Merge pull request #470 from pauldacheez/s-Gamecube-GameCube

Fix the capitalization of "GameCube" throughout the project.
This commit is contained in:
Tony Wasserka 2014-06-13 21:52:08 +02:00
commit a8f32adcab
31 changed files with 59 additions and 59 deletions

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@ -807,7 +807,7 @@ set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)

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@ -1 +1 @@
Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. Gamecube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.
Dolphin is a GameCube, Wii and Triforce (the arcade machine based on the GameCube) emulator which supports many extra features and abilities not present on the original consoles. GameCube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.

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@ -576,7 +576,7 @@ msgid "All GC/Wii images (gcm, iso, wbfs, ciso, gcz)"
msgstr ""
#: Source/Core/DolphinWX/GameListCtrl.cpp:1208
msgid "All Gamecube GCM files (gcm)"
msgid "All GameCube GCM files (gcm)"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:1533
@ -1200,7 +1200,7 @@ msgstr ""
#, c-format
msgid ""
"Could not read \"%s\". There is no disc in the drive, or it is not a GC/Wii "
"backup. Please note that original Gamecube and Wii discs cannot be read by "
"backup. Please note that original GameCube and Wii discs cannot be read by "
"most PC DVD drives."
msgstr ""
@ -1557,7 +1557,7 @@ msgid ""
"Revision: %s\n"
"Compiled: %s @ %s\n"
"\n"
"Dolphin is a Gamecube/Wii emulator, which was\n"
"Dolphin is a GameCube/Wii emulator, which was\n"
"originally written by F|RES and ector.\n"
"Today Dolphin is an open source project with many\n"
"contributors, too many to list.\n"
@ -1577,7 +1577,7 @@ msgid ""
"Thanks to hcs/destop for their GC ADPCM decoder.\n"
"\n"
"We are not affiliated with Nintendo in any way.\n"
"Gamecube and Wii are trademarks of Nintendo.\n"
"GameCube and Wii are trademarks of Nintendo.\n"
"The emulator should not be used to play games\n"
"you do not legally own."
msgstr ""
@ -2529,20 +2529,20 @@ msgid "GameCube Savegame files(*.gci;*.gcs;*.sav)"
msgstr ""
#: Source/Core/DolphinWX/ConfigMain.cpp:559
msgid "Gamecube"
msgid "GameCube"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:220
msgid "Gamecube &Pad Settings"
msgid "GameCube &Pad Settings"
msgstr ""
#: Source/Core/DolphinWX/MemcardManager.cpp:231
#: Source/Core/DolphinWX/ConfigMain.cpp:1060
msgid "Gamecube Memory Cards (*.raw,*.gcp)"
msgid "GameCube Memory Cards (*.raw,*.gcp)"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:524
msgid "Gamecube Pad settings"
msgid "GameCube Pad settings"
msgstr ""
#: Source/Core/DolphinWX/ISOProperties.cpp:384

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@ -1,8 +1,8 @@
# Dolphin - A Gamecube / Triforce / Wii Emulator
# Dolphin - A GameCube / Triforce / Wii Emulator
[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [Issue Tracker](https://code.google.com/p/dolphin-emu/issues/list)
Dolphin is an emulator for running Gamecube, Triforce and Wii games on
Dolphin is an emulator for running GameCube, Triforce and Wii games on
Windows/Linux/OS X systems and recent Android devices. It's licensed under
the terms of the GNU General Public License, version 2 (GPLv2).

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@ -82,7 +82,7 @@
<string name="enable_wiimote">Wiiリモコンを有効</string>
<string name="input_binding">入力バインディング</string>
<string name="input_binding_descrip">%1$sにバインドするための入力を移動または押してください。</string>
<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
<string name="button_a">Aボタン</string>
<string name="button_b">Bボタン</string>
<string name="button_start">スタートボタン</string>

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@ -68,7 +68,7 @@
<string name="input_settings">Input</string>
<string name="input_overlay_layout">Input Overlay Layout</string>
<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
<string name="gamecube_bindings">Gamecube Controller Bindings</string>
<string name="gamecube_bindings">GameCube Controller Bindings</string>
<string name="controller_0">Controller 1</string>
<string name="controller_1">Controller 2</string>
<string name="controller_2">Controller 3</string>
@ -82,7 +82,7 @@
<string name="enable_wiimote">Enable Wiimote</string>
<string name="input_binding">Input Binding</string>
<string name="input_binding_descrip">Press or move an input to bind it to %1$s.</string>
<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
<string name="button_a">Button A</string>
<string name="button_b">Button B</string>
<string name="button_start">Button Start</string>

