Commit Graph

177 Commits

Author SHA1 Message Date
Pokechu22 031621bf51 docs/DSP: Document behavior and instructions when the first nybble is 3 2021-08-21 16:05:05 -07:00
Pokechu22 211c2b5d99 docs/DSP: Add most missing instructions
These instructions were already implememented by Dolphin, but never added to the manual.  Extension instructions will be handled in a later commit, as wlil instructions that were not previously implememented by Dolphin.
2021-08-21 16:05:05 -07:00
Pokechu22 446b1d2f13 docs/DSP: Adjust bit names in opcode table
The old names did not match the ones used by the instructions themselves, and were generally fairly inconsistent.
2021-08-21 16:05:05 -07:00
Pokechu22 16da6e214d docs/DSP: Hyperlink opcode names 2021-08-21 16:05:03 -07:00
Pokechu22 ccc5085988 docs/DSP: Rename 'SLMN to 'SLNM
This is for consistency with Dolphin, the opcode table, and 'LSNM.
2021-08-21 16:03:50 -07:00
Pokechu22 2a9e1a3b5d docs/DSP: Document accelerator hardware registers 2021-08-21 16:03:50 -07:00
Pokechu22 c9ed9dd0a7 docs/DSP: Adjust formatting of RegisterBitOverview 2021-08-21 16:03:50 -07:00
Pokechu22 9a269929ec docs/DSP: Improve DMA hardware register information 2021-08-21 16:03:50 -07:00
Pokechu22 b99fbf7e9c docs/DSP: Sort hardware registers by address
The actual documentation for registers is not changed in this commit; nor are any new registers added.  This is purely to make later diffs more readable.
2021-08-21 16:03:50 -07:00
Pokechu22 6df892dca7 docs/DSP: Expand DSP Memory Map section 2021-08-21 16:03:50 -07:00
Pokechu22 cfc6de8545 docs/DSP: Fix LOOPI, BLOOP, Jcc, and CALLcc opcode table operands 2021-08-21 16:03:50 -07:00
Pokechu22 5a0155a1cb docs/DSP: Fix ANDCF and ANDF being swapped
This was implemented in Dolphin in 7c4e654253.  That change also noted that JZR/JNZ were swapped; this was already fixed in facd1dca12.
2021-08-21 16:03:50 -07:00
Pokechu22 000f7b102a docs/DSP: Fix SBCLR and SBSET being backwards
Dolphin has them with SBCLR as 1200 and SBSET as 1300 since the inital megacommit: 775dc8a9c0/Source/Plugins/Plugin_DSP_LLE/Src/opcodes.cpp (L67-L68)
2021-08-21 16:03:49 -07:00
Pokechu22 13051ee291 docs/DSP: Elaborate on SBSET and SBCLR 2021-08-21 16:03:49 -07:00
Pokechu22 bb1ecd2a81 docs/DSP: Add RTI to opcode list 2021-08-21 16:03:41 -07:00
Pokechu22 2c73de7ada docs/DSP: Add missing already-documented instructions to opcode table 2021-08-21 11:40:54 -07:00
Pokechu22 d9f8df3cbe docs/DSP: Fix typo in HALT encoding
"I think I saw a two"
2021-08-21 11:40:54 -07:00
Pokechu22 35720284f3 docs/DSP: Fix various spelling/grammar/punctuation issues 2021-08-21 11:40:54 -07:00
Pokechu22 2df33ddbbc docs/DSP: Create .gitignore
This is from https://github.com/github/gitignore/blob/master/TeX.gitignore (CC0)
2021-08-21 11:40:54 -07:00
Pokechu22 c1242fbd6c docs/DSP: Update version and history
The GFDL requires the history section to be updated.  Although there was no actual release, this makes it attribution clearer and separates it from my changes.
2021-08-21 11:40:22 -07:00
Dentomologist e0a8d931fc Updater: Add code documentation Markdown file
Add docs/autoupdate_overview.md which gives an overview of the update
process, and comments pointing to it in autoupdate related files.
2021-04-13 15:37:31 -07:00
JosJuice f27a2bc922 Rename docs/WIA.md to docs/WiaAndRvz.md
While this file originally only covered WIA, I think this
is a better name for the current contents of the file.
2021-02-11 22:40:21 +01:00
iwubcode fd3af4c5d3 InputCommon: Introducing the "Dynamic Input Texture". Configuration links an emulated input action to an image based on what host key is defined for that emulated input. Specific regions are called out in configuration that mark where to replace an input button with a host key image. 2020-10-03 17:10:35 -05:00
JosJuice 224c6e799d RVZ: Extend GroupEntry 2020-06-17 13:48:45 +02:00
JosJuice 39caac925a RVZ: Add documentation 2020-06-17 13:48:45 +02:00
JosJuice 0b407228b7 WIA: Add documentation 2020-06-17 13:43:53 +02:00
Tillmann Karras 48f96491e8 docs/DSP: fix typos in 'S and 'SN and improve readability 2020-06-08 03:41:45 +01:00
Tillmann Karras d5c3411a80 docs/DSP: fix AX register numbers
Dolphin already had this fixed in the initial megacommit.
2020-05-17 10:47:15 +01:00
Tillmann Karras d259fc4038 docs/DSP: add wrapping registers
as decreed in 0d57b7f01a
2020-05-17 10:42:58 +01:00
Tillmann Karras 90b060f284 docs/DSP: fix typos 2020-05-17 10:42:58 +01:00
Tillmann Karras 7546bd6476 docs/DSP: fix $prod references
Apart from improving readability, this also fixes a hex-vs-decimal mismatch.
2020-05-09 13:44:39 +01:00
Ikalpo da9e9323ce fixed 'Load into Gecko Register' codetype 2019-05-13 21:48:40 -07:00
spycrab a9d9ba0b1b docs: Add ResourcePacks.md 2019-02-11 11:11:50 +01:00
TryTwo 701b5c4b03 Fix Gecko codehandler lag. 2018-10-28 13:45:10 -07:00
BhaaL 1f524b9929 docs/DSP: update version and history 2018-06-21 11:34:20 +02:00
BhaaL 1419e7e5b2 docs/DSP: fix opcode operations
some did not reflect the correct PC increments, other had their registers
mixed up.
LSNM was misspelled as LSMN.
2018-06-21 11:34:20 +02:00
BhaaL facd1dca12 docs/DSP: update register tables
Dolphin source had a lot more info than the tables, so it makes sense to
include them in the manual
2018-06-21 11:34:20 +02:00
Lioncash db2c6df675
docs: Add a LaTeX equivalent of the GameCube DSP User's Manual
The existing manual is nice to read and get up to speed on things,
however it has one major problem. It's actually a pain to extend or
modify, despite being released under the GNU documentation license: It's
in PDF format.

