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Yeah well I finally was convinced to release an update to have sfz3mix, and it was quite a lot of work for what was supposed to be just a hack... ! It's actually the biggest cps2 game so far, using a resolution higher than the original hardware and with such huge rom regions that it had to use quite a few modifications in the emulation to work. You have the links in the forum to the site's project, thanks to zero800 for that. It also obliged me to fix some bugs in the cps2 emulation, so there should be some improvement especially related to line scroll in the background layer which sfz3mix uses a lot. Except that ffman1985 did it again, he added a lot of console scripts, as a reminder the neogeo ones are for aes only, non arcade mode. His new scripts are for at least fatal fury special, fatal fury 2, kof94, kof95, and samsho3. And then quite a lot of small fixes, most of them coming from the gcc sanitizer, really efficient at his work, a lot of minor stuff and some buffer overflow in the line scroll in cps1 and zoom code in the psikyosh driver (sh2). The translations were updated too, mostly the brazilian one. Thanks to mer-curious for the bug reports and the help for the translation. http://raine.1emulation.com/download/latest.html1 point
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Ok, zero800 just released the new binary with the sfz3mix support. You can try the sound associations for yourself with this version, I have verified that it's working with sfz3mix. It's in Sound options / sound associations. Mer-curious is the local expert at creating playlists to go with the kof games, he is from Brazil too, there must be something about kof games in Brazil !1 point
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Yeah well I don't feel like investigating this for now sorry, I'll release what I have so far and we'll see later...1 point
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Finally I took a little time to look into these : 1) that's where you see that neocd games which actually pause the cd instead of really stopping it are very rare, in fact I know only this one, and that's why it was unnoticed for so long ! Anyway, there should be a fix in place for all the cases now... 2) ncd_ prefix ok. 3) Can't reproduce, if you mean you can't select the entries in the main menu after dying if you go there before the cd track of the intro has time to play, it seems to work fine for me. Notice that I still have the old translation when it was in beta and the new one, and they are incompatible if you use save states ! I didn't think there were such severe modifications between them... ! And your save state was useful because all my save states were from 2015 or before and so were using only the asm core, but with current debug build you get a lot of early exits from the sanitizer because it doesn't recognize the stack structure because of all this asm in neocd. Only way around it is to use the C core instead of the asm core, but it requires a new save. 4) don't know, probably not worth investigating. I guess you should try to avoid save states if you want to play the way the game was designed, their save system is not that bad (if you forget the **** random events !).1 point
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Ok, then I'll wait for your version then ! Yes you can tell a track is looping but from memory it's the whole track in this case, so you should make sure start and end are ok for that.1 point
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Thank you for your commitment to supporting this hack. I used 8-bit samples just to make them smaller and take less time to load the game. That was the reason, just to gain a little more performance and reduce the file size. But with the .ogg format you don't need that reduction. I still have the original songs and I can convert them, I just don't have a lot of free time to do it. Is the .ogg loop done manually? If so, it would be even better because most songs have an intro and then I'd loop it.1 point
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Ok, finally found the cause of the bad sound, as I suspected, it's because of the unusual size of the pcm rom. The default driver initializes the bank by taking a byte & 0x7f and << 16. Well you just need the whole high byte with sfz3mix, that is & 0xff instead of & 0x7f. The & is still required because it's a 16 bit value and we want only the lowest byte. Well that's the end, I think the support is complete, just have to wait for a few details about these custom samples, and ffman1985 seems very busy with some new scripts now... Also fixed last night some long lasting bugs about alignment of the background layer when it uses some line scroll, I had to fix it here because this game uses that all the time, even in the 1st attract mode screen ! So this probably fixes quite a few other things related to cps2 at the same time...1 point
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If you are still around, I had a look at the custom samples, and they seem to be 8 bit wav files... Well qsound is also 8 bits so that doesn't make a big difference, but the songs seem different though, so what are they ? I can recreate some ogg files from these using audacity, but it's the 1st time I use some 8 bit samples to create some mp3 or equivalent...1 point