General Insanity (Genesis + PVR)

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Ian Micheal
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Post by Ian Micheal » Sat Jun 26, 2004 6:28 am

Well i cant compile the c68k core at all not enff ram. So nothing much i can do to help. Way i was doing it worked fine on most games. But there was some small changes memory location i was using and i was using 8 bit fm which still sounded ok and took a big load off.


Im well backwards with the SDL version. Sound is a big problem for me as well on noegeo Sfx take up 50% speed insane. I think we need some one that knows sound streaming and or debugging it. To have a go at it.

Sound in neogeo and genesis plus are allmost the same. Use diffrent z80 cores.
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Post by Christuserloeser » Sat Jun 26, 2004 6:34 am

post edited out
Last edited by Christuserloeser on Sat Jun 26, 2004 6:46 am, edited 1 time in total.
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Post by BlackAura » Sat Jun 26, 2004 6:37 am

Christuserloeser - I'll see what I can do. I think C68k, underclocked Z80, no sound output, and auto frameskip should probably do the job nicely. I'm not sure if the source I have still compiles, but...
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Post by Quzar » Sat Jun 26, 2004 6:41 am

Stef already made a version of GPDC with c68k built into it. check out the m68k thread at dcemu.co.uk ...
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Post by Christuserloeser » Sat Jun 26, 2004 6:45 am

BlackAura wrote:Christuserloeser - I'll see what I can do.
Thank you. That's very nice from you!

I didn't want to post that question in this thread :oops: - it should have been a PM

I'll edit it out... :roll: ...it was meant to be 'top secret'! :wink:

Note: I shouldn't switch beween too many open windows at the same time...


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Post by Warmtoe » Sat Jun 26, 2004 5:54 pm

Don't panic BA - check your PM!!

Oooh - now there's a teaser for you all.
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Post by DcSteve » Mon Jun 28, 2004 12:46 am

so whats this teaser warmtoe? :)

I know that pc emulators like gens and generator have code for auto detection of country code which allows those games to be played. Can that code be intergrated into gp/dc..
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Post by Storminator16 » Mon Jun 28, 2004 7:44 am

Warmtoe wrote:Don't panic BA - check your PM!!

Oooh - now there's a teaser for you all.
:)
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Post by Warmtoe » Mon Jun 28, 2004 9:35 am

It was a message to BA that I had made some progress on the sound - but actually, it looks like I was a little hasty.... gonna be a while before there is another release - a short while.
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Post by DcSteve » Mon Jun 28, 2004 4:08 pm

by progress in sound - do you mean fixing the looping and sync? Cause i would definetly want to play your teaser.
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Post by doragasu » Mon Jun 28, 2004 4:57 pm

He is not releasing it (I think). The teaser is the info about his work in the audio (I suppose).
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Post by Warmtoe » Mon Jun 28, 2004 5:08 pm

The teaser was a mistake - it is still not quite working... so no release yet.

On the subject of the code - spu_dma_transfer() appears to be hanging when I call it. Does anyone have any experience of this and have an idea of what might be the problem?

I don't understand what I might have done to cause this - but for some unknown reason, DMA transfer is throwing a wobbler...
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Post by Warmtoe » Mon Jun 28, 2004 6:03 pm

Don't worry - solved that one - was using explicit address, not address based on SPU.
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Post by Ian Micheal » Tue Jun 29, 2004 2:10 am

I cant help as i cant compile the c68k cpu core if so im sure i could make the sound better. We need some form of double buffering as well. What you need to do is what you did in mame use the sound as the throttle. That sound make it on time but the emulation will then run at the samr speed as the sound genration.

That will work not that hard.
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Post by BlackAura » Tue Jun 29, 2004 2:20 am

I cant help as i cant compile the c68k cpu core if so im sure i could make the sound better.
Sound code's completely different now. I had it working without skipping, but I had some weird buffer under/overrun problem which caused it to periodically sound like crap (like every 10 seconds or so). I think either the write buffer was catching up with the playback, or the playback was catching up with the write buffer. It sounded really good when it was working though.
What you need to do is what you did in mame use the sound as the throttle
Can't - it has to use the PVR's vblank as a throttle, or we start getting all kinds of insane flickering effects.
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Post by DcSteve » Tue Jun 29, 2004 3:44 am

perhaps release the source with those wierd buffer problems so that someone else may be able to help you fix them...
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Post by Warmtoe » Tue Jun 29, 2004 6:14 am

DcSteve wrote:perhaps release the source with those wierd buffer problems so that someone else may be able to help you fix them...
He did!

http://www.dcemulation.com/phpBB/viewto ... 225#546225
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Post by Quzar » Tue Jun 29, 2004 6:15 am

EDIT: warmtoe covered me hehe. i always refresh too slowly
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Post by Ian Micheal » Tue Jun 29, 2004 8:35 am

BlackAura wrote:
I cant help as i cant compile the c68k cpu core if so im sure i could make the sound better.
Sound code's completely different now. I had it working without skipping, but I had some weird buffer under/overrun problem which caused it to periodically sound like crap (like every 10 seconds or so). I think either the write buffer was catching up with the playback, or the playback was catching up with the write buffer. It sounded really good when it was working though.
What you need to do is what you did in mame use the sound as the throttle
Can't - it has to use the PVR's vblank as a throttle, or we start getting all kinds of insane flickering effects.
Aww thats a shame all i would of tryed to do with that. Im having problems With DMA doing that on the render it speeds up then slows down and for parts works perfect. To me it's a pipeline stall cache problem. I dont know how to fix it.

Looking very promising i tryed it and it was fullspeed mostly on every thing nice work.
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Post by DcSteve » Wed Jun 30, 2004 8:34 pm

can anyone release a bin of the latest source- i want to test it out since the sound is rewritten even though a lot may need to be done...
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