I've taken the time to reproduce what the document more-or-less looks
like in order to allow extending the document using open-source tools
while also using a more general solution like LaTeX, which can generate
the document into multiple formats if desirable.

This should make extending the document much easier (and not lock the
information into one concrete format).
2018-04-13 19:03:08 -04:00
booto 8d1d8afd32 Clean up codehandler formatting 2018-02-03 13:09:31 +08:00
booto aae8634a58 Clean up codehandler a little; stash msr on stack to preserve 2018-02-03 13:07:25 +08:00
booto 83d18fc2fa Restore original MSR when returning from codehandler 2018-01-14 04:51:48 +08:00
Leo Lam 01cea374a6 Merge pull request #5907 from gamemasterplc/master
Fix 8 and 16 bit writes in codehandler
2017-08-17 03:33:23 +08:00
Michael M fcb1eb9d3b dsp_rom: skip bootucode_ax when running from entrypoint
This could cause the first branch of the bootucode procedure, which
takes its parameters from the AX registers, to run during the ROM init
sequence. Since the ROM doesn't set any of the AX registers, the values
aren't meaningful, and can cause bad DMA transfers and crashes.
2017-08-10 10:53:12 -07:00
gamemasterplc e2d126144e Fix 8 and 16 bit writes in codehandler (Source) 2017-08-10 07:05:05 -05:00
gamemasterplc 99ad304791 Add codehandler source code.
This file is MIT licensed due to Gecko OS being MIT licensed.

