It kind of sucks that we don't emulate some behaviors properly, but there is
very little ROI for some of these features and I'm not going to spend time
implementing them any time soon. Making the PanicAlerts optional allows for
more testing of the core features on more games while "just" breaking less
important features like reverb.
On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
Fails ingame because it mixes to some buffers that are considered the back
buffers for Dolby games. That check might need to be less restrictive for games
that don't use Dolby mixing.
Add a flag for UCodes that only have four non-Dolby mixing destinations
(instead of the standard six destinations).
NTSC IPL is still hopelessly broken.
Used by a few titles (Luigi's Mansion, Animal Crossing) as well as the GameCube
IPL/BIOS.
Note that the IPL does not work yet because it mixes to unknown buffers.
Very close to the TWW version of the UCode, haven't determined any differences
yet (but I'm sure that will come soon). Works well enough to reach ingame
without any errors other than a few volume issues.
Zelda Twilight Princess (GC) seems to push null words into the command buffer.
The command handler in the UCode ignores initial command mails that do not have
the MSB set.
I was under the wrong impression that std::array's default constructor
performed value initialization. Turns out it does not, so an array of POD will
not be initialized.
While these are not really unrecoverable errors, while Zelda HLE is in a
testing / development phase it is useful to notice these "unexpected" cases (or
expected without known ways to reproduce) by making them as hard as possible to
ignore.
Now renders some of the cutscene audio in Zelda TWW. Most of the work around
sample sources is in a good enough state, even though it is still missing
features like Dolby mixing, IIR, etc.
Now accurate control flow for DAC. Voice rendering is not implemented yet, but
framing seems correct. Not expected to work for anything than DAC UCode games.