formatter: apply editorconig into various files

This commit is contained in:
AKuHAK 2022-11-26 00:18:20 +02:00 committed by refractionpcsx2
parent 314c840293
commit 2ab27ef42a
42 changed files with 130 additions and 132 deletions

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@ -28,7 +28,7 @@ The following is a list of *general* style recommendations that will make review
* Looking at the project's commit history will help with keeping prefixes consistent overtime, *there is no strictly enforced list*.
* Try to keep messages brief and informative
* Remove unnecessary commits and squash commits together when appropriate.
* If you are not familiar with rebasing with git, check out the following resources:
* CLI - https://thoughtbot.com/blog/git-interactive-rebase-squash-amend-rewriting-history

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@ -23,7 +23,7 @@ sudo cp /usr/local/bin/patchelf /tmp/squashfs-root/usr/bin/patchelf
cd "$GITHUB_WORKSPACE"
ninja -C build install
cp ./pcsx2/gui/Resources/AppIcon64.png ./squashfs-root/PCSX2.png
cp ./linux_various/PCSX2.desktop.in ./squashfs-root/PCSX2.desktop
cp ./linux_various/PCSX2.desktop.in ./squashfs-root/PCSX2.desktop
sed -i -e 's|Categories=@PCSX2_MENU_CATEGORIES@|Categories=Game;Emulator;|g' ./squashfs-root/PCSX2.desktop
sed -i -e 's|__GL_THREADED_OPTIMIZATIONS=1|__GL_THREADED_OPTIMIZATIONS=0|g' ./squashfs-root/PCSX2.desktop
curl -sSfL "https://github.com/AppImage/AppImageKit/releases/download/continuous/runtime-$APPARCH" -o ./squashfs-root/runtime

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@ -9,7 +9,7 @@
# best to completely avoid them at this file. GS uses:
# F5 - Deinterlace modes
# PAGE_UP - FXAA antialiasing (HW and SW)
# PAGE_DOWN - Cycles through dither modes (HW)
# PAGE_DOWN - Cycles through dither modes (HW)
# DELETE - Software Antialiasing (AA1)
# HOME - FX shader
# INSERT - Hardware mipmapping

File diff suppressed because one or more lines are too long

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@ -2,57 +2,57 @@
†---------------------†
Disassembly view:
†---------------------†
Ctrl + G Goto
Ctrl + E Edit Breakpoint
Ctrl + D Enable/disable breakpoint
Ctrl + B Add breakpoint
Left Go back one branch level/goto pc
Right Follow branch/position memory view to accessed address
Up Move cursor up one line
Down Move cursor down one line
Page Up Move visible area up one page
Page Down Move visible area down one page
F10 Step over
F11 Step into
Tab Toggle display symbols
Left Click Select line/toggle breakpoint if line is already highlighted
Right Click Open context menu
†---------------------†
Ctrl + G Goto
Ctrl + E Edit Breakpoint
Ctrl + D Enable/disable breakpoint
Ctrl + B Add breakpoint
Left Go back one branch level/goto pc
Right Follow branch/position memory view to accessed address
Up Move cursor up one line
Down Move cursor down one line
Page Up Move visible area up one page
Page Down Move visible area down one page
F10 Step over
F11 Step into
Tab Toggle display symbols
Left Click Select line/toggle breakpoint if line is already highlighted
Right Click Open context menu
†---------------------†
Memory View:
†---------------------†
Ctrl + G Goto
Ctrl + B Add breakpoint
Left Move cursor back one byte/nibble
Right Move cursor ahead one byte/nibble
Up Move cursor up one line
Down Move cursor down one line
Page Up Move cursor up one page
Page Down Move cursor down one page
0-9,A-F Overwrite hex nibble
Any Overwrite ansi byte
Left Click Select byte/nibble
Right Click Open context menu
Ctrl+Wheel Zoom memory view
Esc Return to previous goto address
Ctrl+V Paste a hex string into memory
†---------------------†
Ctrl + G Goto
Ctrl + B Add breakpoint
Left Move cursor back one byte/nibble
Right Move cursor ahead one byte/nibble
Up Move cursor up one line
Down Move cursor down one line
Page Up Move cursor up one page
Page Down Move cursor down one page
0-9,A-F Overwrite hex nibble
Any Overwrite ansi byte
Left Click Select byte/nibble
Right Click Open context menu
Ctrl+Wheel Zoom memory view
Esc Return to previous goto address
Ctrl+V Paste a hex string into memory
†---------------------†
Breakpoint List:
†---------------------†
Up Select previous item
Down Select next item
Delete Remove selected breakpoint
Return Edit selected breakpoint
Space Toggle enable state of selected breakpoint
Up Select previous item
Down Select next item
Delete Remove selected breakpoint
Return Edit selected breakpoint
Space Toggle enable state of selected breakpoint
†---------------------†
†---------------------†