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@ -11,7 +11,7 @@
android:targetClass="org.dolphinemu.dolphinemu.settings.input.overlayconfig.OverlayConfigActivity"/>
</Preference>
<!-- Gamecube controller bindings -->
<!-- GameCube controller bindings -->
<PreferenceScreen
android:key="gamecube_bindings"
android:title="@string/gamecube_bindings">

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@ -3,7 +3,7 @@
// Refer to the license.txt file included.
// Most of the code in this file is from:
// GCNcrypt - Gamecube AR Crypto Program
// GCNcrypt - GameCube AR Crypto Program
// Copyright (C) 2003-2004 Parasyte
#include <algorithm>

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@ -199,7 +199,7 @@ bool Init()
g_CoreStartupParameter = _CoreParameter;
INFO_LOG(OSREPORT, "Starting core = %s mode",
g_CoreStartupParameter.bWii ? "Wii" : "Gamecube");
g_CoreStartupParameter.bWii ? "Wii" : "GameCube");
INFO_LOG(OSREPORT, "CPU Thread separate = %s",
g_CoreStartupParameter.bCPUThread ? "Yes" : "No");

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@ -140,7 +140,7 @@ bool SCoreStartupParameter::AutoSetup(EBootBS2 _BootBS2)
if (bootDrive)
PanicAlertT("Could not read \"%s\". "
"There is no disc in the drive, or it is not a GC/Wii backup. "
"Please note that original Gamecube and Wii discs cannot be read "
"Please note that original GameCube and Wii discs cannot be read "
"by most PC DVD drives.", m_strFilename.c_str());
else
PanicAlertT("\"%s\" is an invalid GCM/ISO file, or is not a GC/Wii ISO.",

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@ -2,7 +2,7 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
// High-level emulation for the AX Gamecube UCode.
// High-level emulation for the AX GameCube UCode.
//
// TODO:
// * Depop support

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@ -21,7 +21,7 @@
#include "Core/HW/SystemTimers.h"
#include "Core/PowerPC/PowerPC.h"
// A Gamecube disc can be read at somewhere between
// A GameCube disc can be read at somewhere between
// 2 and 3MB/sec, depending on the location on disk. Wii disks
// not yet tested.
static const u32 DISC_TRANSFER_RATE_GC = 3 * 1024 * 1024;

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@ -85,7 +85,7 @@ namespace SystemTimers
u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
/*
Gamecube MHz
GameCube MHz
flipper <-> ARAM bus: 81 (DSP)
gekko <-> flipper bus: 162
flipper <-> 1T-SRAM bus: 324

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@ -1052,7 +1052,7 @@ bool PlayWiimote(int wiimote, u8 *data, const WiimoteEmu::ReportFeatures& rptf,
if (size != sizeInMovie)
{
PanicAlertT("Fatal desync. Aborting playback. (Error in PlayWiimote: %u != %u, byte %u.)%s", (u32)sizeInMovie, (u32)size, (u32)g_currentByte,
(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > Gamecube > Device Settings)." : "");
(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > GameCube > Device Settings)." : "");
EndPlayInput(!g_bReadOnly);
return false;
}

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@ -29,7 +29,7 @@ enum PlayMode
MODE_PLAYING
};
// Gamecube Controller State
// GameCube Controller State
#pragma pack(push,1)
struct ControllerState
{

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@ -563,9 +563,9 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_stat
// The interface for this is extremely silly.
//
// Imagine a physical device that links three Gamecubes together
// and emulates NetPlay that way. Which Gamecube controls which
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual Gamecube should be used
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three gamecubes, then every single

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@ -209,7 +209,7 @@ void Interpreter::mfspr(UGeckoInstruction _inst)
//TODO - check processor privilege level - many of these require privilege
//XER LR CTR are the only ones available in user mode, time base can be read too.
//Gamecube games always run in superuser mode, but hey....
//GameCube games always run in superuser mode, but hey....
switch (iIndex)
{
@ -248,7 +248,7 @@ void Interpreter::mtspr(UGeckoInstruction _inst)
//TODO - check processor privilege level - many of these require privilege
//XER LR CTR are the only ones available in user mode, time base can be read too.
//Gamecube games always run in superuser mode, but hey....
//GameCube games always run in superuser mode, but hey....
//Our DMA emulation is highly inaccurate - instead of properly emulating the queue
//and so on, we simply make all DMA:s complete instantaneously.

