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by unknownfile at 5:35 AM EDT on October 16, 2005
Well it hit an address error while I was asleep, thus killing 5 hours of batchripping. I commented out some stuff, and it should be ready soon.

Here's the savestate code for those who are curious:

int c;
if (PROGRAM_COUNTER==0x80055A94) {
    for (c=0x4B08; c < 0x4B98; c+=4) ((DWORD*)N64MEM)[c/4]=0; //kill main gamestuff
    for (c=0x4A60; c < 0x4AAC; c+=4) ((DWORD*)N64MEM)[c/4]=0; //kill morestuff
//for (c=0x2B9F8; c < 0x2BA5C; c+=4) ((DWORD*)N64MEM)[c/4]=0; //gives us a addresserror and crash
    //DisplayError("v0=%08x v1=%08x a0=%08x a1=%08x a2=%08x",GPR[2].UW[0],GPR[3].UW[0],GPR[4].UW[0],GPR[5].UW[0],GPR[6].UW[0]);
    //DisplayError("alSeqpSetSeq, ra=%08x",GPR[31].UW[0]);
    GPR[4].UW[0]=0x02;
    sprintf(SaveAsFileName,"robofuckedup");
    Machine_SaveState();
}

edited 1:52 PM EDT October 16, 2005
by unknownfile at 11:54 AM EDT on October 16, 2005
OK, an incomplete rip is up. I don't know why, but for songs 0x13 and up, the batchripper crashes after a while. I might attempt a rerip later.

Robotech Crystal Dreams incomplete rip
by unknownfile at 3:26 PM EDT on October 16, 2005
COMING SOON:

Sim City 2000.

I wasn't able to find out what was getting the CPU to shoot up when threads were killed, but oh well. It should hopefully be done by friday, providing I start the first bit of batchripping tommorow.
by Josh W at 3:36 PM EDT on October 16, 2005
be careful when removing large chunks of code, bacuase you may inadvertantly remove somwthing like an idle routine or the like that will make the cpu useage go up.

Thats the problem that i got with DK64. I think i removed about 500 consecutive instructions.

Oh, and while it crashes after a while - i got this problem whilst ripping the first Bomberman Hero Rip. It was fixed after I nopped out ~50 jals, mostly osRecvMesg and osSendMesg.

edited 7:37 PM EDT October 16, 2005
by hcs at 11:35 AM EDT on October 19, 2005
Just got the following bug report regarding Diddy Kong Racing via email, make of it what you will:

"However theres a bug in one of the tracks, in a few of em actually. The most obvious one is track 26 with the "Losing to a boss" song, one of the notes are bugged. I was disappointed becuz thats one of my favorite short tunes, and Spaceport Alpha and Darkmoon Caverns being the best in the chest."
by unknownfile at 12:18 PM EDT on October 19, 2005
Well, who sent it to you
by Poobah at 1:24 PM EDT on October 19, 2005
I don't understand how emulating audio could result in just a couple of notes having altered pitch.

Perhaps the person reporting was comparing them to MIDI sequences, which are usually composed by ear and are therefore sometimes slightly inaccurate.

edited 5:25 PM EDT October 19, 2005
by unknownfile at 2:26 PM EDT on October 19, 2005
I think the reason that the robotech thing kept crashing is because the alist count was set too high, so I'm going to set the alist count to 750 and see what happens then.
by unknownfile at 4:43 PM EDT on October 19, 2005
Robotech Crystal Dreams set revision 2

What's new:

-added tracks 0x13 to 0x1b.

Please let me know if any data is missing in some songs so I can rerip them.

CPU usage is still outrageous though. Just when you thought it was safe, too.
by unknownfile at 4:14 PM EDT on October 20, 2005
Tracks 0x1c to 0x27 have been added to the USFLib. I'm not uploading it until 0x50 has been ripped.

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