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@ -21,14 +21,14 @@ uniform uvec4 const1;
uniform ivec2 srcOffset;
layout(binding=0) uniform sampler2D imgSrc;
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
AF3 CasLoad(ASU2 p)
AF3 CasLoad(ASU2 p)
{
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
}

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@ -49,7 +49,7 @@ void ps_main3()
{
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
@ -154,7 +154,7 @@ void ps_main4()
// selecting deinterlacing output
if ((vpos & 1) == field)
{
// output coordinate present on current field

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@ -955,7 +955,7 @@ void ps_main()
#if PS_ZCLAMP
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
#endif
#endif
}
#endif

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@ -27,7 +27,7 @@ layout(push_constant) uniform const_buffer
};
layout(set=0, binding=0) uniform texture2D imgSrc;
layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
layout(constant_id=0) const int sharpenOnly = 0;
#define A_GPU 1
@ -35,7 +35,7 @@ layout(constant_id=0) const int sharpenOnly = 0;
#include "ffx_a.h"
AF3 CasLoad(ASU2 p)
AF3 CasLoad(ASU2 p)
{
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
}

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@ -52,7 +52,7 @@ void ps_depth_copy()
void ps_filter_transparency()
{
vec4 c = sample_c(v_tex);
c.a = dot(c.rgb, vec3(0.299, 0.587, 0.114));
o_col0 = c;
@ -339,7 +339,7 @@ void ps_yuv()
void main()
{
o_col0 = vec4(0x7FFFFFFF);
#ifdef ps_stencil_image_init_0
if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
o_col0 = vec4(-1);
@ -351,4 +351,4 @@ void main()
}
#endif
#endif
#endif

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@ -71,7 +71,7 @@ void ps_main3()
{
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment

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@ -99,7 +99,7 @@ void ps_filter_complex() // triangular
{
const float PI = 3.14159265359f;
vec2 texdim = vec2(textureSize(samp0, 0));
o_col0 = (0.9 - 0.4 * cos(2 * PI * v_tex.y * texdim.y)) * sample_c(vec2(v_tex.x, (floor(v_tex.y * texdim.y) + 0.5) / texdim.y));
}
#endif
@ -360,4 +360,4 @@ void ps_filter_lottes()
#endif
#endif
#endif

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@ -97,7 +97,7 @@ layout(location = 0) in VSOutput
vec4 c;
#else
flat vec4 c;
#endif
#endif
} gsIn[];
layout(location = 0) out GSOutput

