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Some preparations for Wii AX (much work remains)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1101 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -141,8 +141,8 @@ int vectorLength2 = 100; // for console version
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// should we worry about the additonal memory these lists require? bool will allocate
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// very little memory
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std::vector< std::vector<bool> > vector1(64, std::vector<bool>(vectorLength,0));
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std::vector< std::vector<bool> > vector2(64, std::vector<bool>(vectorLength2,0));
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std::vector< std::vector<bool> > vector1(64, std::vector<bool>(vectorLength, 0));
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std::vector< std::vector<bool> > vector2(64, std::vector<bool>(vectorLength2, 0));
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std::vector<int> numberRunning(64);
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@ -301,12 +301,12 @@ void CUCode_AX::Logging(short* _pBuffer, int _iSize, int a)
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}
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else
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{
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Conditions = (numberRunning.at(i) > 0 || PBs[i].audio_addr.looping);
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Conditions = numberRunning.at(i) > 0 || PBs[i].audio_addr.looping;
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}
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// --------------
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if(Conditions)
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if (Conditions)
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{
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// AXPB base
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gcoef[i] = PBs[i].unknown1;
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