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Fix the capitalization of "GameCube" throughout the project.
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28c8802515
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31 changed files with 59 additions and 59 deletions
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@ -18,7 +18,7 @@ namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another Gamecube Documentation
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
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some bp cases check the changes variable, because they might not have to be updated all the time
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NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
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had to be ditched and the games seem to work fine with out it.
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NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
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NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
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NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
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TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
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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];
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GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
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// Gamecube/Wii texture decoder
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// GameCube/Wii texture decoder
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// Decodes all known Gamecube/Wii texture formats.
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// Decodes all known GameCube/Wii texture formats.
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// by ector
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int TexDecoder_GetTexelSizeInNibbles(int format)
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@ -44,9 +44,9 @@ extern const unsigned char sfont_raw[][9*10];
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GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
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// Gamecube/Wii texture decoder
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// GameCube/Wii texture decoder
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// Decodes all known Gamecube/Wii texture formats.
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// Decodes all known GameCube/Wii texture formats.
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// by ector
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int TexDecoder_GetTexelSizeInNibbles(int format)
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