neXus' patch for z:tp intro music
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5312 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -297,8 +297,7 @@ restart:
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{
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{
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PB.ReachedEnd = 0;
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PB.ReachedEnd = 0;
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// HACK: AFC looping doesn't work yet. (remove "true ||" for pikmin2/zeldatp intro music - but its causing probs)
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if ((PB.RepeatMode == 0) || (!PB.StopOnSilence == 0))
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if (true || PB.RepeatMode == 0)
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{
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{
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PB.KeyOff = 1;
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PB.KeyOff = 1;
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PB.RemLength = 0;
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PB.RemLength = 0;
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@ -310,15 +309,19 @@ restart:
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}
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}
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else
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else
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{
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{
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// The loop start pos is incorrect, so samples will loop a bit wrong. However, at least
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//AFC looping
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// this fixes the intro music in ZTP, Pikmin2.
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// The loop start pos is incorrect? (Fixed?), so samples will loop a bit wrong.
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// PB.RestartPos = PB.LoopStartPos;
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// this fixes the intro music in ZTP.
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PB.RemLength = PB.Length; // - PB.RestartPos;
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PB.RestartPos = PB.LoopStartPos;
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PB.CurAddr = PB.StartAddr; //+ (PB.LoopStartPos >> 4) * PB.Format + ;
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PB.RemLength = PB.Length - PB.RestartPos;
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// see DSP_UC_Zelda.txt line 2817
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PB.CurAddr = ((((((PB.LoopStartPos >> 4) & 0xffff0000)*PB.Format)<<16)+
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(((PB.LoopStartPos >> 4) & 0xffff)*PB.Format))+PB.StartAddr) & 0xffffffff;
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// Hmm, this shouldn't be reversed .. or should it? Is it different between versions of the ucode?
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// Hmm, this shouldn't be reversed .. or should it? Is it different between versions of the ucode?
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// -> it has to be reversed in ZTP, otherwise intro music is broken...
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PB.YN1 = PB.LoopYN2;
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PB.YN1 = PB.LoopYN2;
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PB.YN2 = PB.LoopYN1;
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PB.YN2 = PB.LoopYN1;
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}
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}
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}
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}
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