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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-25 15:19:42 -06:00
Fix a hang on stop on linux (why is that done better on linux ?? strange :P)
Fix what must have been a typo for Pikmin PAL CRC, the game still doesn't work though :( Fix a crash on stop in nJoy git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3821 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -185,7 +185,7 @@ private:
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switch (m_CRC)
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{
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case 0x42f64ac4: // Luigi
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case 0x0267d05a: // http://forums.dolphin-emu.com/thread-2134.html Pikmin PAL
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case 0x267fd05a: // Pikmin PAL
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case 0x4be6a5cb: // AC, Pikmin
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case 0x088e38a5: // IPL - JAP
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case 0xd73338cf: // IPL
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@ -114,7 +114,7 @@ void UpdateSampleCounters10(ZeldaVoicePB &PB)
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void CUCode_Zelda::RenderVoice_PCM16(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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{
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int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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int rem_samples = _RealSize;
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u32 rem_samples = _RealSize;
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if (PB.KeyOff)
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goto clear_buffer;
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if (PB.NeedsReset)
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@ -130,7 +130,7 @@ reached_end:
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if (!PB.RepeatMode) {
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// One shot - play zeros the rest of the buffer.
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clear_buffer:
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for (int i = 0; i < rem_samples; i++)
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for (u32 i = 0; i < rem_samples; i++)
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*_Buffer++ = 0;
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PB.KeyOff = 1;
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return;
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@ -146,13 +146,13 @@ clear_buffer:
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if (PB.RemLength < rem_samples)
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{
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// finish-up loop
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for (int i = 0; i < PB.RemLength; i++)
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for (u32 i = 0; i < PB.RemLength; i++)
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*_Buffer++ = Common::swap16(*read_ptr++);
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rem_samples -= PB.RemLength;
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goto reached_end;
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}
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// main render loop
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for (int i = 0; i < rem_samples; i++)
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for (u32 i = 0; i < rem_samples; i++)
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*_Buffer++ = Common::swap16(*read_ptr++);
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PB.RemLength -= rem_samples;
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@ -171,7 +171,7 @@ void UpdateSampleCounters8(ZeldaVoicePB &PB)
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void CUCode_Zelda::RenderVoice_PCM8(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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{
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int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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int rem_samples = _RealSize;
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u32 rem_samples = _RealSize;
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if (PB.KeyOff)
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goto clear_buffer;
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if (PB.NeedsReset)
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@ -188,7 +188,7 @@ reached_end:
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{
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// One shot - play zeros the rest of the buffer.
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clear_buffer:
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for (int i = 0; i < rem_samples; i++)
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for (u32 i = 0; i < rem_samples; i++)
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*_Buffer++ = 0;
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PB.KeyOff = 1;
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return;
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@ -205,13 +205,13 @@ clear_buffer:
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if (PB.RemLength < rem_samples)
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{
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// finish-up loop
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for (int i = 0; i < PB.RemLength; i++)
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for (u32 i = 0; i < PB.RemLength; i++)
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*_Buffer++ = (s8)(*read_ptr++) << 8;
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rem_samples -= PB.RemLength;
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goto reached_end;
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}
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// main render loop
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for (int i = 0; i < rem_samples; i++)
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for (u32 i = 0; i < rem_samples; i++)
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*_Buffer++ = (s8)(*read_ptr++) << 8;
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PB.RemLength -= rem_samples;
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@ -356,7 +356,7 @@ void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer);
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void CUCode_Zelda::RenderVoice_Raw(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
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{
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// Decoder0x21 starts here.
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int _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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u32 _RealSize = SizeForResampling(PB, _Size, PB.RatioInt);
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// Decoder0x21Core starts here.
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u32 AX0 = _RealSize;
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@ -440,7 +440,7 @@ void Decoder21_ReadAudio(ZeldaVoicePB &PB, int size, s16 *_Buffer)
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const u8 *source = g_dspInitialize.pGetMemoryPointer(0x80000000);
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const u16 *src = (u16 *)(source + (ACC0 & ram_mask));
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for (int i = 0; i < (ACC1 >> 16); i++) {
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for (u32 i = 0; i < (ACC1 >> 16); i++) {
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_Buffer[i] = Common::swap16(src[i]);
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}
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@ -57,7 +57,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0x088e38a5: // IPL - JAP
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case 0xd73338cf: // IPL
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case 0x42f64ac4: // Luigi
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case 0x0267d05a: // http://forums.dolphin-emu.com/thread-2134.html Pikmin PAL
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case 0x267fd05a: // Pikmin PAL
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case 0x4be6a5cb: // AC, Pikmin
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INFO_LOG(DSPHLE, "CRC %08x: JAC (early Zelda) ucode chosen", _CRC);
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return new CUCode_Zelda(_rMailHandler, _CRC);
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