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@ -290,7 +290,7 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
#define lumaNW luma4B.w
#define lumaN luma4B.z
#define lumaW luma4B.x
#else
float4 rgbyM = FxaaTexTop(tex, posM);
rgbyM.w = AvgLuminance(rgbyM.xyz);
@ -736,7 +736,7 @@ float4 BiLinearPass(float4 color, float2 texcoord)
#if BICUBIC_FILTERING == 1
float4 BicubicFilter(SamplerState texSample, float2 texcoord)
{
{
float texelSizeX = pixelSize.x;
float texelSizeY = pixelSize.y;
@ -789,7 +789,7 @@ float4 GaussianPass(float4 color, float2 texcoord)
pixelSize.x /= 2.0;
pixelSize.y /= 2.0;
}
float2 dx = float2(pixelSize.x * GaussianSpread, 0.0);
float2 dy = float2(0.0, pixelSize.y * GaussianSpread);
@ -1067,7 +1067,7 @@ float4 TexSharpenPass(float4 color, float2 texcoord)
float4 VibrancePass(float4 color, float2 texcoord)
{
float vib = Vibrance;
#if GLSL == 1
float3 luma = float3(AvgLuminance(color.rgb));
#else
@ -1304,7 +1304,7 @@ float3 TmCurve(float3 color)
float4 TonemapPass(float4 color, float2 texcoord)
{
float3 tonemap = color.rgb;
float blackLevel = length(tonemap);
tonemap = ScaleLuminance(tonemap);
@ -1647,7 +1647,7 @@ float3 CelColor(in float3 RGB)
}
float4 CelPass(float4 color, float2 uv0)
{
{
float3 yuv;
float3 sum = color.rgb;
@ -1681,11 +1681,11 @@ float4 CelPass(float4 color, float2 uv0)
lum[i] = AvgLuminance(col[i].xyz);
yuv = RGBtoYUV(col[i]);
#if UseYuvLuma == 1
yuv.r = round(yuv.r * thresholds.r) / thresholds.r;
#endif
yuv = YUVtoRGB(yuv);
sum += yuv;
}
@ -1974,7 +1974,7 @@ float4 TemperaturePass(float4 color, float2 texcoord)
float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
{
float4 intensity;
#if GLSL == 1
fragcoord = gl_FragCoord;
#endif
@ -2210,7 +2210,7 @@ float3 Tri(float2 pos)
float2 Warp(float2 pos)
{
pos = pos * 2.0-1.0;
pos = pos * 2.0-1.0;
pos *= float2(1.0 + (pos.y*pos.y) * (HorizontalWarp), 1.0 + (pos.x*pos.x) * (VerticalWarp));
return pos * 0.5 + 0.5;
}
@ -2233,7 +2233,7 @@ float3 Mask(float2 pos)
mask *= lines;
return mask;
#elif MaskingType == 2
// Aperture-grille.
pos.x = frac(pos.x/3.0);
@ -2244,7 +2244,7 @@ float3 Mask(float2 pos)
else mask.b = MaskAmountLight;
return mask;
#elif MaskingType == 3
// Stretched VGA style shadow mask (same as prior shaders).
pos.x += pos.y*3.0;
@ -2256,7 +2256,7 @@ float3 Mask(float2 pos)
else mask.b = MaskAmountLight;
return mask;
#else
// VGA style shadow mask.
pos.xy = floor(pos.xy*float2(1.0, 0.5));
@ -2352,11 +2352,11 @@ float4 DebandPass(float4 color, float2 texcoord)
for(int i=0; i < int(DebandSampleCount); i++)
{
float4 cn = float4(sample_tex(TextureSampler, texcoord + on[i]).rgb, 1.0);
#if (DEBAND_SKIP_THRESHOLD_TEST == 0)
if(is_within_threshold(col0, cn.rgb))
#endif
accu += cn;
}
@ -2502,7 +2502,7 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
#if SCANLINES == 1
color = ScanlinesPass(color, texcoord, position);
#endif
#if SP_DITHERING == 1
color = DitherPass(color, texcoord);
#endif

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@ -43,7 +43,7 @@
#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
#define COLOR_TEMPERATURE 0 //# White Point Temperature. Changes the temperature of the image from D65 white point reference.
//#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
@ -108,7 +108,7 @@
#define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
#define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
//##[TEXTURE SHARPEN]
#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.

