Kill lots of old outdated comments.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
This commit is contained in:
hrydgard
2008-10-16 22:06:06 +00:00
parent 3ae2d556ab
commit 21b0d596e4
26 changed files with 558 additions and 634 deletions

View File

@@ -16,15 +16,15 @@
// http://code.google.com/p/dolphin-emu/
// PatchEngine
// Supports simple memory patches, and has a partial Action Replay implementation
// in ActionReplay.cpp/h.
// Zelda item hang fixes:
// [Tue Aug 21 2007] [18:30:40] <Knuckles-> 0x802904b4 in US released
// [Tue Aug 21 2007] [18:30:53] <Knuckles-> 0x80294d54 in EUR Demo version
// [Tue Aug 21 2007] [18:31:10] <Knuckles-> we just patch a blr on it (0x4E800020)
// A little present to our dear hacker friends
// (A partial Action Replay engine)
// And a temporary "solution" to Zelda item glitch...
// [OnLoad]
// 0x80020394=dword,0x4e800020
// #define BLR_OP 0x4e800020
#include <string>
#include <vector>
@@ -36,9 +36,14 @@
using namespace Common;
namespace
{
std::vector<Patch> onLoad;
std::vector<Patch> onFrame;
} // namespace
void LoadPatchSection(const char *section, std::vector<Patch> &patches, IniFile &ini)
{
std::vector<std::string> keys;
@@ -113,8 +118,5 @@ void PatchEngine_ApplyFramePatches()
void PatchEngine_ApplyARPatches()
{
for (std::vector<ARCode>::const_iterator iter = arCodes.begin(); iter != arCodes.end(); ++iter) {
if (iter->active)
RunActionReplayCode(*iter, false);
}
ActionReplayRunAllActive();
}