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Help with my games and ucode
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Help with my games and ucode
05-24-2013, 11:48 PM
#11
haddockd Offline
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Thanks All! How do I enable the audio logs to see which games are which so I dont have to make any more silly threads like this? :p
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05-25-2013, 01:33 AM (This post was last modified: 05-25-2013, 01:34 AM by Shonumi.)
#12
Shonumi Offline
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(05-24-2013, 06:11 PM)delroth Wrote: DebugFast isn't required to see the AX log messages (there's a WARN log message when initializing CUCode_AX).

It's required to see the other ones though. Without debug-fast, the light version of the Zelda ucode does offer you some indication about what it is (prints a NOTICE log message just saying "Luigi style!"). Normal and DMA versions won't even show up. If you're not using a version of debug-fast, you probably could take the lack of AX log messages to mean it's a Zelda ucode game (since that's the most likely situation), but you won't catch fringe cases like the GBA ucode. As a side note, some games don't switch from the ROM ucode right away (Bomberman Generations), so if your testing only involves booting up a game for a couple of seconds and not getting to the start screen for example, you'll miss the AX log message :p

haddockd Wrote:How do I enable the audio logs to see which games are which so I dont have to make any more silly threads like this?

Got to View -> Show Log. You may need to also go to View -> Show Log Configuration. For the verbosity, "Warning" is fine if not using debug-fast to see the AX log messages like delroth said. If using debug-fast, you need "Info" as the verbosity at a minimum to see exactly which ucode every game you boot is using. You can output the logs to a file, standard output, or Dolphin's log window. The Log Type you want should be DSP HLE.
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05-25-2013, 02:08 AM
#13
haddockd Offline
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Thanks! Hopefully my last dumb question. Is the debug-fast a particular build of Dolphin, or is it just some setting I need to tweak in the standard builds?
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06-04-2013, 11:10 AM
#14
haddockd Offline
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I got this from the log for RE 4 (GC) and I am not certain how to read it. Does the lack of AX mean it is Zelda ucode?

Output from log:
09:39:700 Src\Boot\Boot.cpp:197 N[BOOT]: Booting G:\Emulation\ROMS\Gamecube/Resident Evil 4 Disk 1.iso
09:39:734 Src\HLE\HLE_OS.cpp:52 N[OSREPORT]: 81200508->81300000|
Apploader Initialized.
09:39:734 Src\HLE\HLE_OS.cpp:52 N[OSREPORT]: 81200524->81300000| This Apploader built May 21 2004 10:12:56
09:40:070 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - EXI release build: Apr 5 2004 04:14:14 (0x2301) >>
09:40:070 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - SI release build: Apr 5 2004 04:14:16 (0x2301) >>
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Dolphin OS
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Kernel built : May 21 2004 09:28:09
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Console Type : Development HW3 (10000006)
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Memory 24 MB
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Arena : 0x802b82a0 - 0x817fa460
09:40:111 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - OS release build: May 21 2004 09:28:09 (0x2301) >>
09:40:147 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - DVD release build: Apr 5 2004 04:14:51 (0x2301) >>
09:40:149 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - VI release build: Apr 7 2004 04:13:59 (0x2301) >>
09:40:163 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - CARD release build: Apr 5 2004 04:15:35 (0x2301) >>
09:40:164 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - DSP release build: Apr 5 2004 04:15:32 (0x2301) >>
09:40:164 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - GX release build: Apr 5 2004 04:14:28 (0x2301) >>
09:40:168 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - AR release build: Apr 5 2004 04:15:03 (0x2301) >>
09:40:168 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - ARQ release build: Apr 5 2004 04:15:04 (0x2301) >>
09:40:204 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - AI release build: Apr 5 2004 04:15:02 (0x2301) >>
09:40:204 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - AX release build: Apr 5 2004 04:15:05 (0x2301) >>
09:40:207 Src\HW\DSPLLE\DSPHost.cpp:67 N[DSPLLE]: ector_crc: 3daf59b9
09:40:220 Src\DSP\DSPHWInterface.cpp:242 N[DSPLLE]: *** Copy new UCode from 0x801f99e0 to 0x0000 (crc: 3daf59b9)
09:40:222 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: A-RAM ADDRESS : 00004100H
09:40:233 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: << Dolphin SDK - PAD release build: Apr 5 2004 04:14:49 (0x2301) >>
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06-04-2013, 12:55 PM (This post was last modified: 06-04-2013, 12:56 PM by Shonumi.)
#15
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Did you make sure to enable DSP HLE logging? Moreover, it looks like you're using LLE audio. Knowing the ucode is more important for HLE, since the emulated DSP's large-scale behavior needs to change based on the ucode. With LLE, on the other hand, it doesn't change it's large-scale behavior (processing opcodes, updating internal registers, reading/writing to various memory locations); the only thing that changes under LLE is input (the set of instructions it processes, as in the ucode) thus it's not essential to know the ucode. That could explain why logging the ucode under LLE was left out, though note Dolphin still gave you the CRC so curious types could verify the ucode using code like this.

Anyway, I'm pretty sure the RE games are AX ucode games. Like I said, play it using HLE, and you should see specific logging info related to the ucode being used.
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06-04-2013, 02:15 PM
#16
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haddockd: If it's not a first-party Nintendo title, it's using AX. The Zelda µcode was only ever used in Nintendo's own games that came out of their main R&D studios; not even second-parties like Retro Studios or HAL used it.
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06-04-2013, 11:08 PM
#17
haddockd Offline
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LOL. I totally didnt even think to put it on HLE...DUR!

Thanks for clarifying the ucode Smile

I just enabled logging per the above instructions. I did not know there was an additional setting needed to log HLE stuff.

*Re-reads your post*

I only see the one log enabled. Is there another?
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06-05-2013, 01:43 AM
#18
Shonumi Offline
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(06-04-2013, 11:08 PM)haddockd Wrote: I only see the one log enabled. Is there another?

You only need one Log Type enabled: DSP HLE. Normal builds after the new-ax-hle merges, games will be able to report that they're using the AX ucode. Any debugfast build will be able to tell you any ucode a game uses. On normal builds with AX ucode games, if you set the Verbosity to Warning and Log Type to DSP HLE, you generally should see only one message appear indicating that the AX ucode was chosen and initialized. If it doesn't appear, it's using a different ucode. As I said, some games use the AX ucode, but they boot into the ROM ucode first, and it might take a while before they boot into the AX ucode, so be sure to wait a while, e.g. reaching the "Press Start" screen.
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06-05-2013, 10:51 PM (This post was last modified: 06-05-2013, 10:51 PM by haddockd.)
#19
haddockd Offline
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Well that sounds simple enough. Could you shoot me a link to the "debug builds"?
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