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New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..).
Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin... also extracted the symboldb code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3517 8ced0084-cf51-0410-be5f-012b33b47a6e
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76 changed files with 1895 additions and 794 deletions
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@ -24,6 +24,7 @@
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#include "gdsp_interpreter.h"
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#include "gdsp_interface.h"
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#include "disassemble.h"
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#include "DSPSymbols.h"
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#include "Config.h"
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#include "AudioCommon.h"
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@ -163,10 +164,10 @@ void DoState(unsigned char **ptr, int mode)
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void DllDebugger(HWND _hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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if(!m_DebuggerFrame)
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if (!m_DebuggerFrame)
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m_DebuggerFrame = new DSPDebuggerLLE(NULL);
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if(Show)
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if (Show)
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m_DebuggerFrame->Show();
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else
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m_DebuggerFrame->Hide();
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@ -231,7 +232,7 @@ void Initialize(void *init)
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soundStream = AudioCommon::InitSoundStream();
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#if defined(HAVE_WX) && HAVE_WX
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if(m_DebuggerFrame)
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if (m_DebuggerFrame)
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m_DebuggerFrame->Refresh();
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#endif
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}
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