Add authors of original codehandler

Add MIT notice to codehandler

Update copyright year for codehandler

Add where original source came from

Codehandler Source Code Added.
2017-06-25 08:48:25 -05:00
Michael Maltese e3531d17d7 Update free DSP ROM and coefficients to support GBA ucode
- coef: Explicitly set 23 different values that are used by GBA UCode,
  and tweaked overall parameters to more closely match those 23 values.
- irom: Moved a few functions to their proper places, updated BootUCode
  to configure DMA transfers using AX registers as well as IX registers
  (the GBA UCode uses this to do two sequential transfers in one call),
  and added partial functions used by GBA UCode.

All functions were reverse-engineered solely based off of observed
effects on the virtual machine: register states before-and-after, dmem
interactions, and DMA transfers. The specific coefficients were observed
being read from dmem, and must be exactly those values to function
properly. I have no knowledge of how the official ROM implements these
functions, or how it is implemented overall.

Tested with The Legend of Zelda: Four Swords Adventures, Final Fantasy
Crystal Chronicles, and Billy Hatcher and the Giant Egg (to download
ChuChu Rocket!).
2017-06-03 15:16:39 -07:00
Michael Maltese 3872437eac Add sample logs for GBA ucode register state/HW interactions 2017-06-03 15:16:39 -07:00
Michael Maltese 7e869070e3 generate_coefs: separate type conversion and packing
This makes it easier to apply patches to the resulting binary before
writing it to a file.
2017-06-03 15:16:38 -07:00
Michael Maltese a182c7f2a5 dsp_rom.ds: use org directive to pad out to correct size 2017-05-19 19:53:38 -07:00
Michael Maltese 8905b363cf dsp_rom.ds: use org directive instead of nops 2017-05-19 19:53:38 -07:00
Michael Maltese d9bffee73d dsp_rom.ds: fix trailing whitespace and line endings 2017-05-19 19:53:38 -07:00
JosJuice 0f1ce0e1f4 Remove incorrect usage of "ASCII" and "ANSI"
Windows-1252 was sometimes being referred to as ASCII or ANSI
in Dolphin, which is incorrect. ASCII is only a subset of
Windows-1252, and ANSI is (rather improperly) used in Windows
to refer to the current code page (which often is 1252 on
Western systems, but can also be something entirely different).

The commit also replaces "SJIS" with "Shift JIS". "SJIS"
isn't misleading, but "Shift JIS" is more commonly used.
2016-12-26 15:49:39 +01:00
Shane Nelson 388ab13db1 Audio: new dsp_coef.bin with windowed sinc filter coefficients 2015-06-29 22:24:24 -04:00
Benjamin Przybocki 4f324ad742 Clean Up 2015-01-24 17:10:21 -06:00
James Cowgill f3aea4b5bc Replace gamecube fonts with free alternatives
Previously the gamecube fonts were based on Arial and Lucida which are not
freely distributable. The new fonts are generated using fonts under free
licenses with the "gc-font-tool" program I wrote.
2015-01-14 21:41:25 +00:00
Paul Olszewski 5d793881b0 Fix the capitalization of "GameCube" throughout the project. 2014-06-08 11:24:49 +09:00
Tillmann Karras d802d39281 clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-03-09 21:14:26 +01:00
Jasper St. Pierre 43e618682e Convert all vcxproj files to UNIX line endings 2013-12-31 14:03:18 -05:00
Pierre Bourdon 5f0c892ed0 Remove outdated documentation files 2013-08-22 01:05:29 +02:00
Pierre Bourdon e81dd53b7e Remove an obsolete documentation file 2013-03-17 18:56:01 +01:00
Pierre Bourdon 9a404ca6d4 Ship by default a free DSP ROM that can handle most games with LLE
At the end of July 2011, LM published a free DSP ROM that works with games
using the Zelda UCode. His ROM only has the code to handle UCode loading and a
few utility functions, the rest is missing. This includes the four large sound
mixing functions used by the AX UCode and the DROM containing coefficients used
for polyphase resampling in AX.

