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[PATCH] DSP-HLE Plugin: Zelda TP Intro Music [OBSOLETE]
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[PATCH] DSP-HLE Plugin: Zelda TP Intro Music [OBSOLETE]
08-05-2010, 09:28 AM
#91
shuffle2 Offline
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(07-28-2010, 10:35 AM)skid Wrote: Good spot, Xtreme2damax. If what you have bolded is the cause, there is a tiny chance that my Rogue Leader patch will fix it. I have implemented memory exceptions correctly in the patch. I will be committing it in the next few days, provided that it passes testing with no problems. Fingers crossed.

The bolded stuff there relates to exceptions on the dsp itself.
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08-13-2010, 04:02 PM (This post was last modified: 08-15-2010, 05:31 AM by Xtreme2damax.)
#92
Xtreme2damax Offline
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A few things I may feel that would be of use..

Sometimes at the end of the sound track when the music is getting ready to loop again, there will be the annoying buzzing sound, usually the music will fade into silence or just stop abruptly. When the music does stop it's almost always at the end of the soundtrack when the music should loop again, but doesn't. If you die after the music stops, there will be this really annoying high pitch sound until you collect the star or transition to another area.

My guess is that the audio isn't buffering properly and the loop isn't being properly reset. At the end of each loop, the loop should restart at the correct Loop Start Position, at some point this is breaking and the music stops playing. There needs to be a better solution for looping AFC audio/music and the current hack is buggy and broken.

One thing I am having difficulty understanding is that sometimes the music will loop longer than other times, the music will just stop at random and is never consecutive with when it stops looping. With a little debugging I'm sure it can be found what line or lines of code are causing the music to break. I just hope the information provided so far is useful to the developers in some way. Smile

Bleh, I think I linked to this before, I think neXus, Torin, Dolphin developers might actually be able to put the information in this wiki entry to use:

http://code.google.com/p/dolphin-emu/wiki/Super_Mario_Galaxy_Sound
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09-12-2010, 07:25 PM
#93
oFFoy Offline
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do i still need to use this fix?
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09-17-2010, 04:21 AM
#94
IchiZero Offline
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how do you apply this patch?... i am plying ztp an find really annoying the lack of music :/
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09-17-2010, 07:02 AM
#95
Xtreme2damax Offline
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This patch already exists in recent svn builds, for about the past 500 - 1000 revisions or so.
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09-18-2010, 04:12 AM
#96
IchiZero Offline
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thx a lot Big Grin, so background music in Zelda Twilight is working ok? because i felt like in some cut scenes was missing :/ maybe its just me
I7 920 @3.8 Ghz P6T 6gb @1600,Kn memory fans Evga Geforce470 Sli 1.2Gb@830/1660/1800 WD 500gb W7Px64+1TB,Antec TPQ-1000w
Antec 1200(7x12x12+20x20 led fans),Sidwinder x5 + Genius SS 335,1080 XL2370Led.
Laptop: ASUS G50vt-x5, C2D 2.5 ghz,4gb @800mhz, Geforce9800m
Gts,320gb W7Px64+Ubuntu10x64
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09-18-2010, 04:52 AM
#97
Xtreme2damax Offline
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Not yet, all the patch does is prevent the sound from dying completely. There are still music looping issues that have yet to be solved that are due to an improper implementation of the AFC decoder.
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09-19-2010, 06:25 AM
#98
Xtreme2damax Offline
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Any updates yet regarding the new wip AFC code?
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09-22-2010, 09:58 PM
#99
razor1911 Offline
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will this fix mario galaxy music too?
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09-23-2010, 01:51 AM
#100
sNk Offline
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(09-22-2010, 09:58 PM)razor1911 Wrote: will this fix mario galaxy music too?

no it won't
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