Without this, Armored Core will assume that a link cable is plugged in
and make the local multiplayer unavailable.
In the future, we should have proper link support but for now,
let's just do this instead to at least allow people to play it locally.
Many thanks to Albert Liu for the proper fix :
previously, we were just reporting 0xFFFFFF for SIO STAT.
Co-authored-by: Albert Liu <45282415+ggrtk@users.noreply.github.com>
* CPU/Recompiler: Use rel32 call where possible for no-args
* JitCodeBuffer: Support using preallocated buffer
* CPU/Recompiler/AArch64: Use bl instead of blr for short branches
* CPU/CodeCache: Allocate recompiler buffer in program space
This means we don't need 64-bit moves for every call out of the
recompiler.
* GTE: Don't store as u16 and load as u32
* CPU/Recompiler: Add methods to emit global load/stores
* GTE: Convert class to namespace
* CPU/Recompiler: Call GTE functions directly
* Settings: Turn into a global variable
* GPU: Replace local pointers with global
* InterruptController: Turn into a global pointer
* System: Replace local pointers with global
* Timers: Turn into a global instance
* DMA: Turn into a global instance
* SPU: Turn into a global instance
* CDROM: Turn into a global instance
* MDEC: Turn into a global instance
* Pad: Turn into a global instance
* SIO: Turn into a global instance
* CDROM: Move audio FIFO to the heap
* CPU/Recompiler: Drop ASMFunctions
No longer needed since we have code in the same 4GB window.
* CPUCodeCache: Turn class into namespace
* Bus: Local pointer -> global pointers
* CPU: Turn class into namespace
* Bus: Turn into namespace
* GTE: Store registers in CPU state struct
Allows relative addressing on ARM.
* CPU/Recompiler: Align code storage to page size
* CPU/Recompiler: Fix relative branches on A64
* HostInterface: Local references to global
* System: Turn into a namespace, move events out
* Add guard pages
* Android: Fix build