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Little fix for platforms not moving in Wind Waker on Dolphin 32bits, see issue 1139
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3973 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1084,7 +1084,7 @@ static void EndField()
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// Purpose 1: Send VI interrupt for every screen refresh
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// Purpose 2: Execute XFB copy in homebrew games
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// Run when: This is run 7200 times per second on full speed
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// Run when: This is run 15700 times per second on full speed
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void Update()
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{
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// Update the target refresh rate
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@ -1104,7 +1104,6 @@ void Update()
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// Multipled by two because of the way TicksPerFrame is calculated (divided by 25 and 30
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// rather than 50 and 60)
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// TODO : Feed the FPS estimate into Iulius' framelimiter.
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ActualRefreshRate = ((double)SyncTicksProgress / (double)TicksPerFrame) * 2.0;
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LastTick = CoreTiming::GetTicks();
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SyncTicksProgress = 0;
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@ -287,9 +287,9 @@ void fdivx(UGeckoInstruction _inst)
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}
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void fdivsx(UGeckoInstruction _inst)
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{
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float a = (float)rPS0(_inst.FA);
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float b = (float)rPS0(_inst.FB);
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rPS0(_inst.FD) = rPS1(_inst.FD) = a / b;
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double a = rPS0(_inst.FA);
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double b = rPS0(_inst.FB);
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rPS0(_inst.FD) = rPS1(_inst.FD) = (float)(a / b);
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if (b == 0.0)
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{
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if (!FPSCR.ZX)
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@ -42,9 +42,10 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *src, signed shor
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}
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else
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{
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// In Pikmin, Dolphin's engine sound is using AFC 5bits, even though such a sound is hard
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// In Pikmin, Dolphin's engine sound is using AFC type 5, even though such a sound is hard
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// to compare, it seems like to sound exactly like a real GC
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DEBUG_LOG(DSPHLE, "5 bits AFC sample");
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// In Super Mario Sunshine, you can get such a sound by talking to anyone
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DEBUG_LOG(DSPHLE, "5 bytes AFC sample");
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for (int i = 0; i < 16; i += 4)
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{
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nibbles[i + 0] = (*src >> 6) & 0x02;
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@ -53,6 +54,7 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *src, signed shor
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nibbles[i + 3] = (*src >> 0) & 0x02;
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src++;
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}
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for (int i = 0; i < 16; i++)
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{
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if (nibbles[i] >= 2)
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