Zelda HLE: Add support for the ZTP Wii UCode.
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@ -61,6 +61,7 @@ UCodeInterface* UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
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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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case 0x42f64ac4: // Luigi's Mansion - US
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case 0x56d36052: // Super Mario Sunshine - US
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case 0x56d36052: // Super Mario Sunshine - US
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case 0x6c3f6f94: // Zelda TP Wii - 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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@ -67,6 +67,8 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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// The Legend of Zelda: Twilight Princess / GC.
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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.
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{ 0x6CA33A6D, MAKE_DOLBY_LOUDER },
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{ 0x6CA33A6D, MAKE_DOLBY_LOUDER },
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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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// Super Mario Galaxy.
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// Super Mario Galaxy.
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// Super Mario Galaxy 2.
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// Super Mario Galaxy 2.
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{ 0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER },
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{ 0xD643001F, NO_ARAM | MAKE_DOLBY_LOUDER },
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@ -1676,5 +1678,4 @@ void ZeldaAudioRenderer::DoState(PointerWrap& p)
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p.Do(m_buf_unk1_reverb_last8);
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p.Do(m_buf_unk1_reverb_last8);
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p.Do(m_buf_front_left_reverb_last8);
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p.Do(m_buf_front_left_reverb_last8);
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p.Do(m_buf_front_right_reverb_last8);
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p.Do(m_buf_front_right_reverb_last8);
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}
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}
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