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Just a few fixes for the fps counter, also unbreak direct XFB homebrews.
And a couple of fixes for the frameskip : disabled by default, can be set before launching a game, also safer to avoid lockup. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3950 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -49,9 +49,9 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *input, signed sh
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}
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else
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{
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// untested !!! i havnt seen such a sample yet :)
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ERROR_LOG(DSPHLE, "Untested AFC sample");
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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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// 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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for (int i = 0; i < 16; i += 4)
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{
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@ -473,9 +473,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
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// First jump table at ZWW: 2a6
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switch (PB.Format)
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{
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case 0x0005: // AFC with extra low bitrate (32:5 compression). Not yet seen.
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WARN_LOG(DSPHLE, "5 byte AFC - does it work?");
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case 0x0005: // AFC with extra low bitrate (32:5 compression).
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case 0x0009: // AFC with normal bitrate (32:9 compression).
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RenderVoice_AFC(PB, m_ResampleBuffer + 4, _Size);
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Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true);
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