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@ -360,7 +360,7 @@ void CheckExceptions()
}
else if (exceptions & EXCEPTION_FPU_UNAVAILABLE)
{
//This happens a lot - Gamecube OS uses deferred FPU context switching
//This happens a lot - GameCube OS uses deferred FPU context switching
SRR0 = PC; // re-execute the instruction
SRR1 = MSR & 0x87C0FFFF;
MSR |= (MSR >> 16) & 1;

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@ -132,7 +132,7 @@ bool IsVolumeWiiDisc(const IVolume *_rVolume)
_rVolume->Read(0x18, 4, (u8*)&MagicWord);
return (Common::swap32(MagicWord) == 0x5D1C9EA3);
//Gamecube 0xc2339f3d
//GameCube 0xc2339f3d
}
bool IsVolumeWadFile(const IVolume *_rVolume)

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@ -38,7 +38,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
"Revision: %s\n"
"Compiled: %s @ %s\n"
"\n"
"Dolphin is a Gamecube/Wii emulator, which was\n"
"Dolphin is a GameCube/Wii emulator, which was\n"
"originally written by F|RES and ector.\n"
"Today Dolphin is an open source project with many\n"
"contributors, too many to list.\n"
@ -58,7 +58,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
"Thanks to hcs/destop for their GC ADPCM decoder.\n"
"\n"
"We are not affiliated with Nintendo in any way.\n"
"Gamecube and Wii are trademarks of Nintendo.\n"
"GameCube and Wii are trademarks of Nintendo.\n"
"The emulator should not be used to play games\n"
"you do not legally own."),
scm_desc_str, scm_branch_str, scm_rev_git_str, __DATE__, __TIME__);