This is an improved, updated version of this ROM, which changes the following:

- We now have a free DROM that works for polyphase resampling by "emulating"
  linear interpolation. The coefficients contained in the DROM are normally a
  list of { c1, c2, c3, c4 } which are used to interpolate a sample value from
  four previous samples:
    out_sample = prev1 * c1 + prev2 * c2 + prev3 * c3 + prev4 * c4

  The coefficients are chosen depending on the fractional part of the current
  position (basically, our position between the previous and the next sample).
  We can use this fact to generate (c1, c2, c3, c4) for each possible
  fractional part so that:
    out_sample = prev3 * curr_pos + prev4 * (1 - curr_pos)

  Which is the formula for linear interpolation between prev3 and prev4. Linear
  interpolation is not as good as polyphase resampling but it still works very
  well and I couldn't really hear any difference between the two. If someone
  wants to generate real polyphase filter coefficients, they are welcome to
  submit a patch.

- The IROM now contains the 4 mixing functions used by the AX UCode: mix_add,
  mix_add_two, mix_add_ramp, mix_add_ramp_two. They are large, inlined
  functions (probably for performance reasons) in the official DSP IROM, our
  version prefers to use a loop. This *should* be more performant with our DSP
  JIT implementation, but I did not benchmark that.

Because the new DSP ROM is working just as well as the official ROM in 95% of
cases, it is now shipped by default with Dolphin and will be used with DSPLLE
if you don't have an official DSP ROM in User/GC. It will still display a panic
alert at every boot to notice you that you are using a non official DSP ROM
made by us, which is not perfect.

Games using the CARD, IPL or GBA UCodes are still broken. I don't know what
games this actually impacts, but this is a very small proportion compared to
what works.
2013-03-16 23:54:55 +01:00
Marko Pusljar bcd019889c legal minimal dsp irom replacement, good enough for zelda ucode games only (useful for gc/wii owners, who are unable to dump their irom and would like to use dolphin DSPLLE)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7689 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-07-31 18:34:02 +00:00
Shawn Hoffman e480ab2b10 drop vs2008 projects in favor of vs2010
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7129 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-11 15:43:05 +00:00
Marko Pusljar 8dc01b685f dsp stuff - the same ucode hash under lle and hle now (had to rename couple of dissasms), ucode dumping under hle (debug only), small dsp:read32 change (needed for some homebrew)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6059 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-05 17:00:32 +00:00
Shawn Hoffman 0a3c150f69 allow "swapping" of hle'd ucodes
hle the gba ucode

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6046 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-04 11:44:06 +00:00
Shawn Hoffman 4a0c8fc0c9 Hg:
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-09 01:37:08 +00:00
Soren Jorvang 664cea45c7 Meta:
Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.

Host.cpp has never been used.

Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:

title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
 
Set eol-style native on a number of text files which didn't already have it.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-02 18:00:22 +00:00
Shawn Hoffman 80d303222b code cleanup, focusing on dsp hle
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5143 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-28 18:21:22 +00:00
Shawn Hoffman 63827c71c6 Move MemCheck functionality into the virtual DebugInterface class from the more general MemView class.
Give DSP LLE Debugger a wxAUI facelift and add memory view to dsp debugger.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5080 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-18 12:06:13 +00:00
Shawn Hoffman b6aa5d91c0 add another dsp ucode to RE...woo!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5055 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-14 05:40:04 +00:00
Marko Pusljar fbdf721e0e ROM dissasm "refresh" + RE + small fixes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4938 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-24 00:31:20 +00:00
Shawn Hoffman d558c534d2 Merge SrcSelect.c, AX.c, Crazy Taxi.txt, and DSP_UC_AX1.txt into new and improved disasm -> DSP/DSP_UC_6A696CE7.txt
Goal is complete/near complete RE of DSP_UC_6A696CE7 (GC AX), and hopefully ROM.
From there, seeing the additional changes in other GC AX versions (there are only 4 others, with minor differences), should be "simple".

