2 changes: 1 addition & 1 deletion Source/Core/DolphinWX/MemcardManager.cpp
Expand Up @@ -228,7 +228,7 @@ void CMemcardManager::CreateGUIControls()

m_MemcardPath[slot] = new wxFilePickerCtrl(this, ID_MEMCARDPATH_A + slot,
StrToWxStr(File::GetUserPath(D_GCUSER_IDX)), _("Choose a memory card:"),
_("Gamecube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);
_("GameCube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);

m_MemcardList[slot] = new CMemcardListCtrl(this, ID_MEMCARDLIST_A + slot, wxDefaultPosition, wxSize(350,400),
wxLC_REPORT | wxSUNKEN_BORDER | wxLC_ALIGN_LEFT | wxLC_SINGLE_SEL, mcmSettings);
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2 changes: 1 addition & 1 deletion Source/Core/VideoBackends/Software/EfbInterface.cpp
Expand Up @@ -556,7 +556,7 @@ namespace EfbInterface
}
}

// Like CopyToXFB, but we copy directly into the opengl colour texture without going via Gamecube main memory or doing a yuyv conversion
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
if (fbWidth*fbHeight > 640*568) {
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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2 changes: 1 addition & 1 deletion Source/Core/VideoCommon/BPFunctions.cpp
Expand Up @@ -18,7 +18,7 @@ namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// Reference: Yet Another GameCube Documentation
// ----------------------------------------------


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2 changes: 1 addition & 1 deletion Source/Core/VideoCommon/BPStructs.cpp
Expand Up @@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
some bp cases check the changes variable, because they might not have to be updated all the time
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
had to be ditched and the games seem to work fine with out it.
NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
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4 changes: 2 additions & 2 deletions Source/Core/VideoCommon/TextureDecoder_Generic.cpp
Expand Up @@ -24,9 +24,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);


// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder

// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector

int TexDecoder_GetTexelSizeInNibbles(int format)
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4 changes: 2 additions & 2 deletions Source/Core/VideoCommon/TextureDecoder_x64.cpp
Expand Up @@ -44,9 +44,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);


// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder

// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector

int TexDecoder_GetTexelSizeInNibbles(int format)
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4 changes: 2 additions & 2 deletions docs/ActionReplay/CodeTypesGuide.txt
@@ -1,6 +1,6 @@
omments: 1

A Compendium of Gamecube Action Replay Code Types
A Compendium of GameCube Action Replay Code Types

Note: This is note a Complete code type list.

Expand All @@ -12,7 +12,7 @@ Kenobi's documentation is recommended reading as it is very complete, precise, a

It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.

The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
The GameCube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.

In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)

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