mirror of
https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
Merge pull request #470 from pauldacheez/s-Gamecube-GameCube
Fix the capitalization of "GameCube" throughout the project.
This commit is contained in:
+1
-1
@@ -807,7 +807,7 @@ set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
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set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
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set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
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set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
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set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
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set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
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@@ -1 +1 @@
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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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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)"
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msgstr ""
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#: Source/Core/DolphinWX/GameListCtrl.cpp:1208
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msgid "All Gamecube GCM files (gcm)"
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msgid "All GameCube GCM files (gcm)"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:1533
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@@ -1200,7 +1200,7 @@ msgstr ""
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#, c-format
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msgid ""
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"Could not read \"%s\". There is no disc in the drive, or it is not a GC/Wii "
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"backup. Please note that original Gamecube and Wii discs cannot be read by "
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"backup. Please note that original GameCube and Wii discs cannot be read by "
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"most PC DVD drives."
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msgstr ""
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@@ -1557,7 +1557,7 @@ msgid ""
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"Revision: %s\n"
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"Compiled: %s @ %s\n"
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"\n"
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"Dolphin is a Gamecube/Wii emulator, which was\n"
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"Dolphin is a GameCube/Wii emulator, which was\n"
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"originally written by F|RES and ector.\n"
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"Today Dolphin is an open source project with many\n"
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"contributors, too many to list.\n"
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@@ -1577,7 +1577,7 @@ msgid ""
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"Thanks to hcs/destop for their GC ADPCM decoder.\n"
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"\n"
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"We are not affiliated with Nintendo in any way.\n"
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"Gamecube and Wii are trademarks of Nintendo.\n"
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"GameCube and Wii are trademarks of Nintendo.\n"
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"The emulator should not be used to play games\n"
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"you do not legally own."
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msgstr ""
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@@ -2529,20 +2529,20 @@ msgid "GameCube Savegame files(*.gci;*.gcs;*.sav)"
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msgstr ""
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#: Source/Core/DolphinWX/ConfigMain.cpp:559
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msgid "Gamecube"
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msgid "GameCube"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:220
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msgid "Gamecube &Pad Settings"
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msgid "GameCube &Pad Settings"
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msgstr ""
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#: Source/Core/DolphinWX/MemcardManager.cpp:231
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#: Source/Core/DolphinWX/ConfigMain.cpp:1060
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msgid "Gamecube Memory Cards (*.raw,*.gcp)"
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msgid "GameCube Memory Cards (*.raw,*.gcp)"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:524
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msgid "Gamecube Pad settings"
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msgid "GameCube Pad settings"
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msgstr ""
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#: Source/Core/DolphinWX/ISOProperties.cpp:384
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@@ -1,8 +1,8 @@
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# Dolphin - A Gamecube / Triforce / Wii Emulator
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# Dolphin - A GameCube / Triforce / Wii Emulator
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[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)
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Dolphin is an emulator for running Gamecube, Triforce and Wii games on
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Dolphin is an emulator for running GameCube, Triforce and Wii games on
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Windows/Linux/OS X systems and recent Android devices. It's licensed under
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the terms of the GNU General Public License, version 2 (GPLv2).
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@@ -82,7 +82,7 @@
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<string name="enable_wiimote">Wiiリモコンを有効</string>
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<string name="input_binding">入力バインディング</string>
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<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>
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<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
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<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
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<string name="button_a">Aボタン</string>
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<string name="button_b">Bボタン</string>
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<string name="button_start">スタートボタン</string>
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@@ -68,7 +68,7 @@
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<string name="input_settings">Input</string>
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<string name="input_overlay_layout">Input Overlay Layout</string>
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<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
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<string name="gamecube_bindings">Gamecube Controller Bindings</string>
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<string name="gamecube_bindings">GameCube Controller Bindings</string>
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<string name="controller_0">Controller 1</string>
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<string name="controller_1">Controller 2</string>
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<string name="controller_2">Controller 3</string>
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@@ -82,7 +82,7 @@
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<string name="enable_wiimote">Enable Wiimote</string>
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<string name="input_binding">Input Binding</string>
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<string name="input_binding_descrip">Press or move an input to bind it to %1$s.</string>
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<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
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<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
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<string name="button_a">Button A</string>
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<string name="button_b">Button B</string>
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<string name="button_start">Button Start</string>
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@@ -11,7 +11,7 @@
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android:targetClass="org.dolphinemu.dolphinemu.settings.input.overlayconfig.OverlayConfigActivity"/>
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</Preference>
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<!-- Gamecube controller bindings -->
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<!-- GameCube controller bindings -->
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<PreferenceScreen
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android:key="gamecube_bindings"
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android:title="@string/gamecube_bindings">
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@@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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// Most of the code in this file is from:
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// GCNcrypt - Gamecube AR Crypto Program
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// GCNcrypt - GameCube AR Crypto Program
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// Copyright (C) 2003-2004 Parasyte
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#include <algorithm>
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@@ -199,7 +199,7 @@ bool Init()
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g_CoreStartupParameter = _CoreParameter;
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INFO_LOG(OSREPORT, "Starting core = %s mode",
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g_CoreStartupParameter.bWii ? "Wii" : "Gamecube");
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g_CoreStartupParameter.bWii ? "Wii" : "GameCube");
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INFO_LOG(OSREPORT, "CPU Thread separate = %s",
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g_CoreStartupParameter.bCPUThread ? "Yes" : "No");
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@@ -140,7 +140,7 @@ bool SCoreStartupParameter::AutoSetup(EBootBS2 _BootBS2)
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if (bootDrive)
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PanicAlertT("Could not read \"%s\". "
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"There is no disc in the drive, or it is not a GC/Wii backup. "
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"Please note that original Gamecube and Wii discs cannot be read "
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"Please note that original GameCube and Wii discs cannot be read "
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"by most PC DVD drives.", m_strFilename.c_str());
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else
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PanicAlertT("\"%s\" is an invalid GCM/ISO file, or is not a GC/Wii ISO.",
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@@ -2,7 +2,7 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// High-level emulation for the AX Gamecube UCode.
