Huh, musta mixed something up.
GOOD TO KNOW THOUGH. Interesting, so voice mixing works, and processing all events works, but processing all events plus voice mixing breaks. Curious. I'm certain the problem lies with one of the event types I had commented out in 1+2.
Search found 84 matches
- Sun Jul 30, 2017 5:12 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
- Sun Jul 30, 2017 3:57 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
GAHD DAMMIT. Reasons I wish I had my own 32X: significantly quicker turnaround for process of elimination while debugging. Sigh. So there's three versions attached. - OutRom_1 only processes three events: song finish, tickrate change, and note off. Note off is useless because there's never a note on...
- Sun Jul 30, 2017 2:56 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
No it doesn't check for song end lol. I expected something like that would happen! Song end is triggered by a Finish event (which my converter ALWAYS ends a song with), but that's handled in the processEvent function which that rom does not call at all just in case event processing was screwing some...
- Sun Jul 30, 2017 1:08 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
Huh. So it's event #1 this time? Welp, time to boot up the hex editor and figure out what kinda drugs my pointers are on. Sigh. Still have no idea why this would work in an emulator and not on real hardware. EDIT: Oh heck, I think I have an idea. Gimme a bit, I might have screwed up my cache purging...
- Sat Jul 29, 2017 10:15 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
Oops, forgot to attach the builds I made T u T So this is how mine works: // now read in delay ticks u32 delay = 0; u8 delayFlag = ( evtByte & 0x80 ); while( delayFlag ) { u8 delayByte = *readBuffer++; delay = ( delay << 7 ) | ( delayByte & 0x7F ); delayFlag = ( delayByte & 0x80 ); } event.Delay = d...
- Sat Jul 29, 2017 8:19 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
100920000!?!??? What the hell?? Where on earth could that value be coming from?? I've put together two more builds. - One build just displays the info for event 0, which it's apparently getting stuck at on your end with a huge delay. The delay for this event should be 0 !! - The other build tosses ...
- Sat Jul 29, 2017 7:05 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
OK, I get what you're saying now, and that method does slightly bother me but perhaps only because I'm still thinking in modern audio programming terms (and, in fact, how I first prototyped my playback code before I started porting it to the 32X), where you DO just often have a fixed-size buffer and...
- Sat Jul 29, 2017 3:51 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
I'm not sure why it doesn't make sense? Could you elaborate? The whole design of that code is to deal with mixing segments of an audio buffer with an arbitrary tickrate and arbitrary delay values, where the tickrate may not (and indeed usually does not) divide evenly into the audio buffer (and the t...
- Fri Jul 28, 2017 7:11 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
Well that's bizarre. It should jump to 326-ish and then keep going (there's a lot of zero delay events at the start). So it keeps processing events perfectly fine right up until 326... and then it just halts there??? o.O OK so... that event would be event type 0, so it stops a note playing. And that...
- Fri Jul 28, 2017 3:31 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
OK, so here's a new build. The main SH2 is now responsible for the song loading and the malloc. Additionally, I now grab some debug playback state info from the song engine and display it on the screen (displays the current event, the current ticks, and the state of each voice). This is super laggy ...
- Thu Jul 27, 2017 7:58 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
Oh. Yeah, I am. I could just move the song loading over to the master so the master's responsible for doing the malloc. Alternatively I could pre-allocate the maximum size of song I expect to have upfront Interestingly, it seems that the song is being loaded just fine - the fact that it's correctly ...
- Thu Jul 27, 2017 2:42 am
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
OK, so just so I'm understanding this properly... 1.) Currently, loading a new song entails grabbing a pointer to the song data in ROM, reading the header data to determine number of events, malloc'ing a new song - as well as freeing the last song if any - memcpy'ing the header data, and then manual...
- Wed Jul 26, 2017 9:55 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Re: Need help testing 32X Sandbox
Oh shit. I completely forgot about caching entirely. That's gonna yield a lot of extra investigation, but I do have something to go on now potentially. EDIT: Also I think in the next build I'll have it log song header info to the screen, plus maybe a random event from somewhere in the middle of the ...
- Wed Jul 26, 2017 8:54 pm
- Forum: Demos
- Topic: Need help testing 32X Sandbox
- Replies: 34
- Views: 17402
Need help testing 32X Sandbox
Hello, I'm doing some stuff on the 32X to feel my way around the hardware and prototyping individual components that would be useful to a game. Currently working on music and sound playback using the 32X PWM audio. Now, I don't own an actual 32X and money's kinda tight so up until now I've just been...
- Wed Jul 26, 2017 8:44 pm
- Forum: Super 32X
- Topic: Why's mah assembly so gosh-darn slow?
- Replies: 43
- Views: 40725
Re: Why's mah assembly so gosh-darn slow?
Hm, part of me really thinks it's unlikely that my demo not running would be due to faulty hardware, as I'm not doing much beyond what the XM player does. An issue that affected mine would theoretically affect the XM player too, wouldn't it? But then again I suppose hardware faults can be a bit less...