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I doubt it, the developers don't seem to concerned with fixing dsp/audio issues now, you would think there would be some initiative considering the hard part (getting sound/music working in Zelda/Luigi/SMS Ucode games working) was already done. I remember how active dsp emulation development was back in the 3xxx and 4xxx revisions, shame that it died down and there is barely any commits that fix issues with audio.
That's why I'm trying though, someone has to at least give it a shot if no one else will.
Besides myself and Jack Frost, none of the other developers seem to be too interested and I'm not even a developer or know how to code lol.
One thing that I can't seem to figure out is that the PB.StopOnSilence hack is needed in the PB.RepeatMode loop for AFC else it kills audio. Why is this, is there a way to eliminate the PB.StopOnSilence hack? Maybe that might fix looping as well if we fix the issue with audio being killed and eliminate the PB.StopOnSilence hack.
what about that buffer value you talked about earlier? Couldn't it be that just the right value there would fix the whole show? Buffers do that sometimes ^^
The problem is that there is a whole chunk of stuff missing, I was looking over Ucode_Zelda.txt yesterday and found quite a bit of stuff that didn't seem like it was implemented or at least I couldn't find it in the code for the dsp.
Quote: u16 CurBlock; // 0x32 | current block? used by zelda's AFC decoder. we don't need it.
There quite a bit of things that says things are not needed, but might be essential to getting the Ucode working properly. Ayuanx removed syncing code that could of been useful, just to speed up the emulator a tiny bit. I'm going to try digging around a bit more to see if I can find something.
Even though PB.StopOnSilence keeps the audio from being killed, that same issue might be what is killing looping, that is if we can figure out where in the code that looping stops and the music goes silent. I'm not sure if it's a buffer issue or multiple issues, I'd like to figure out exactly what the culprit is so I can just concentrate on that specific block of code.
By making the small change that I did I was able to make the music last twice or thrice as long, something somewhere in the code is still implemented incorrectly somewhere or not implemented. By the way, Mario Kart Double Dash's music also suffers from AFC issues.
hm, a propos Mario Kart...didn't MKWii also have those issues, music stopping after some laps or something? How did that get fixed?
I don't think it did, there hasn't been much work on the HLE plugin. I don't think it uses the Zelda Ucode, so maybe something else fixed it. Poking around the files I couldn't find anything that would have fixed such an issue, at least not in the past 500 - 1000 commits.
(10-18-2010, 08:17 AM)Xtreme2damax Wrote: [ -> ]Just wondering if the following RE is for the AFC decoder in Zelda_Ucode.txt?
Yes. But I wouldn't use it, its outdated (the UCode itself is the same, but some of the comments are now obsolete and the disassembler was modified to fix some of it).
(10-19-2010, 01:19 AM)Xtreme2damax Wrote: [ -> ]Besides myself and Jack Frost, none of the other developers seem to be too interested and I'm not even a developer or know how to code lol.
Actually, I'm not interrested either lol. It just always gets back to me (talking of the interresting task of reversing a foreign system into something we know).
What about Lord Mark, nakee? Luigi? They were responsible for some impressive dsp commits in the past, so if anyone could fix it, it would likely be them.
Have you debugged the issue yet? Any idea at what point in the code that the music stops looping, specifically what line of code? I want to try meddling around with the code, but I need to know what line or block of code is responsible for killing the music.
Drat. Wish this issue was more prioritized.. SMG1 is like the Flagship of the Wii Console, the first game anyone would want to try on an Emulator (Including me) And the music of this game is.. simply awesome.. it's a shame to play it without it, so i won't
I don't know any C++ but i know VB, i would be willing to help out with anything i could. (Probably mostly testing though)
I'm a certified Networks Administrator as well.. should count for something right?
I've been browsing this and the other post on SMG Music Loop and it seems to me like you guys are so close.. being able to extend the amount of time the music loops and all..
Cheers from Norway
Knowing VB is enough. First make sure that you can compile the code then start playing around with this
file. The fix for the problem lies somewhere in there.
We're in need of people who have the motivation and time rather than C++ knowledge.
Skid, has anyone debugged and found out where in the code the music is bugging out? If we could narrow it down to what chunk or line of code is killing the music it would make it easier, perhaps a temporary fix would be able to be implemented until there was a more permanent solution.
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