DSPHLE: handle crc of Pikmin 1 GC US Demo
The DSP code only has minor differences to the final release.
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@ -261,6 +261,7 @@ std::unique_ptr<UCodeInterface> UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
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case 0x6ba3b3ea: // GC IPL - PAL
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case 0x6ba3b3ea: // GC IPL - PAL
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case 0x24b22038: // GC IPL - NTSC
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case 0x24b22038: // GC IPL - NTSC
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case 0x2fcdf1ec: // Zelda FSA - US
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case 0x2fcdf1ec: // Zelda FSA - US
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case 0xdf059f68: // Pikmin 1 GC - US Demo
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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 0x267fd05a: // Pikmin 1 GC - PAL
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case 0x267fd05a: // Pikmin 1 GC - PAL
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case 0x42f64ac4: // Luigi's Mansion - US
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case 0x42f64ac4: // Luigi's Mansion - US
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@ -77,6 +77,8 @@ static const std::map<u32, u32> UCODE_FLAGS = {
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WEIRD_CMD_0C},
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WEIRD_CMD_0C},
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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 | NO_CMD_0D},
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{0x6BA3B3EA, LIGHT_PROTOCOL | FOUR_MIXING_DESTS | NO_CMD_0D},
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// Pikmin 1 GC NTSC Demo.
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{0xDF059F68, LIGHT_PROTOCOL | NO_CMD_0D | SUPPORTS_GBA_CRYPTO},
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// Pikmin 1 GC NTSC.
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// Pikmin 1 GC NTSC.
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// Animal Crossing.
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// Animal Crossing.
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{0x4BE6A5CB, LIGHT_PROTOCOL | NO_CMD_0D | SUPPORTS_GBA_CRYPTO},
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{0x4BE6A5CB, LIGHT_PROTOCOL | NO_CMD_0D | SUPPORTS_GBA_CRYPTO},
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