From memory, readidle is when readpointer=breakpoint or readpointer=writepointer. Again from memory, that is how you described fifobusy. The advantage of using readidle is that the games read the status flag for readidle whereas, they will not be able to read fifobusy.
(06-29-2010, 10:00 AM)IcemanSR Wrote: [ -> ]just compared your build from first topic and this i build with latest svn,sound is perfect now,while it was grabled(voices in video's,armor sound when walking ,hitting mobs with weapon) in your version.so all is good,if u could just take a look what is the problem with damn DC mode.
Cool, will check it out when I have time. That might not be for a while. But good job getting the sound working smooth.
I tried the emulator as posted in the 1st post.
The game runs at average 30+ fps, cutscene audio is not consistent (sometimes there's audio, sometimes there's no audio)
Settings are pretty much default. For DX9, CPU>EFB access is enabled, Use safe texture cache is enabled, EFB Copy to texture, native MIPs is enabled.
Maybe try turning idle skipping off for a speed up.
@ Skid: Thanks for your answers
Uuh, are you saying my GFX card is too slow? O_O
...and that I just have to live with SMG2 crashing all the time?
I think there's more people than just me having that issue...
You could try playing with the watermark setting in the code. Otherwise, just wait it out until someone figures a way to remove the need for that setting.
@skid i have nothing to do with correct sound now,didn't touched nothing in DSP.CPU cycles are more correct in latest svn they are probably having impact on sound.
although i am still unable to get DC mode to work..
(06-29-2010, 03:41 PM)skid Wrote: [ -> ]Maybe try turning idle skipping off for a speed up.
Thanks.
I only got 60fps when i start off at the main hall of the mansion & certain halls/rooms. Prologue cut-scenes, shooting those skeletons in my dreams & going into some rooms in the mansion will still slow the game down to ~30-40fps. Anyways, it better than nothing atm.
(06-30-2010, 08:03 AM)skid Wrote: [ -> ] (06-30-2010, 07:04 AM)IcemanSR Wrote: [ -> ]CPU cycles are more correct in latest svn
What do you mean?
This:
check cpu speed
---don't mind fps i was compiling in same time--
and i think i just found a dc problem boot,watchdog.u build your patch on 5688 and "disabled" watchdog in sistem timers,if i "enable" them as in 5690 game stops booting in DC,only NTSC would boot and only with fps on auto,but would hang little after.
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Edit
confirm it was watchdog which is preventing DC to boot the game.
Edit again
hm but now game loose all it had as bonus from latest svn,it become unstable in DC mode same as in 5688,and it hang for few sec's on beginning of game (when game video should start after logo's).
so how to do enable DC mode with watchdog "enabled"?
Code:
// et_FakeGPWD = CoreTiming::RegisterEvent("FakeGPWatchdogCallback", FakeGPWatchdogCallback);
et_FakeGPWD = CoreTiming::RegisterEvent("FakeGPWatchdogCallback", FakeGPWatchdogCallback);
// For DC watchdog hack
// if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
// CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_FakeGPWD);
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerFrame(), et_FakeGPWD);
[color=#FF0000]Help me out here please
i just compiled latest svn with ED patch and watchdog disabled
and result is that game is cruising in DC at MAX 60 fps speed ,but its unstable ,videos tend to hang for few sec ,sound is bit grabbled.
if i enable watchdog game runs on SC only but perfectly without any hang's in videos and or in audio.DC wont boot...
i need to Enable watchdog couse its proved to be very stable for this game but i need help with making DC to boot then[/color]
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i just added comparsion pic for easier understanding.
![[Image: 32106858.th.jpg]](http://img706.imageshack.us/img706/7820/32106858.th.jpg)
Thank you for testing and working out that it is the watchdog.
However, my aim is to remove the watchdog as it is a hack. I'd prefer to use MarcosV's "fifobusy" to fix this problem as it works closer to how to real hardware works.
Hope you understand.
I will continue to look into what you find out. Again, thank you very much.