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4818 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-13 04:43:18 +00:00
luigi2us f9106f4e6f Some more AXWii RE.
Long time I didn't commit to Dolphin, by the way.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4793 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-08 18:26:22 +00:00
Marko Pusljar 4d3620ace3 DSPHLE AXwii work
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4559 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-11-13 20:27:38 +00:00
XTra.KrazzY 4fbf138ed2 The beginning of another approach on Zelda HLE UCode: PB debugging and comparison
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4481 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-10-30 07:10:46 +00:00
Marko Pusljar 1285ba4401 Zelda RE + fixes
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4350 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-30 13:49:05 +00:00
XTra.KrazzY 48ed2ae852 Best of both worlds (or hacks...). Music continues to play, no sound breakage in Pikmin2/ZTP. Wind Waker still echoes weirdly in ZWW though.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4344 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-29 19:15:34 +00:00
luigi2us cad887c51d AXWii: more disasm; and send correct mail at end of AXList (DCD10002 instead of DCD10001), which makes the game send a CDD10003 as expected.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4336 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-27 15:18:20 +00:00
luigi2us 0423406a67 AXWii ucode: more comments.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4335 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-27 14:22:40 +00:00
nakeee b9422c7ed9 Some axwii disasm
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4328 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-27 08:25:08 +00:00
luigi2us d56e05a9ca Add a disassembly of AXWii ucode (taken from MKWii)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4324 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-26 21:25:07 +00:00
XTra.KrazzY ebfceb16b9 Some leftover work from unfinished DX9 Access EFB. In DSP HLE, 0x0004,7,b,c are almost done, all that's left to do is resample from 0x50 to _Size.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4313 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-24 13:52:45 +00:00
XTra.KrazzY 47a1d2da9c DSP HLE: External ops oops (thanks, lordmark)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4294 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-18 00:12:10 +00:00
XTra.KrazzY eb8ddbf3e5 A basic, un-resampled version of Zelda UCode cases 0x4,7,b,c. These are used a lot in Pikmin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4293 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-17 22:53:36 +00:00
XTra.KrazzY 0ebb7376c8 More WaveTable (ucode case 0x4,0x7,0xb,0xc) work (thanks for noticing they're the same, LordMark!)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4292 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-17 12:09:10 +00:00
XTra.KrazzY 4edf1ea837 Decoded the non-externalops part of 0x0007 zelda sound case
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4287 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-09-16 22:40:43 +00:00
hrydgard 0b5c993076 Misc : build fix for debug x64, assorted cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4127 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 22:42:10 +00:00
XTra.KrazzY 2e24e7db06 Pikmin 2 for the Wii now has correct sound thanks to LordMark. Too bad the mail stops coming after a while
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4064 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-25 19:48:38 +00:00
sl1nk3.s 689036c59c Forgot to upload ZTP Wii ucode, so here it is
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4043 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-24 04:10:45 +00:00
XTra.KrazzY 286f17b7de Pikmin 2 for the Wii also boots, with corrupt sound this time. Included its UCode, since it's so different from Pikmin 1's and contains the mysterious UnkZelda address. Also, potential run-stop-run bug has been fixed.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3965 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-12 01:15:57 +00:00
XTra.KrazzY 5c1ab3b0c3 Added the latest Zelda UCode, seems to be longer and has a bit more ext ops. Fun!
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3964 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-11 23:17:55 +00:00
nakeee 07617f757c DSPLLE added new LD code (please report games misbehaving)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3887 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-26 16:36:22 +00:00
Shawn Hoffman 873190d148 fix a few issues with actually using the dsp lle debugger: stepping/reg updates/etc should behave better
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3879 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-24 02:15:04 +00:00
nakeee 2569ca60c0 Some RE on MP2 ucode
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3860 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-20 19:12:39 +00:00
Shawn Hoffman cee69b24d0 start some RE on the memcard unlocking ucode
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3857 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-20 11:27:49 +00:00
XTra.KrazzY e8c9101773 Minicommit: more cleanup
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3791 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-14 19:08:44 +00:00
XTra.KrazzY e7a5f0fa3d Solved issue 1096 and issue 1098
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3780 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-13 13:37:52 +00:00
hrydgard 0bdf6656c5 DSPHLE: Do the resampling correctly for PCM16 and AFC. Added linear interpolation (that works, this time :P)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3764 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-12 13:45:01 +00:00
hrydgard 304b34a451 DSPHLE: Some code reorg, now looks more like the ucode. DSPLLE: Rename a file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3763 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-12 12:22:39 +00:00
hrydgard b363b2ddc8 More UCode RE. Move MemoryView to DebuggerUICommon.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3762 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-07-12 10:08:59 +00:00