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@ -6,7 +6,7 @@
:: The git.exe program is part of the msysgit installation.
::
:: MsysGit can be downloaded from http://msysgit.github.io/
::
::
:: Usage: preBuild.cmd ProjectSrcDir VspropsDir
::
:: ProjectSrcDir - $(ProjectDir)\.. - Top-level Directory of project source code.

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@ -5,10 +5,10 @@ Decriptions of Provided .vsprops Sheets
* plugin_svnroot - Provides a set of semi-standard user macros for plugins that
conform to an expected folder layout. Each user macro can be optionally overridden
by the plugin using its own property sheet, if needed.
See the contents of plugin_svnroot for explanations of the User Macros used by all
other properties sheets lested below.
* 3rdPartyDeps - Adds the /deps folder to the linker search path. Does not add
any actual dependencies. You must add those manually.
@ -20,11 +20,10 @@ Decriptions of Provided .vsprops Sheets
struct alignment, and other settings required for Pcsx2 and its libs to link in
a workable fashion. Adds standard preprocessor defines for:
__WIN32__;WIN32;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE
* IncrementalLinking - Enables incremental linking, for use in devel/debug modes only.
Incremental linking force-disables Whole Program Optimization, but builds the result
.exe/.dll much quicker usually.
* GlobalLinking - Enables full support for Whole Program Optimization, and force-
disables any conflicting incremental link settings.

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@ -51,7 +51,7 @@ then
return 1 # warning exit will kill current terminal
fi
# Allow to ship .so library with the build to avoid version issue
# Allow to ship .so library with the build to avoid version issue
MY_LD_LIBRARY_PATH=${MY_LD_LIBRARY_PATH:+$MY_LD_LIBRARY_PATH:}$DIR/3rdPartyLibs
# openSUSE don't follow FHS !!!!

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@ -75,7 +75,7 @@ sub check_c_format {
if ($line =~ /^#:\s*(.*)/) {
my $old_index = $index;
$index = $1; # help for debug
if (scalar(@c_symbol) > 0 and not $is_empty) {
print "$old_index\n";
print "Error: translation miss some c format\n";

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@ -14,7 +14,7 @@
# You should have received a copy of the GNU General Public License along with PCSX2.
# If not, see <http://www.gnu.org/licenses/>.
# This basic script convert an jpeg/png image to a .h include file
# This basic script convert an jpeg/png image to a .h include file
# compatible with PCSX2 gui
use File::Basename;

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@ -59,7 +59,7 @@ def check_regression_test(baselinedir, testdir, name):
continue
framenum = int(matches[1])
path1 = os.path.join(dir1, imagename)
path2 = os.path.join(dir2, imagename)
if not os.path.isfile(path2):
@ -92,7 +92,7 @@ def check_regression_test(baselinedir, testdir, name):
def check_regression_tests(baselinedir, testdir):
gamedirs = glob.glob(baselinedir + "/*", recursive=False)
success = 0
failure = 0

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@ -1 +1 @@
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@ -1 +1 @@
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@ -6,4 +6,4 @@ Comment=White Icon Theme
Size=64
Type=Scalable
MinSize=64
MaxSize=1024
MaxSize=1024

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@ -1 +1 @@
*.pdf
*.pdf

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@ -141,7 +141,7 @@ The clamp modes are also numerically based.
### GS Hardware General Fixes
* conservativeFramebuffer
[`0` or `1`]
[`0` or `1`]
{Off or On}
Default: On (`1`)
* texturePreloading

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@ -17,4 +17,3 @@
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/

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@ -198,4 +198,4 @@ For Linux users, PCSX2 will automatically detect and bind controls to any recogn
* [The original guide, outdated](https://forums.pcsx2.net/Thread-How-pnach-files-work).
### PCSX2 with Netplay Support
* [The latest Netplay fork of PCSX2](https://forums.pcsx2.net/Thread-PCSX2-Online-Plus).
* [The latest Netplay fork of PCSX2](https://forums.pcsx2.net/Thread-PCSX2-Online-Plus).

