General Insanity (Genesis + PVR)
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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.
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 edited out
Last edited by Christuserloeser on Sat Jun 26, 2004 6:46 am, edited 1 time in total.
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Thank you. That's very nice from you!BlackAura wrote:Christuserloeser - I'll see what I can do.
I didn't want to post that question in this thread - it should have been a PM
I'll edit it out... ...it was meant to be 'top secret'!
Note: I shouldn't switch beween too many open windows at the same time...
Chris
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Don't panic BA - check your PM!!
Oooh - now there's a teaser for you all.
Oooh - now there's a teaser for you all.
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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..
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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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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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...
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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Don't worry - solved that one - was using explicit address, not address based on SPU.
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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.
That will work not that hard.
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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.I cant help as i cant compile the c68k cpu core if so im sure i could make the sound better.
Can't - it has to use the PVR's vblank as a throttle, or we start getting all kinds of insane flickering effects.What you need to do is what you did in mame use the sound as the throttle
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He did!DcSteve wrote:perhaps release the source with those wierd buffer problems so that someone else may be able to help you fix them...
http://www.dcemulation.com/phpBB/viewto ... 225#546225
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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.BlackAura wrote: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.I cant help as i cant compile the c68k cpu core if so im sure i could make the sound better.
Can't - it has to use the PVR's vblank as a throttle, or we start getting all kinds of insane flickering effects.What you need to do is what you did in mame use the sound as the throttle
Looking very promising i tryed it and it was fullspeed mostly on every thing nice work.
Dreamcast forever!!!