Does it explain why I haven't got ZSNES running with Gnome lately, only KDE?Deathlike2 wrote:SVN sound output is being held up because pagefault needs to be able to debug the stuff.. however, the old debugger is not hooked in with the new SPC stuff...
So instead of trying to fix the debugger to handle the SPC stuff.. the debugger is being rewritten with/in/for (?) QT.
SVN Sound Core Replacement
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It doesn't.Skiessi wrote:Does it explain why I haven't got ZSNES running with Gnome lately, only KDE?
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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Square SPC Rape ![Razz :P](./images/smilies/icon_razz.gif)
as cool as the improved core is, I'll be happy just to be able to run 2.0 and have more regular updates.
keep it real and keep it solid.
thanks for all the hard work.
![Razz :P](./images/smilies/icon_razz.gif)
as cool as the improved core is, I'll be happy just to be able to run 2.0 and have more regular updates.
keep it real and keep it solid.
thanks for all the hard work.
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
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Please elaborate. I thought it was appropriate, what with sticking things where they're not wanted...Deathlike2 wrote:Please stop with the term "Square SPC Rape". That's fiction and anyone who mentions it will be ripped to shreds.
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Search the board. Simply put, it has more to do with Square games "seemingly" have more sound problems than others, but it really isn't a "Squaresoft specific thing".creaothceann wrote:Please elaborate. I thought it was appropriate, what with sticking things where they're not wanted...Deathlike2 wrote:Please stop with the term "Square SPC Rape". That's fiction and anyone who mentions it will be ripped to shreds.
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
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Short question: is sound supposed to "work" with a current SVN snapshot?
By "work" I mean there is data transferred to the audio API.
I got SVN revision 5176 and compiled it just for fun, but it doesn't seem to output anything audio-like. Tested with both libao support compiled in (and not compiled in) and different audio backends.
I'm not requesting any support here, I'm just curious.
By "work" I mean there is data transferred to the audio API.
I got SVN revision 5176 and compiled it just for fun, but it doesn't seem to output anything audio-like. Tested with both libao support compiled in (and not compiled in) and different audio backends.
I'm not requesting any support here, I'm just curious.
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SVN is changing, but I want to post a possible bug...
Maybe this information could help with the up coming core.
I know the bug in Uncharted Waters 2 is known, about the bad sound error when it displays text. I believe it is an over read error, where zsnes or the roms programming, is reading past where it should sometimes. It sound like it is actually playing beyond its sound data range. It sounds like it is playing both the one sound, and some sounds that are behind it. It does not do it all the time, so I think it could be a error with zsnes, like a timing error.
From listening to it, it is both the end of window message text, and the cancel sound. Because it does not do it all the time, I am guessing it is a timing error?
From hacking this rom, I have found out they use things like the NULL or 00 code for text strings. Maybe there is a code they are using on the sound files that works like NULL terminated strings.
I know the bug in Uncharted Waters 2 is known, about the bad sound error when it displays text. I believe it is an over read error, where zsnes or the roms programming, is reading past where it should sometimes. It sound like it is actually playing beyond its sound data range. It sounds like it is playing both the one sound, and some sounds that are behind it. It does not do it all the time, so I think it could be a error with zsnes, like a timing error.
From listening to it, it is both the end of window message text, and the cancel sound. Because it does not do it all the time, I am guessing it is a timing error?
From hacking this rom, I have found out they use things like the NULL or 00 code for text strings. Maybe there is a code they are using on the sound files that works like NULL terminated strings.
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