static struct CdrStat stat;
-static unsigned int msf2sec(char *msf) {
+static unsigned int msf2sec(u8 *msf) {
return ((msf[0] * 60 + msf[1]) * 75) + msf[2];
}
-static void sec2msf(unsigned int s, char *msf) {
+static void sec2msf(unsigned int s, u8 *msf) {
msf[0] = s / 75 / 60;
s = s - msf[0] * 75 * 60;
msf[1] = s / 75;
Tomb Raider 1 ($7)
*/
+ // .. + 1 is probably wrong, but deals with corrupted subq + good checksum
+ // (how does real thing handle those?)
if( cdr.CurTrack + 1 == btoi( subq->TrackNumber ) )
track_changed = 1;
} else {
StopCdda();
}
- if (cdr.Mode & MODE_REPORT) {
+ else if (cdr.Mode & MODE_REPORT) {
if (subq != NULL) {
#ifdef CDR_LOG
CDR_LOG( "REPPLAY SUB - %X:%X:%X\n",
subq->AbsoluteAddress[0], subq->AbsoluteAddress[1], subq->AbsoluteAddress[2] );
#endif
- cdr.CurTrack = btoi( subq->TrackNumber );
+ // breaks when .sub doesn't have index 0 for some reason (bad rip?)
+ //cdr.CurTrack = btoi( subq->TrackNumber );
if (subq->AbsoluteAddress[2] & 0xf)
return;
cdr.SetSectorPlay[2] = cdr.ResultTD[0];
// reset data
- Set_Track();
+ //Set_Track();
Find_CurTrack();
ReadTrack( cdr.SetSectorPlay );
}
void cdrWrite1(unsigned char rt) {
- char set_loc[3];
+ u8 set_loc[3];
int i;
#ifdef CDR_LOG