Patched another load banks func

This commit is contained in:
KiritoDv
2024-11-29 20:51:58 -06:00
parent a6954253fd
commit 57b0320045
+7 -6
View File
@@ -909,14 +909,14 @@ void sequence_channel_process_script(struct SequenceChannel* seqChannel) {
}
break;
case 0xEB:
case 0xEB: {
cmd = m64_read_u8(state);
sp38 = ((u16*) gAlBankSets)[seqPlayer->seqId];
loBits = *(sp38 + gAlBankSets);
cmd = gAlBankSets[(((s32) sp38) + loBits) - cmd];
if (get_bank_or_seq(1, 2, cmd) != NULL) {
struct AudioSequenceData *sequence = GameEngine_LoadSequence(seqPlayer->seqId);
cmd = sequence->banks[cmd];
if(IS_BANK_LOAD_COMPLETE(cmd)) {
seqChannel->bankId = cmd;
}
}
case 0xC1:
set_instrument(seqChannel, m64_read_u8(state));
@@ -1007,7 +1007,7 @@ void sequence_channel_process_script(struct SequenceChannel* seqChannel) {
seqChannel->reverbVol = m64_read_u8(state);
break;
case 0xC6:
case 0xC6: {
cmd = m64_read_u8(state);
struct AudioSequenceData *sequence = GameEngine_LoadSequence(seqPlayer->seqId);
cmd = sequence->banks[cmd];
@@ -1015,6 +1015,7 @@ void sequence_channel_process_script(struct SequenceChannel* seqChannel) {
seqChannel->bankId = cmd;
}
break;
}
case 0xC7:
cmd = m64_read_u8(state);