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DSPLLE: long due removal of exception and Zelda messages
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4557 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -156,9 +156,10 @@ u16 dsp_read_accelerator()
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// Set address back to start address.
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Address = (gdsp_ifx_regs[DSP_ACSAH] << 16) | gdsp_ifx_regs[DSP_ACSAL];
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// Do we really need both?
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DSPHost_InterruptRequest();
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DSPCore_SetException(EXP_2);
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// Do we really need both? (nakee: seems to cause problems with some
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// AX games)
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// DSPHost_InterruptRequest();
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// DSPCore_SetException(EXP_2);
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DSPCore_SetException(EXP_ACCOV);
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// Somehow, YN1 and YN2 must be initialized with their "loop" values,
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@ -161,7 +161,7 @@ void gdsp_ifx_write(u16 addr, u16 val)
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break;
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case 0xd3: // ZeldaUnk (accelerator WRITE)
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NOTICE_LOG(DSPLLE, "Write To ZeldaUnk pc=%04x (%04x)", g_dsp.pc, val);
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// NOTICE_LOG(DSPLLE, "Write To ZeldaUnk pc=%04x (%04x)", g_dsp.pc, val);
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dsp_write_aram_d3(val);
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break;
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@ -215,7 +215,7 @@ u16 gdsp_ifx_read(u16 addr)
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return dsp_read_accelerator();
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case 0xd3:
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NOTICE_LOG(DSPLLE, "Read from ZeldaUnk pc=%04x", g_dsp.pc);
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//NOTICE_LOG(DSPLLE, "Read from ZeldaUnk pc=%04x", g_dsp.pc);
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return dsp_read_aram_d3();
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default:
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