Correct a typo where the wrong effect ID was used for vibrato waveform

E4x is the correct ID, not E3x, for MOD and XM.
Additionally, updated the coding style for MOD to be more consistent with the
pre-existing code, namely by not using hex for the effect IDs being checked.
This commit is contained in:
KungFuFurby 2025-09-10 01:12:07 -04:00 committed by tildearrow
parent 6252843ade
commit 0549acc1d9
2 changed files with 6 additions and 6 deletions

View file

@ -356,16 +356,16 @@ bool DivEngine::loadMod(unsigned char* file, size_t len) {
case 2: // single note slide down
writeFxCol(fxTyp-1+0xf1,fxVal);
break;
case 0x3: // vibrato waveform
case 4: // vibrato waveform
switch (fxVal&3) {
case 0x0: // sine
case 0: // sine
writeFxCol(0xe3,0x00);
break;
case 0x1: // ramp down
case 1: // ramp down
writeFxCol(0xe3,0x05);
break;
case 0x2: // square
case 0x3:
case 2: // square
case 3:
writeFxCol(0xe3,0x06);
break;
}

View file

@ -1147,7 +1147,7 @@ bool DivEngine::loadXM(unsigned char* file, size_t len) {
case 0xe: // special...
// TODO: implement the rest
switch (effectVal>>4) {
case 0x3: // vibrato waveform
case 0x4: // vibrato waveform
switch (effectVal&3) {
case 0x0: // sine
p->data[j][effectCol[k]++]=0xe3;