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@ -278,7 +278,7 @@ void CConfigMain::InitializeGUILists()
arrayStringFor_DSPEngine.Add(_("DSP LLE recompiler"));
arrayStringFor_DSPEngine.Add(_("DSP LLE interpreter (slow)"));
// Gamecube page
// GameCube page
// GC Language arrayStrings
arrayStringFor_GCSystemLang.Add(_("English"));
arrayStringFor_GCSystemLang.Add(_("German"));
@ -385,11 +385,11 @@ void CConfigMain::InitializeGUIValues()
AddAudioBackends();
// Gamecube - IPL
// GameCube - IPL
GCSystemLang->SetSelection(startup_params.SelectedLanguage);
GCAlwaysHLE_BS2->SetValue(startup_params.bHLE_BS2);
// Gamecube - Devices
// GameCube - Devices
wxArrayString SlotDevices;
SlotDevices.Add(_(DEV_NONE_STR));
SlotDevices.Add(_(DEV_DUMMY_STR));
@ -525,7 +525,7 @@ void CConfigMain::InitializeGUITooltips()
DSPThread->SetToolTip(_("Run DSP LLE on a dedicated thread (not recommended: might cause freezes)."));
BackendSelection->SetToolTip(_("Changing this will have no effect while the emulator is running!"));
// Gamecube - Devices
// GameCube - Devices
GCEXIDevice[2]->SetToolTip(_("Serial Port 1 - This is the port which devices such as the net adapter use"));
// Wii - Devices
@ -556,7 +556,7 @@ void CConfigMain::CreateGUIControls()
Notebook->AddPage(GeneralPage, _("General"));
Notebook->AddPage(DisplayPage, _("Interface"));
Notebook->AddPage(AudioPage, _("Audio"));
Notebook->AddPage(GamecubePage, _("Gamecube"));
Notebook->AddPage(GamecubePage, _("GameCube"));
Notebook->AddPage(WiiPage, _("Wii"));
Notebook->AddPage(PathsPage, _("Paths"));
@ -699,7 +699,7 @@ void CConfigMain::CreateGUIControls()
AudioPage->SetSizerAndFit(sAudioPage);
// Gamecube page
// GameCube page
// IPL settings
GCSystemLang = new wxChoice(GamecubePage, ID_GC_SRAM_LNG, wxDefaultPosition, wxDefaultSize, arrayStringFor_GCSystemLang);
GCAlwaysHLE_BS2 = new wxCheckBox(GamecubePage, ID_GC_ALWAYS_HLE_BS2, _("Skip BIOS"));
@ -728,7 +728,7 @@ void CConfigMain::CreateGUIControls()
GCSIDevice[2] = new wxChoice(GamecubePage, ID_GC_SIDEVICE2);
GCSIDevice[3] = new wxChoice(GamecubePage, ID_GC_SIDEVICE3);
// Populate the Gamecube page
// Populate the GameCube page
sGamecubeIPLSettings = new wxGridBagSizer();
sGamecubeIPLSettings->Add(GCAlwaysHLE_BS2, wxGBPosition(0, 0), wxGBSpan(1, 2), wxALL, 5);
sGamecubeIPLSettings->Add(TEXT_BOX(GamecubePage, _("System Language:")),
@ -1017,16 +1017,16 @@ void CConfigMain::GCSettingsChanged(wxCommandEvent& event)
int exidevice = 0;
switch (event.GetId())
{
// Gamecube - IPL
// GameCube - IPL
case ID_GC_SRAM_LNG:
SConfig::GetInstance().m_LocalCoreStartupParameter.SelectedLanguage = GCSystemLang->GetSelection();
bRefreshList = true;
break;
// Gamecube - IPL Settings
// GameCube - IPL Settings
case ID_GC_ALWAYS_HLE_BS2:
SConfig::GetInstance().m_LocalCoreStartupParameter.bHLE_BS2 = GCAlwaysHLE_BS2->IsChecked();
break;
// Gamecube - Devices
// GameCube - Devices
case ID_GC_EXIDEVICE_SP1:
exidevice++;
case ID_GC_EXIDEVICE_SLOTB:
@ -1059,7 +1059,7 @@ void CConfigMain::ChooseMemcardPath(std::string& strMemcard, bool isSlotA)
StrToWxStr(File::GetUserPath(D_GCUSER_IDX)),
isSlotA ? GC_MEMCARDA : GC_MEMCARDB,
wxEmptyString,
_("Gamecube Memory Cards (*.raw,*.gcp)") + "|*.raw;*.gcp"));
_("GameCube Memory Cards (*.raw,*.gcp)") + "|*.raw;*.gcp"));
if (!filename.empty())
{

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@ -217,7 +217,7 @@ void CFrame::CreateMenu()
pOptionsMenu->AppendSeparator();
pOptionsMenu->Append(IDM_CONFIG_GFX_BACKEND, _("&Graphics Settings"));
pOptionsMenu->Append(IDM_CONFIG_DSP_EMULATOR, _("&DSP Settings"));
pOptionsMenu->Append(IDM_CONFIG_PAD_PLUGIN, _("Gamecube &Pad Settings"));
pOptionsMenu->Append(IDM_CONFIG_PAD_PLUGIN, _("GameCube &Pad Settings"));
pOptionsMenu->Append(IDM_CONFIG_WIIMOTE_PLUGIN, _("&Wiimote Settings"));
pOptionsMenu->Append(IDM_CONFIG_HOTKEYS, _("&Hotkey Settings"));
if (g_pCodeWindow)
@ -521,7 +521,7 @@ void CFrame::PopulateToolbar(wxAuiToolBar* ToolBar)
ToolBar->AddTool(wxID_PREFERENCES, _("Config"), m_Bitmaps[Toolbar_ConfigMain], _("Configure..."));
ToolBar->AddTool(IDM_CONFIG_GFX_BACKEND, _("Graphics"), m_Bitmaps[Toolbar_ConfigGFX], _("Graphics settings"));
ToolBar->AddTool(IDM_CONFIG_DSP_EMULATOR, _("DSP"), m_Bitmaps[Toolbar_ConfigDSP], _("DSP settings"));
ToolBar->AddTool(IDM_CONFIG_PAD_PLUGIN, _("GCPad"), m_Bitmaps[Toolbar_ConfigPAD], _("Gamecube Pad settings"));
ToolBar->AddTool(IDM_CONFIG_PAD_PLUGIN, _("GCPad"), m_Bitmaps[Toolbar_ConfigPAD], _("GameCube Pad settings"));
ToolBar->AddTool(IDM_CONFIG_WIIMOTE_PLUGIN, _("Wiimote"), m_Bitmaps[Toolbar_Wiimote], _("Wiimote settings"));
// after adding the buttons to the toolbar, must call Realize() to reflect
@ -1638,7 +1638,7 @@ void CFrame::UpdateGUI()
m_ToolBar->EnableTool(IDM_STOP, Running || Paused);
m_ToolBar->EnableTool(IDM_TOGGLE_FULLSCREEN, Running || Paused);
m_ToolBar->EnableTool(IDM_SCREENSHOT, Running || Paused);
// Don't allow wiimote config while in Gamecube mode
// Don't allow wiimote config while in GameCube mode
m_ToolBar->EnableTool(IDM_CONFIG_WIIMOTE_PLUGIN, !RunningGamecube);
}

