Super Famicast pre-pre-pre-alpha release
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- DCEmu Cool Newbie
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Check out this topic for details on what I need:
http://www.dcemulation.org/phpBB/viewtopic.php?t=44140
http://www.dcemulation.org/phpBB/viewtopic.php?t=44140
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Yes, some progress has been made on sound but it's still crusty right now. Sound programming is such a delicate deal. This is basically all that's holding me back from a first release. Don't fret. Be patient. I might sound full of myself when I say this but I'm quite happy with how this first release is going to turn out.karsten wrote:What about sound emulation? any progress?
- mastakilla
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- ren6175
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I think he has said elsewhere that he would like to make the basics all his own, so this would include sound I assume. Then he will open source the code for updates, improvements, etc.
I personally would choose to have sound implemented, but I can see why someone would want to get there hands on the first release to play around with it themselves.
I personally would choose to have sound implemented, but I can see why someone would want to get there hands on the first release to play around with it themselves.
No way go for sound...I remember when Dream Engine was released out of nowhere running at a decent speed but it had no sound. Never saw another update, if only it had sound
Not saying this project is only gonna see one release, just the opposite.
I love the way this is like a community project with people helping out where they can and so much communicatuin from scherzo.
Not saying this project is only gonna see one release, just the opposite.
I love the way this is like a community project with people helping out where they can and so much communicatuin from scherzo.
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That was my thought behind holding off the release until sound is working.nakamichi wrote:Get sound working.
A game without sound loses half of it's fun.
I've put so much into this upcoming release that there won't be much to do after it except optimization. Yeah, there will be feature here and there to add and fix, like cheats, but all releases following the first will be mainly because I will have hit a new speed milestone. I'm guessing that I'll just release the source on the first release. Why the heck not. If spin off projects are born then oh well. But what I would like best is that if people optimize or improve something that they forward me their changes to be merged into the main source, giving them the deserved credit. We'll see what happens.
Back to coding now.
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Thanks a lot Lavalord.
NEWS: Sound is now working! It slows the emulation down pretty good though no matter what frequency I set the sample rate to. The sample rate isn't the issue, it's the extra processing required to emulate the SNES APU. I have put in a new menu item on the options menu to toggle sound. Just like the windows version of snes9x, enabling or disabling the sound processing requires that the emulation be reset. No, you don't have to reset your DC. Just any rom that is currently loaded will have to be reset.
You might be wondering why this is necessary. Well, the SNES APU is a seperate chip that handles the wonderful sound that the SNES produces. This CPU has it's own RAM and state. You just can't start emulating it in the middle of the game and expect things to work right.
Since DreamSNES doesn't force you to reset your rom when you toggle sound, I wonder if it is always emulating the APU even when sound is "disabled". It's the only possible way to explain the way it works. Of course you gain a little by turning of the DC sound processing, but not nearly as much as disabling the sound chip emulation altogether.
The speed difference is large between sound and no sound. Most games are emulated fullspeed with sound disabled, just many frames are dropped. However, enabling sound takes snes9x over the threshold of how many frames it will drop and in turn slows down the emulation. So I will have sound disabled by default.
Oh well, sound is working. AND I did it using the snd_stream API in KOS which might interest BlackAura and other coders. It turned out that I was making things much more complicated that they needed to be.
Now I just have to clean up a few more things and you will all see a release soon.
Must sleep....
NEWS: Sound is now working! It slows the emulation down pretty good though no matter what frequency I set the sample rate to. The sample rate isn't the issue, it's the extra processing required to emulate the SNES APU. I have put in a new menu item on the options menu to toggle sound. Just like the windows version of snes9x, enabling or disabling the sound processing requires that the emulation be reset. No, you don't have to reset your DC. Just any rom that is currently loaded will have to be reset.
You might be wondering why this is necessary. Well, the SNES APU is a seperate chip that handles the wonderful sound that the SNES produces. This CPU has it's own RAM and state. You just can't start emulating it in the middle of the game and expect things to work right.
Since DreamSNES doesn't force you to reset your rom when you toggle sound, I wonder if it is always emulating the APU even when sound is "disabled". It's the only possible way to explain the way it works. Of course you gain a little by turning of the DC sound processing, but not nearly as much as disabling the sound chip emulation altogether.
The speed difference is large between sound and no sound. Most games are emulated fullspeed with sound disabled, just many frames are dropped. However, enabling sound takes snes9x over the threshold of how many frames it will drop and in turn slows down the emulation. So I will have sound disabled by default.
Oh well, sound is working. AND I did it using the snd_stream API in KOS which might interest BlackAura and other coders. It turned out that I was making things much more complicated that they needed to be.
Now I just have to clean up a few more things and you will all see a release soon.
Must sleep....
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