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.
This commit is contained in:
magumagu 2014-03-26 12:51:54 -07:00
parent ae9367a89b
commit 8dad1be319
1 changed files with 1 additions and 1 deletions

View File

@ -480,8 +480,8 @@ void CUCode_Zelda::ExecuteList()
// Addresses for right & left buffers in main memory // Addresses for right & left buffers in main memory
// Each buffer is 160 bytes long. The number of (both left & right) buffers // Each buffer is 160 bytes long. The number of (both left & right) buffers
// is set by the first mail of the list. // is set by the first mail of the list.
m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
m_LeftBuffersAddr = Read32() & 0x7FFFFFFF; m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
DEBUG_LOG(DSPHLE, "DsyncFrame"); DEBUG_LOG(DSPHLE, "DsyncFrame");
// These alternate between three sets of mixing buffers. They are all three fairly near, // These alternate between three sets of mixing buffers. They are all three fairly near,