dolphin/Source/Core/DSPCore/Src
hrydgard aecaf271f1 New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..).
Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin...  also extracted the symboldb code.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3517 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-21 08:39:21 +00:00
..
assemble.cpp More work on create test (almost working beside some annoying bug) 2009-06-15 16:48:34 +00:00
assemble.h
disassemble.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
disassemble.h New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
DSPAnalyzer.cpp
DSPAnalyzer.h
DSPCodeUtil.cpp opsss.. 2009-06-18 21:15:49 +00:00
DSPCodeUtil.h createtest fixes and compile fixes for linux 2009-06-17 21:44:03 +00:00
DSPCore.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
DSPCore.h DSP LLE: Just some renaming and cleanup. Prepared for proper base address support in disassembly. Added a "DebugInterface" for the DSP which would allow us to hook up a CodeView .. although CoreView currently doesn't have any support for variable-length instructions. 2009-06-07 11:06:40 +00:00
DSPHost.h New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
DspIntArithmetic.cpp
DspIntBranch.cpp
DSPInterpreter.h
DspIntLoadStore.cpp Implement the findings about CR and lrs/srs in LLE plugin. Don't hear any difference in the few games i tried. 2009-06-17 21:08:49 +00:00
DspIntMisc.cpp DSP: Fix the invalid memory accesses that the Zelda Ucode does in LLE. No LLE sound yet but at least no crazy errors :p 2009-06-21 06:56:44 +00:00
DspIntMultiplier.cpp
DSPJit.cpp
DSPJit.h
DSPTables.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
DSPTables.h
gdsp_aram.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
gdsp_aram.h New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
gdsp_condition_codes.cpp
gdsp_condition_codes.h
gdsp_ext_op.cpp DSP LLE: Just some renaming and cleanup. Prepared for proper base address support in disassembly. Added a "DebugInterface" for the DSP which would allow us to hook up a CodeView .. although CoreView currently doesn't have any support for variable-length instructions. 2009-06-07 11:06:40 +00:00
gdsp_ext_op.h
gdsp_interface.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
gdsp_interface.h
gdsp_interpreter.cpp New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..). 2009-06-21 08:39:21 +00:00
gdsp_interpreter.h
gdsp_memory.cpp
gdsp_memory.h
gdsp_opcodes_helper.h DSP: Fix the invalid memory accesses that the Zelda Ucode does in LLE. No LLE sound yet but at least no crazy errors :p 2009-06-21 06:56:44 +00:00
gdsp_registers.cpp
gdsp_registers.h sorry 2009-06-17 21:18:56 +00:00
LabelMap.cpp
LabelMap.h
SConscript