HW/DSP: Remove prefixed underscores from parameter names
Avoids stepping on potentially reserved names and is more consistent with the rest of the surrounding code.
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@ -582,27 +582,25 @@ static void Do_ARAM_DMA()
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// (shuffle2) I still don't believe that this hack is actually needed... :(
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// Maybe the Wii Sports ucode is processed incorrectly?
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// (LM) It just means that DSP reads via '0xffdd' on Wii can end up in EXRAM or main RAM
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u8 ReadARAM(u32 _iAddress)
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u8 ReadARAM(u32 address)
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{
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// NOTICE_LOG(DSPINTERFACE, "ReadARAM 0x%08x", _iAddress);
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if (s_ARAM.wii_mode)
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{
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if (_iAddress & 0x10000000)
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return s_ARAM.ptr[_iAddress & s_ARAM.mask];
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if (address & 0x10000000)
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return s_ARAM.ptr[address & s_ARAM.mask];
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else
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return Memory::Read_U8(_iAddress & Memory::RAM_MASK);
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return Memory::Read_U8(address & Memory::RAM_MASK);
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}
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else
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{
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return s_ARAM.ptr[_iAddress & s_ARAM.mask];
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return s_ARAM.ptr[address & s_ARAM.mask];
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}
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}
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void WriteARAM(u8 value, u32 _uAddress)
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void WriteARAM(u8 value, u32 address)
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{
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// NOTICE_LOG(DSPINTERFACE, "WriteARAM 0x%08x", _uAddress);
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// TODO: verify this on Wii
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s_ARAM.ptr[_uAddress & s_ARAM.mask] = value;
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s_ARAM.ptr[address & s_ARAM.mask] = value;
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}
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u8* GetARAMPtr()
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@ -56,7 +56,7 @@ union UDSPControl
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u16 DSPInit : 1; // DSPInit() writes to this flag
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u16 pad : 4;
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};
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UDSPControl(u16 _Hex = 0) : Hex(_Hex) {}
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UDSPControl(u16 hex = 0) : Hex(hex) {}
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};
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void Init(bool hle);
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@ -69,11 +69,11 @@ DSPEmulator* GetDSPEmulator();
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void DoState(PointerWrap& p);
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void GenerateDSPInterruptFromDSPEmu(DSPInterruptType _DSPInterruptType);
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void GenerateDSPInterruptFromDSPEmu(DSPInterruptType type);
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// Audio/DSP Helper
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u8 ReadARAM(const u32 _uAddress);
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void WriteARAM(u8 value, u32 _uAddress);
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u8 ReadARAM(u32 address);
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void WriteARAM(u8 value, u32 address);
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// Debugger Helper
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u8* GetARAMPtr();
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