diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h index 01b92b03d2..6cbd3c94a2 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda.h @@ -97,8 +97,8 @@ union ZeldaVoicePB // Read-only part u16 Format; // 0x80 | audio format u16 RepeatMode; // 0x81 | 0 = one-shot, non zero = loop - u16 LoopYN2; // 0x82 | YN2 reload (when AFC loops) - u16 LoopYN1; // 0x83 | YN1 reload (when AFC loops) + u16 LoopYN1; // 0x82 | YN1 reload (when AFC loops) + u16 LoopYN2; // 0x83 | YN2 reload (when AFC loops) u16 Unk84; // 0x84 | IIR Filter # coefs? u16 StopOnSilence; // 0x85 | Stop on silence? (Flag for something volume related. Decides the weird stuff at 035a/ZWW, alco 0cd3) u16 Unk86; // 0x86 | unknown diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp index dc5f74194a..874393aa53 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp @@ -291,8 +291,8 @@ restart: PB.CurAddr = PB.StartAddr; //+ (PB.LoopStartPos >> 4) * PB.Format + ; PB.ReachedEnd = 0; // Hmm, this shouldn't be reversed .. or should it? Is it different between versions of the ucode? - PB.YN1 = PB.LoopYN1; - PB.YN2 = PB.LoopYN2; + PB.YN1 = PB.LoopYN2; + PB.YN2 = PB.LoopYN1; } } diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index af14370db2..b757bb5661 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -805,13 +805,15 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight); s_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc); - // TODO: Find better name for this because I don't know if it means what it says. - g_VideoInitialize.pCopiedToXFB(false); - // XXX: Without the VI, how would we know what kind of field this is? So // just use progressive. if (!g_Config.bUseXFB) + { + // TODO: Find better name for this because I don't know if it means what it says. + g_VideoInitialize.pCopiedToXFB(false); + Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight); + } } // This function has the final picture. We adjust the aspect ratio here.