From 8dad1be3191b57179c5f539f207c1cafdb134c11 Mon Sep 17 00:00:00 2001 From: magumagu Date: Wed, 26 Mar 2014 12:51:54 -0700 Subject: [PATCH] Fix sound buffer addresses in Zelda UCode HLE. The code previously mixed up the addresses of the right and left buffer; testing shows that the address of the left buffer comes first. --- Source/Core/Core/HW/DSPHLE/UCodes/UCode_Zelda.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/UCode_Zelda.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/UCode_Zelda.cpp index 3019065e42..befdec4d84 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/UCode_Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/UCode_Zelda.cpp @@ -480,8 +480,8 @@ void CUCode_Zelda::ExecuteList() // Addresses for right & left buffers in main memory // Each buffer is 160 bytes long. The number of (both left & right) buffers // is set by the first mail of the list. - m_RightBuffersAddr = Read32() & 0x7FFFFFFF; m_LeftBuffersAddr = Read32() & 0x7FFFFFFF; + m_RightBuffersAddr = Read32() & 0x7FFFFFFF; DEBUG_LOG(DSPHLE, "DsyncFrame"); // These alternate between three sets of mixing buffers. They are all three fairly near,