Ok, copy paste of my own issue on UCode_Zelda_voice.cpp:
i guys, posting this here couse in main forum there isn't activity.
So, straight to the point:
At the begining of the file, line 29, it apperas the following code:
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
and so on on line 48. I was searching about trying to fix mario galaxy bgm, but i found on the docs that the game use dma version, wich is exactly teh game uses, i.e, pGetMemoryPointer. after all this, i think there must be some kind of iIFDEF function, to make the case if is dma version or something else, couse i think is making conflict with accelerator on line 145 and so on, on finish-up loop and main render loop on RenderVoice_PCM16. Correct me if i'm wrong plz, to search for another side. greets
Other thing that i found, is that removing PB.NeedsReset = 0; from line 41, of the same cpp file (UCode_Zelda_voice.cpp), inside If on line 21 i think, will do the same like before, i mean, making super mario galaxy play music. Greets
i guys, posting this here couse in main forum there isn't activity.
So, straight to the point:
At the begining of the file, line 29, it apperas the following code:
u16 *memory = (u16*)g_dspInitialize.pGetMemoryPointer(_Addr);
and so on on line 48. I was searching about trying to fix mario galaxy bgm, but i found on the docs that the game use dma version, wich is exactly teh game uses, i.e, pGetMemoryPointer. after all this, i think there must be some kind of iIFDEF function, to make the case if is dma version or something else, couse i think is making conflict with accelerator on line 145 and so on, on finish-up loop and main render loop on RenderVoice_PCM16. Correct me if i'm wrong plz, to search for another side. greets
Other thing that i found, is that removing PB.NeedsReset = 0; from line 41, of the same cpp file (UCode_Zelda_voice.cpp), inside If on line 21 i think, will do the same like before, i mean, making super mario galaxy play music. Greets