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Super Mario Galaxy (1/2) Sound - Needs Developer Feedback
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10-13-2010, 09:30 AM
Why, oh why did thread die? I've been trying to fix this problem FOREVER...
I'll be reviewing C++ in the next few months... maybe I can figure out the issue. Too bad even an i7 at 4Ghz can only reach about 30 FPS with LLE (from my own experience on x64)... 10-13-2010, 09:59 PM
Someone was working on implementing proper AFC looping in DSP HLE, but I'm not sure how long that will take too complete (or if it is being worked on at all anymore).
10-14-2010, 01:30 AM
Yeah, Jack Frost was but I think he ran into an issue. I wonder if Lord Mark would know what to do, have you tried asking Lord Mark or nakee Jack Frost?
I've been keeping an eye on the Pastebin code but it seems that is hasn't been updated in over fifty days. Besides that, I was tinkering with the LLE plugin to try to speed it up. I did manage to speed up LLE emulation, but at the cost of breaking sound, I don't know how to code so I manage to break things more than fix anything. 10-15-2010, 12:23 AM
(10-14-2010, 01:30 AM)Xtreme2damax Wrote: I don't know how to code so I manage to break things more than fix anything. That's at least somethin'! I wouldn't even know how to uuh, access the code *g*
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
10-18-2010, 10:53 AM
(07-19-2010, 01:42 PM)Torin Wrote: After passing frame 07, the m_CurBuffer get equal to m_NumBuffers, so after this, the sync progress of all frames is done, so i think we must push a mail with m_rMailHandler.PushMail(DSP_DONE) I wonder how to implement DSP_DONE? I tried that and any games that use the Zelda_Ucode fail to boot. This may be part of the underlying issue besides stuff that is missing from the ucode. I think Ayuanx did some no-no's back when he reworked the sound system, some of the stuff that was removed or commented out was related to syncing and exception handling for the HLE plugin. I'll have to thoroughly look at his commits and try to re-implement all that. I just need to figure out how to implement DSP done, where should it go? 10-19-2010, 01:53 AM
@ Zonez: I reported you as spambot...if you're not, you'd better change your sig.
@ Xtreme: Maybe it would help then to compare the HLE code after Ayuanx' rework with the one before?
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk
01-10-2011, 03:14 PM
Is the thread dead?
Becouse I was playing this game and the music stop This problem was fixed? Thank to everyone who develop this program, exelent work. When I finish my classes of C++; I will help to develop this program 01-10-2011, 10:47 PM
The problem is probably never going to be fixed with the HLE plugin, the LLE plugin has seen quite a bit of speedup and will most likely replace the HLE plugin in due time.
Closing this as it will just lead to more questions of if and when the issue is or will be fixed. Both threads will remain closed, at least until there is an actual patch in the works to fix this issue, if at all with the HLE plugin. |
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