCommands()
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{
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// Ignore the two values which are equivalent to arguments passed to
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// command 0D.
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// Used by Pikmin 1 Wii.
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Read32();
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Read32();
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}
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@ -559,6 +558,7 @@ void ZeldaUCode::RunPendingCommands()
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break;
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// Command 0D: TODO: find a name and implement.
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// Used by Wind Waker.
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case 0x0D:
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if (m_flags & NO_CMD_0D)
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{
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