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DSPLLE - idleskip-ing improved a little (it still fails totaly for zelda type games (exp7))
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5220 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -30,7 +30,7 @@ u8 code_flags[ISPACE];
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// as well give up its time slice immediately, after executing once.
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// Max signature length is 6. A 0 in a signature is ignored.
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#define NUM_IDLE_SIGS 5
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#define NUM_IDLE_SIGS 7
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#define MAX_IDLE_SIG_SIZE 6
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// 0xFFFF means ignore.
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@ -53,7 +53,14 @@ const u16 idle_skip_sigs[NUM_IDLE_SIGS][MAX_IDLE_SIG_SIZE + 1] =
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0x03c0, 0x8000, // ANDCF $31, #0x8000
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0x029c, 0xFFFF, // JLNZ 0x0280
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0, 0 }, // RET
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{ 0x26fc, // lrs $AC0.M, @DMBH
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0x02a0, 0x8000, // andf $AC0.M, #0x8000
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0x029c, 0xFFFF, // jlnz 0x????
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0, 0 },
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{ 0x27fc, // lrs $AC1.M, @DMBH
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0x03a0, 0x8000, // andf $AC1.M, #0x8000
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0x029c, 0xFFFF, // jlnz 0x????
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0, 0 },
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// From Zelda:
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{ 0x00de, 0xFFFE, // LR $AC0.M, @CMBH
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0x02c0, 0x8000, // ANDCF $AC0.M, #0x8000
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