forked from dolphin-emu/dolphin
Kill lots of old outdated comments. Some new comments added. Misc style fixes. No effect on emulation.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@894 8ced0084-cf51-0410-be5f-012b33b47a6e
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@@ -16,15 +16,15 @@
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// http://code.google.com/p/dolphin-emu/
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// PatchEngine
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// Supports simple memory patches, and has a partial Action Replay implementation
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// in ActionReplay.cpp/h.
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// Zelda item hang fixes:
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// [Tue Aug 21 2007] [18:30:40] <Knuckles-> 0x802904b4 in US released
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// [Tue Aug 21 2007] [18:30:53] <Knuckles-> 0x80294d54 in EUR Demo version
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// [Tue Aug 21 2007] [18:31:10] <Knuckles-> we just patch a blr on it (0x4E800020)
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// A little present to our dear hacker friends
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// (A partial Action Replay engine)
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// And a temporary "solution" to Zelda item glitch...
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// [OnLoad]
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// 0x80020394=dword,0x4e800020
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// #define BLR_OP 0x4e800020
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#include <string>
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#include <vector>
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@@ -36,9 +36,14 @@
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using namespace Common;
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namespace
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{
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std::vector<Patch> onLoad;
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std::vector<Patch> onFrame;
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} // namespace
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void LoadPatchSection(const char *section, std::vector<Patch> &patches, IniFile &ini)
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{
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std::vector<std::string> keys;
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@@ -113,8 +118,5 @@ void PatchEngine_ApplyFramePatches()
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void PatchEngine_ApplyARPatches()
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{
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for (std::vector<ARCode>::const_iterator iter = arCodes.begin(); iter != arCodes.end(); ++iter) {
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if (iter->active)
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RunActionReplayCode(*iter, false);
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}
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ActionReplayRunAllActive();
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}
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