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// High-level emulation for the AX GameCube UCode.
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//
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// TODO:
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// * Depop support
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@@ -21,7 +21,7 @@
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#include "Core/HW/SystemTimers.h"
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#include "Core/PowerPC/PowerPC.h"
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// A Gamecube disc can be read at somewhere between
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// A GameCube disc can be read at somewhere between
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// 2 and 3MB/sec, depending on the location on disk. Wii disks
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// not yet tested.
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static const u32 DISC_TRANSFER_RATE_GC = 3 * 1024 * 1024;
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@@ -85,7 +85,7 @@ namespace SystemTimers
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u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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/*
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Gamecube MHz
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GameCube MHz
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flipper <-> ARAM bus: 81 (DSP)
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gekko <-> flipper bus: 162
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flipper <-> 1T-SRAM bus: 324
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@@ -1052,7 +1052,7 @@ bool PlayWiimote(int wiimote, u8 *data, const WiimoteEmu::ReportFeatures& rptf,
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if (size != sizeInMovie)
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{
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PanicAlertT("Fatal desync. Aborting playback. (Error in PlayWiimote: %u != %u, byte %u.)%s", (u32)sizeInMovie, (u32)size, (u32)g_currentByte,
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(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > Gamecube > Device Settings)." : "");
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(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > GameCube > Device Settings)." : "");
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EndPlayInput(!g_bReadOnly);
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return false;
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}
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@@ -29,7 +29,7 @@ enum PlayMode
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MODE_PLAYING
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};
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// Gamecube Controller State
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// GameCube Controller State
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#pragma pack(push,1)
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struct ControllerState
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{
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@@ -563,9 +563,9 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_stat
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// The interface for this is extremely silly.
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//
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// Imagine a physical device that links three Gamecubes together
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// and emulates NetPlay that way. Which Gamecube controls which
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// and emulates NetPlay that way. Which GameCube controls which
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// in-game controllers can be configured on the device (m_pad_map)
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// but which sockets on each individual Gamecube should be used
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// but which sockets on each individual GameCube should be used
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// to control which players? The solution that Dolphin uses is
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// that we hardcode the knowledge that they go in order, so if
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// you have a 3P game with three gamecubes, then every single
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@@ -209,7 +209,7 @@ void Interpreter::mfspr(UGeckoInstruction _inst)
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//TODO - check processor privilege level - many of these require privilege
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//XER LR CTR are the only ones available in user mode, time base can be read too.
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//Gamecube games always run in superuser mode, but hey....
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//GameCube games always run in superuser mode, but hey....
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switch (iIndex)
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{
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@@ -248,7 +248,7 @@ void Interpreter::mtspr(UGeckoInstruction _inst)
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//TODO - check processor privilege level - many of these require privilege
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//XER LR CTR are the only ones available in user mode, time base can be read too.
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//Gamecube games always run in superuser mode, but hey....
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//GameCube games always run in superuser mode, but hey....
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//Our DMA emulation is highly inaccurate - instead of properly emulating the queue
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//and so on, we simply make all DMA:s complete instantaneously.
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@@ -360,7 +360,7 @@ void CheckExceptions()
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}
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else if (exceptions & EXCEPTION_FPU_UNAVAILABLE)
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{
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//This happens a lot - Gamecube OS uses deferred FPU context switching
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//This happens a lot - GameCube OS uses deferred FPU context switching
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SRR0 = PC; // re-execute the instruction
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SRR1 = MSR & 0x87C0FFFF;
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MSR |= (MSR >> 16) & 1;
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@@ -132,7 +132,7 @@ bool IsVolumeWiiDisc(const IVolume *_rVolume)
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_rVolume->Read(0x18, 4, (u8*)&MagicWord);
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return (Common::swap32(MagicWord) == 0x5D1C9EA3);
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//Gamecube 0xc2339f3d
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//GameCube 0xc2339f3d
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}
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bool IsVolumeWadFile(const IVolume *_rVolume)
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@@ -38,7 +38,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
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"Revision: %s\n"
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"Compiled: %s @ %s\n"
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"\n"
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"Dolphin is a Gamecube/Wii emulator, which was\n"
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"Dolphin is a GameCube/Wii emulator, which was\n"
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"originally written by F|RES and ector.\n"
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"Today Dolphin is an open source project with many\n"
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"contributors, too many to list.\n"
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@@ -58,7 +58,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
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"Thanks to hcs/destop for their GC ADPCM decoder.\n"
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"\n"
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"We are not affiliated with Nintendo in any way.\n"
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"Gamecube and Wii are trademarks of Nintendo.\n"
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"GameCube and Wii are trademarks of Nintendo.\n"
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"The emulator should not be used to play games\n"
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"you do not legally own."),
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scm_desc_str, scm_branch_str, scm_rev_git_str, __DATE__, __TIME__);
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