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@ -22,4 +22,4 @@ We thank everybody for their contributions to the project, but we would like to
- noigeaR
- xTVaser
- And 1 anonymous donator!
- And 1 anonymous donator!

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@ -1,18 +1,18 @@
pcsx2 log->debugger tty mapping
ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÑÍÍÑÍÍÍÄÄÄÂÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
Bios ³EE³ 0 ³IOP³ Bios ³
CPU & MMI & COP0 & FPU ³EE³ 1 ³IOP³ IOP cpu ³
VU0 & VUMicro ³EE³ 2 ³IOP³ HW ³
VIF ³EE³ 3 ³IOP³ GTE ³
GIF ³EE³ 4 ³IOP³ GPU ³
DMA ³EE³ 5 ³IOP³ DMA ³
HW & Unknown Memory ³EE³ 6 ³IOP³ Unknown Memory ³
ELF & Scratch pad ³EE³ 7 ³IOP³ PAD ³
IPU ³EE³ 8 ³IOP³ CDR ³
SIF & RPC services ³EE³ 9 ³IOP³ ³
³ ³ ³ ³ ³
SysMessage ³EE³Kernel³IOP³ SysMessage ³
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÁÄÄÄÄÄÄÁÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
Bios <EFBFBD>EE<EFBFBD> 0 <20>IOP<4F> Bios <20>
CPU & MMI & COP0 & FPU <EFBFBD>EE<EFBFBD> 1 <20>IOP<4F> IOP cpu <20>
VU0 & VUMicro <EFBFBD>EE<EFBFBD> 2 <20>IOP<4F> HW <20>
VIF <EFBFBD>EE<EFBFBD> 3 <20>IOP<4F> GTE <20>
GIF <EFBFBD>EE<EFBFBD> 4 <20>IOP<4F> GPU <20>
DMA <EFBFBD>EE<EFBFBD> 5 <20>IOP<4F> DMA <20>
HW & Unknown Memory <EFBFBD>EE<EFBFBD> 6 <20>IOP<4F> Unknown Memory <20>
ELF & Scratch pad <EFBFBD>EE<EFBFBD> 7 <20>IOP<4F> PAD <20>
IPU <EFBFBD>EE<EFBFBD> 8 <20>IOP<4F> CDR <20>
SIF & RPC services <EFBFBD>EE<EFBFBD> 9 <20>IOP<4F> <20>
<EFBFBD> <20> <20> <20> <20>
SysMessage <EFBFBD>EE<EFBFBD>Kernel<EFBFBD>IOP<EFBFBD> SysMessage <20>
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PRODG: 230,130, 120,121,122,110-119,11F,210-219,21F,410
CW: 230,130,150,120,121, 210-219,21F,110-119,11F

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@ -1,6 +1,6 @@
ILOADP_MODULE_INFO{
u16 flags ÄÄÄÄ¿ <ÄÄÄ¿
u16 version <ÄÄÄÙ ÄÄÄÄÙ
u16 flags <EFBFBD><EFBFBD><EFBFBD>Ŀ <<3C><>Ŀ
u16 version <<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
u32 addr
u32 sz_text
u32 sz_data

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@ -880,4 +880,4 @@ Hanimar: <a href="http://www.oocities.com/siliconvalley/station/8269/sma02/sma02
</div>
</body></html>
</body></html>

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@ -39,7 +39,7 @@
<string>${CMAKE_OSX_DEPLOYMENT_TARGET}</string>
<key>NSHighResolutionCapable</key>
<true/>
<key>LSApplicationCategoryType</key>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
</dict>
</plist>

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@ -70,4 +70,4 @@ endmacro()
add_subdirectory(x86emitter)
add_subdirectory(GS)
add_subdirectory(common)
add_subdirectory(common)

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@ -25,18 +25,18 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_AUS
// TEXTINCLUDE
//
1 TEXTINCLUDE
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
2 TEXTINCLUDE
BEGIN
"#include ""winres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"