Previous Page | Next Page

by punk7890-2 at 3:00 PM EDT on September 13, 2015
Yeah it works now. Thanks!
by Kirishima at 3:47 PM EDT on September 19, 2015
I have one more thing I'd like at least looked at.

https://www.sendspace.com/file/nz0jeo

I made/hacked/butchered these some time ago in a shoddy attempt at completing the ffVI psf's and they play fine on the original Highly Experimental, but with this plugin they have a delay at the start. Is there anyway to fix?


edited 3:48 PM EDT September 19, 2015
by kode54 at 7:45 PM EDT on September 19, 2015
Possibly silence at the start of the sequences? At least foo_psf should be able to skip startup silence, or at least I think it used to default to doing that.
by Kirishima at 3:49 PM EDT on September 21, 2015
Noticed yesterday Final Fantasy Origins doesn't work.
by kode54 at 8:07 PM EDT on September 21, 2015
Works for me? Which track?
by Kirishima at 9:01 PM EDT on September 21, 2015
It's the tracks from FFII that don't work.

Update: Just realized that since Final Fantasy II used FFIX's driver, that also no longer plays.

edited 8:06 PM EDT September 22, 2015

edited 8:10 PM EDT September 22, 2015
by kode54 at 8:44 PM EDT on September 22, 2015
Fixed. First, the DMA4 wasn't setting the signal registers, which may or may not have broken it. But what really was breaking it was that DeliverEvent that detected it was trying to signal an event that wasn't in the "active" state, (in this case, already signaled) was returning from the HLE BIOS function without jumping back to the return address, thus getting caught in a loop.
by RB at 4:31 PM EDT on September 25, 2015
Possibly of interest: the "PLAY!" PS2 emulator has an HLE C++ implementation of the IOP operating system. It's BSD/MIT licensed.

https://github.com/jpd002/Play-/tree/master/Source/

I note with amusement that they also have a hack for the Shadow Hearts PSF2 rip.
by kode54 at 9:11 PM EDT on June 3, 2016
Bumping this topic to report on that library, which I looked at after it was posted back in September of 2015.

Basically, that whole library is a gigantic mess of C++11 type code, which means I can't use it with older compilers. Mainly this is/was an issue because I am/was still using Visual Studio 2010.

Plus, the entire architecture of the player is that it expects a callback to receive output sample data, while the library itself is expected to run near-indefinitely. This would also require some working around.

Oh, and even better. Half of its speed advantage comes from implementing the CPU cores using dynamic recompilation. This will not fly on all of the platforms I try to support, like iOS, where you cannot write self-modifying code.
by AnonRunzes at 10:34 PM EDT on June 3, 2016
@kode54 - So that means you are planning to re-write the entire code, right?

Previous Page | Next Page
Go to Page 0 1 2 3

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=http://www.google.com]Link[/url]

[img=https://www.hcs64.com/images/mm1.png]
Password
Subject
Message

HCS Forum Index
Halley's Comet Software
forum source