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@ -448,7 +448,7 @@ void CGameListCtrl::InsertItemInReportView(long _Index)
std::string const name = rISOFile.GetName(SelectedLanguage);
SetItem(_Index, COLUMN_TITLE, StrToWxStr(name), -1);
// We show the company string on Gamecube only
// We show the company string on GameCube only
// On Wii we show the description instead as the company string is empty
std::string const notes = (rISOFile.GetPlatform() == GameListItem::GAMECUBE_DISC) ?
rISOFile.GetCompany() : rISOFile.GetDescription(SelectedLanguage);
@ -1205,7 +1205,7 @@ void CGameListCtrl::OnCompressGCM(wxCommandEvent& WXUNUSED (event))
if (iso->GetPlatform() == GameListItem::WII_DISC)
FileType = _("All Wii ISO files (iso)") + "|*.iso";
else
FileType = _("All Gamecube GCM files (gcm)") + "|*.gcm";
FileType = _("All GameCube GCM files (gcm)") + "|*.gcm";
path = wxFileSelector(
_("Save decompressed GCM/ISO"),

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@ -314,7 +314,7 @@ int main(int argc, char* argv[])
if (help == 1 || argc == optind)
{
fprintf(stderr, "%s\n\n", scm_rev_str);
fprintf(stderr, "A multi-platform Gamecube/Wii emulator\n\n");
fprintf(stderr, "A multi-platform GameCube/Wii emulator\n\n");
fprintf(stderr, "Usage: %s [-e <file>] [-h] [-v]\n", argv[0]);
fprintf(stderr, " -e, --exec Load the specified file\n");
fprintf(stderr, " -h, --help Show this help message\n");

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@ -228,7 +228,7 @@ void CMemcardManager::CreateGUIControls()
m_MemcardPath[slot] = new wxFilePickerCtrl(this, ID_MEMCARDPATH_A + slot,
StrToWxStr(File::GetUserPath(D_GCUSER_IDX)), _("Choose a memory card:"),
_("Gamecube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);
_("GameCube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);
m_MemcardList[slot] = new CMemcardListCtrl(this, ID_MEMCARDLIST_A + slot, wxDefaultPosition, wxSize(350,400),
wxLC_REPORT | wxSUNKEN_BORDER | wxLC_ALIGN_LEFT | wxLC_SINGLE_SEL, mcmSettings);

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@ -556,7 +556,7 @@ namespace EfbInterface
}
}
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via Gamecube main memory or doing a yuyv conversion
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
if (fbWidth*fbHeight > 640*568) {
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);

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@ -18,7 +18,7 @@ namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// Reference: Yet Another GameCube Documentation
// ----------------------------------------------

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@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
some bp cases check the changes variable, because they might not have to be updated all the time
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
had to be ditched and the games seem to work fine with out it.
NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\

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@ -24,9 +24,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder
// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector
int TexDecoder_GetTexelSizeInNibbles(int format)

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@ -44,9 +44,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder
// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector
int TexDecoder_GetTexelSizeInNibbles(int format)

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@ -1,6 +1,6 @@
omments: 1
A Compendium of Gamecube Action Replay Code Types
A Compendium of GameCube Action Replay Code Types
Note: This is note a Complete code type list.
@ -12,7 +12,7 @@ Kenobi's documentation is recommended reading as it is very complete, precise, a
It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.
The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
The GameCube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)