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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]
06-28-2010, 03:28 PM (This post was last modified: 06-28-2010, 03:35 PM by Torin.)
#71
Torin Offline
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Hi guys, i've made a patch. This thing does not fix anithing (removes only one warning when building the project), but makes this code more cleaner and easier to understand
Code:
void CUCode_Zelda::RenderVoice_AFC(ZeldaVoicePB &PB, s16 *_Buffer, int _Size)
. Haven't tried it yet, so don't know if it works proper. greets


Attached Files
.patch   UcodezeldavoiceV1.patch (Size: 5.15 KB / Downloads: 111)
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06-28-2010, 06:31 PM
#72
Xtreme2damax Offline
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Nope, no dice, it doesn't work. Music still stops looping the same as before.
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06-29-2010, 12:17 AM (This post was last modified: 06-29-2010, 12:25 AM by Torin.)
#73
Torin Offline
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yes, i know it doesn't fix anything xD, i only mak the AFC decoder look more nicer. For example, i've added a UpdateSampleCounters50 on void, so we can call that instead of typing over and over the code. The other goal was make it similar to PCM16 decoder. I've done this couse i'm searching what did broke audio on donkey kong jungle beat wii edition, that use case 0x09 to play sound ( AFC decoder) But, did the patch give you FIFO errors?
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06-29-2010, 09:09 AM (This post was last modified: 06-29-2010, 10:30 AM by Torin.)
#74
Torin Offline
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i feel that the solution for mario galaxy is near, i can't wait xD.

Ok guys, finally i managed to reproduce the music without cuting off. Now, this is the weird thing, this patch only fix sounds from the begining to the first planet or second, don't remember, aaaHH, yes, when you meet the other princes (the mother of stars?), then the sound start to loop weird again (it must be couse i use last fixv3 from Nexus). Ok that is all, i wish people can help me with this, couse practically, i didn't do alomst anithing to the code, only a few modifications.

To reproduce the same experiencie, this is what i have: Windows 7 x64, with ati hd 5770 and phenom II x2 555 @ X4 @3,8ghz and 4 gb of ram. The main config is dual core, idle skip, lock on theards, lle on single thread eneabled. OpenCL eneabled.

Audio plugin audio throttle is disable.
Video plugin is dx9 all default but eneable efb copy to texture.

Greets and sorry for my poor english, i wish you understand me. CYA

------------------------

Oo the most important thing i forgot to mention, i'm using my compiled version with opencl x64 of the emu at rev 5807M (M is becouse of Opencl?)


Attached Files
.patch   mariofixv1.patch (Size: 6.38 KB / Downloads: 140)
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06-29-2010, 11:01 AM (This post was last modified: 06-29-2010, 11:05 AM by Torin.)
#75
Torin Offline
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mmmm this may cause loop problems on zelda tp, i can't verify that couse i don't have that game. Plz, somebody check it
also posted this patch on my "no so issue" : http://code.google.com/p/dolphin-emu/issues/detail?id=2875
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06-30-2010, 02:14 AM
#76
Xtreme2damax Offline
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Hey neXus, I just wanted to let you know that even though AFC looping no longer kills sound, AFC looping itself will cease after a few minutes killing cinematic music or anywhere AFC looping is used. I have a feeling that even though Super Mario Galaxy uses the PCM16 format, that it may use AFC to loop the music, which also stops after a few minutes just like Zelda: Twilight Princess. If you can, this might be worth you or someone else looking into. Obviously something isn't right somewhere that is causing AFC music not to continually loop as it should. There's a Wiki entry for DSP emulation, SMG, and the Zelda Ucode on the official project page besides what's already included with the Dolphin source code that may be of help. The code in the DSP-LLE plugin should be looked at, it might give some insight as to what is wrong with the HLE plugin since Looping works correctly with the LLE plugin.
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06-30-2010, 02:40 AM
#77
Torin Offline
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Xtreme, AFC decoder on mario galaxy, only works for special efects, like mario'ss voice, jumping sounds and that kind of stuff, u can check it by disabling case 0x009. Cheers
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06-30-2010, 03:13 AM
#78
That English Dude
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This wouldn't fix the Resident Evil (Gamecube version) sound issues would it?
07-05-2010, 05:21 AM
#79
ChrisPL Offline
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Probably it was asked many times now but... Is there any patch available to fix the music in The Legend of Zelda TP?
So far the ones I got either have working sound with a second break every 2 seconds. ..I's annoying.
The 2nd one play all music in field, but there is no sound (or short loop) while in cut scenes.
Is there any newer version out now?
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07-05-2010, 09:07 PM
#80
Mreaper Offline
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(07-05-2010, 05:21 AM)ChrisPL Wrote: Probably it was asked many times now but... Is there any patch available to fix the music in The Legend of Zelda TP?
So far the ones I got either have working sound with a second break every 2 seconds. ..I's annoying.
The 2nd one play all music in field, but there is no sound (or short loop) while in cut scenes.
Is there any newer version out now?

I'm using the V3 plugin(can be found on the first page) and Zelda TP music pretty much works fine for me.

Double Dash music however stops after a few minutes, usually I have enough time to complete the first two tracks in a GP before it stops.
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