Zelda HLE: Log the UCode version being used (CRC/flags).
Also tidy up the versions list a bit.
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@ -44,26 +44,24 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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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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// Anilam Crossing.
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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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// The Legend of Zelda: Four Swords Adventures.
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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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{ 0x6CA33A6D, MAKE_DOLBY_LOUDER },
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// Super Mario Galaxy.
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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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// * Animal Crossing (type ????, CRC ????)
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// * Donkey Kong Jungle Beat (type ????, CRC ????)
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// * Luigi's Mansion (type ????, CRC ????)
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// * Mario Kart: Double Dash!! (type ????, CRC ????)
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// * Pikmin (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 Sunshine (type ????, CRC ????)
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// * The Legend of Zelda: Four Swords Adventures (type ????, CRC ????)
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// * The Legend of Zelda: Twilight Princess / Wii (type ????, CRC ????)
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};
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@ -77,6 +75,8 @@ ZeldaUCode::ZeldaUCode(DSPHLE *dsphle, u32 crc)
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m_flags = it->second;
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m_renderer.SetFlags(m_flags);
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WARN_LOG(DSPHLE, "Zelda UCode loaded, crc=%08x, flags=%08x", crc, m_flags);
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if (m_flags & LIGHT_PROTOCOL)
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{
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m_mail_handler.PushMail(0x88881111);
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