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Fix Pikmin PAL not booting thanks to LordMark for figuring it out ! :D
Added "AccurateFCMP" ini setting which fixes Nights, Paper Mario games... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4042 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -199,8 +199,7 @@ private:
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switch (m_CRC)
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{
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case 0x42f64ac4: // Luigi
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case 0x267fd05a: // Pikmin PAL
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case 0x4be6a5cb: // AC, Pikmin
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case 0x4be6a5cb: // AC, Pikmin NTSC
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case 0x088e38a5: // IPL - JAP
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case 0xd73338cf: // IPL
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return true;
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@ -217,7 +216,8 @@ private:
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{
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switch (m_CRC)
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{
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case 0x56d36052:
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case 0x56d36052: // Super Mario Sunshine
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case 0x267fd05a: // Pikmin PAL
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return true;
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default:
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return false;
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@ -57,7 +57,6 @@ 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 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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@ -66,6 +65,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0x86840740: // Zelda WW - US
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case 0x56d36052: // Mario Sunshine
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case 0x2fcdf1ec: // Mario Kart, zelda 4 swords
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case 0x267fd05a: // Pikmin PAL
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INFO_LOG(DSPHLE, "CRC %08x: Zelda ucode chosen", _CRC);
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return new CUCode_Zelda(_rMailHandler, _CRC);
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@ -83,7 +83,7 @@ IUCode* UCodeFactory(u32 _CRC, CMailHandler& _rMailHandler)
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case 0xfa450138: // wii sports - PAL
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case 0xadbc06bd: // Elebits
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case 0x4cc52064: // Bleach: Versus Crusade
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case 0xd9c4bf34: // WiiMenu ... pray
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case 0xd9c4bf34: // WiiMenu
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INFO_LOG(DSPHLE, "CRC %08x: Wii - AXWii chosen", _CRC);
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return new CUCode_AXWii(_rMailHandler, _CRC);
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@ -110,6 +110,8 @@ void Config::GameIniLoad()
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if (iniFile->Exists("Video", "EFBToTextureEnable"))
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iniFile->Get("Video", "EFBToTextureEnable", &bCopyEFBToRAM, 0);
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bCopyEFBToRAM = !bCopyEFBToRAM;
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if (iniFile->Exists("Video", "SafeTextureCache"))
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iniFile->Get("Video", "SafeTextureCache", &bSafeTextureCache, false);
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@ -1451,6 +1451,7 @@ void UpdateViewport()
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glViewport(GLx, GLy, GLWidth, GLHeight);
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// GLDepthRange - this could be a source of trouble - see the viewport hacks.
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// TODO : Should this use 16777216.0f or 16777215.0f ?
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
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double GLFar = xfregs.rawViewport[5] / 16777215.0f;
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glDepthRange(GLNear, GLFar);
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