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Full Version: The New Era of HLE Audio
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As others have written, thanks for the great explanation and the code overhaul!
Much appreciated!
Great work on the rewrite guys! I'm just curious, is the echo thing in Markio Kart: Double Dash something that can be fixed relatively easy? The same issue happens in LOZ Twilight Princess. For instance, compare the echo sound of the chains on Wolf Link's ankle when he's running around in the twilight. When you use HLE, that echo is lost.

Also, is there hope for the Rogue Squadron series to be fixed in HLE? Although I can run both games with LLE and mostly fluid 60fps on my Haswell i5, it would be nice to use HLE instead and have more processing power available to keep a constant 60.
IIRC the factor 5 games use a modified version of an old version of the AX microcode (older than any in released game, so missing lots of stuff, whic hF5 have implemented themselves) so it's more-or-less going to require as much work to implement as either of the current HLE implementations have, including everything from debugging every single instruction, to implementation from scratch and testing. There are a lot more things people could do that would give bigger results with less work while still being more interesting, so it may be a while unless we find a particularly masochistic dev.
(08-26-2015, 09:44 PM)Donel Wrote: [ -> ]Dolphin Wiki still says the following games need LLE audio for proper emulation:

- Eternal Darkness: Sanity's Requiem
- Metal Gear Solid: The Twin Snakes
- Resident Evil Code: Veronica X
- Super Monkey Ball 2
- Pandora's Tower

I've only checked the games I have, so there should be more. Testing the aforementioned titles I couldn't find any issues in Eternal Darkness, Resident Evil Veronica X and Super Monkey Ball 2. The others are more difficult to test, since they are intermitent.

Is the Wiki just outdated for those games or am I doing something wrong? None of them use the Zelda uCode.

Eternal Darkness: Sanity's Requiem sounds fine when I play it, no missing or quiet audio and the visual glitches are fixed. I updated the test log a couple days ago with these findings after testing out the (then) current Release Candidate. I assume the green screen issue that is solved with Real XFB Emulation is meant to be a cross fade effect?
(09-02-2015, 09:43 AM)AnyOldName3 Wrote: [ -> ]IIRC the factor 5 games use a modified version of an old version of the AX microcode (older than any in released game, so missing lots of stuff, whic hF5 have implemented themselves) so it's more-or-less going to require as much work to implement as either of the current HLE implementations have, including everything from debugging every single instruction, to implementation from scratch and testing.

No.
I have no idea where that rumor re: Factor 5 games comes from. It's completely wrong, and I've had to debunk it 3-4 times already. It's not using any special version of the µcode, it's just using one minor undocumented feature of it.
Thanks for enlightening me. I'll try and fix it if I see it written again elsewhere.
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