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Map ARAM to MEM2 on Wii the way I think it works. If this breaks stuff or is wrong, please tell me or revert.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1116 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -176,7 +176,8 @@ u16 g_AR_MODE = 0x43; // 0x23 -> Zelda standard mode (standard ARAM access ??)
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void DoState(PointerWrap &p)
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{
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p.DoArray(g_ARAM, ARAM_SIZE);
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if (!Core::GetStartupParameter().bWii)
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p.DoArray(g_ARAM, ARAM_SIZE);
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p.Do(g_dspState);
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p.Do(g_audioDMA);
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p.Do(g_arDMA);
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@ -200,7 +201,15 @@ void GenerateDSPInterrupt_Wrapper(u64 userdata, int cyclesLate)
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void Init()
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{
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g_ARAM = (u8 *)AllocateMemoryPages(ARAM_SIZE);
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if (Core::GetStartupParameter().bWii)
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{
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// On the Wii, ARAM is simply mapped to EXRAM.
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g_ARAM = Memory::GetPointer(0x10000000);
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}
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else
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{
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g_ARAM = (u8 *)AllocateMemoryPages(ARAM_SIZE);
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}
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g_dspState.DSPControl.Hex = 0;
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g_dspState.DSPControl.DSPHalt = 1;
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et_GenerateDSPInterrupt = CoreTiming::RegisterEvent("DSPint", GenerateDSPInterrupt_Wrapper);
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@ -208,7 +217,8 @@ void Init()
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void Shutdown()
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{
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FreeMemoryPages(g_ARAM, ARAM_SIZE);
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if (!Core::GetStartupParameter().bWii)
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FreeMemoryPages(g_ARAM, ARAM_SIZE);
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g_ARAM = NULL;
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}
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