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- by Josh W at 9:03 PM EDT on October 20, 2005
- I decided to post this here because it is more appropriate.
Listen all. If a set seems to use a lot of CPU time (and i mean heaps) more than is should (i.e. Robotech Crystal Dreams) then there is probally a loop like what i will describe.
I experience this just now in mario golf, but i am betting that it might be in others too.
In a root of a thread probally down near the bottom of it there is a call to osViSwapBuffer. This is inside a mini loop what also might have a comparative branch skipping over it. Also slightly under this is the branch back to the start of the thread.
Now this bit is quintessentially important. The loop in which the osViSwapBuffer is in, just NOP out the instuction which loops it (probally a BEQ), and the branch to the start of the thread, you will need to insert an idle loop (patch 0x1000FFFF, then an 0x0) and that should do. if not exactly like this, it will most likely continue like it was, or crash terribly as i have experienced.
However i will test this with Robotech, and verify this.

edited 1:04 AM EDT October 21, 2005
- by Josh W at 12:05 AM EDT on October 21, 2005
- well that didn't seem to be the case for Robotech (but i remeber seeing it in others)
However what unknownfile patched into it surprised me that it even worked.
Well lately i have been going into a fad instead of NOPing out of loops, i have been trying to idle them (could reduce cpy time)
To unknownfile: A much simpler method.
((DWORD*)N64MEM)[0x2BA58/4]=0x1000FFFF;
((DWORD*)N64MEM)[0x2BA5C/4]=0x0;
((DWORD*)N64MEM)[0x2BA24/4]=0x1000FFFF;
((DWORD*)N64MEM)[0x2BA28/4]=0x0;
- by unknownfile at 4:46 AM EDT on October 21, 2005
- Another two games added to the planned list:
Earthworm Jim 3d
Toy Story 2 (my first n64 game ever!)
Both of these use the alSynAddPlayer fcn, so I'm guessing I'm dealing with something different this time.
- by unknownfile at 12:24 PM EDT on October 21, 2005
- Josh: That would be a lovely method, if only it worked.
- by Josh W at 8:58 PM EDT on October 21, 2005
- whaddya mean, it worked for me :), then again not even what you posted worked on initial.
I think if i patched what i patched when the PC was at the end of the MusicSelect function.
- by hcs at 9:41 PM EDT on October 21, 2005
- it probably doesn't help that everyone's version of the ripper is a little different...
- by hcs at 11:52 PM EDT on October 21, 2005
- UNKNOWNFILE's Robotech Crystal Dreams rip is up.
Neat music from an unreleased game.
- by unknownfile at 5:39 AM EDT on October 22, 2005
- SimCity 2000 is now AVALIABLE.
Josh took a look at the game to see what was making it not work in the batchripper, and he ended up with a working set.
Therefore Josh W. gets credit for the set. Hoorah.
YUM
- by hcs at 7:17 AM EDT on October 22, 2005
- SC2K now moved to the preliminary tree.
- by unknownfile at 4:53 PM EDT on October 23, 2005
- Zarlox said:
yo moron i have limited connection so i dont have time to research on which shit to send to which retardo like urself.
I wasnt listening to MIDIs you stupid shit, I have the real game and I know exactly how everything sounds, what I dont know is how .USFs work, whether its the USF or ur crappy ripping. And man like u r missing like 5 tracks, wheres the Dino Domain? Central Area? Sherbet Island?
Snowflake mountain? And y do u include the stupidest silver coin SFX?
Well neway even tho ur a retard thanks for rippin at least most of em decently. The music is pretty phat.
~peace yo
try making a usf set yourself
edited 8:53 PM EDT October 23, 2005
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