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That's defined by the system for me on F8, and I thought it was fairly standard.

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That's weird. I am running F8 as well, x86_64 if that matters.

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Yeah, x86_64 here too. I use tcsh instead of bash, maybe that's the difference.

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Yeah, that's it.

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Originally Posted by R. Belmont
BTW, these patches greatly improved NiGHTS also, except nights-2a has a weird pitch problem on the flute. Any ideas on that?

I discovered the main culprit causing this problem. The sampler should loop upon reaching LEA (loop end address), not afterwards. This caused the reading of one sample too many for each loop, lowering the pitch (especially noticeable when the loop segment is very small - see Desire example below).

Patch against AOSDK 1.1.3 (just changed some ">"s to ">="s):

Code
diff -Nru aosdk_base/eng_ssf/scsp.c aosdk/eng_ssf/scsp.c
--- aosdk_base/eng_ssf/scsp.c	2007-12-09 11:07:38.000000000 -0800
+++ aosdk/eng_ssf/scsp.c	2007-12-10 01:07:56.000000000 -0800
@@ -1147,18 +1147,18 @@
 	switch(LPCTL(slot))
 	{
 	case 0:	//no loop
-		if(addr>LEA(slot))
+		if(addr>=LEA(slot))
 		{
 			//slot->active=0;
 			SCSP_StopSlot(slot,0);
 		}
 		break;
 	case 1: //normal loop
-		if(addr>LEA(slot))
+		if(addr>=LEA(slot))
 			slot->cur_addr=LSA(slot)<<SHIFT;
 		break;
 	case 2:	//reverse loop
-		if(addr>LEA(slot))
+		if(addr>=LEA(slot))
 		{
 			slot->cur_addr=LEA(slot)<<SHIFT;
 			slot->Backwards=1;
@@ -1167,7 +1167,7 @@
 			slot->cur_addr=LEA(slot)<<SHIFT;
 		break;
 	case 3: //ping-pong
-		if(addr>LEA(slot)) //reached end, reverse till start
+		if(addr>=LEA(slot)) //reached end, reverse till start
 		{
 			slot->cur_addr=LEA(slot)<<SHIFT;
 			slot->Backwards=1;



The problem affected Desire much worse than NiGHTS. Try playing desire_09.minissf before and after the patch for comparison.

BTW, I put up rips of Guardian Force and Marica on my page (http://snesmusic.org/hoot/kingshriek/ssf/) if anyone is interested.


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great work kingshriek!

is there any other known problem with saturn/stv audio emulation now that both radiant silvergun and nights have a fix?

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Oh, wow. That's a major improvement, thanks again! That fixes some longstanding pitch issues with "Hanagumi Taisen Columns: Sakura Wars" in MAME as well - now it sounds so good I think I'll rip it next smile

Last edited by R. Belmont; 12/10/07 02:02 PM.
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BTW, updated DLLs here:

http://rbelmont.mameworld.info/aoDec10_w32.zip (Win32)
http://rbelmont.mameworld.info/aoDec10_w32.zip (Win64)

Do try that desire_09 before and after, it's quite striking smile

eta: SCSP is basically feature-complete now except for FM, and that's mostly because I haven't seen any Saturn or STV games that use it. (Well, that and it's not the most understandable part of the docs).

The better news for the future is that the AICA is essentially a straight superset of the SCSP, so if someone started making DSF rips for real (a working open-source DC emulator would help) it wouldn't be the end of the world to get them going.

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Ahem, about that FM thingy, notes for Shining the Holy Ark rip from kingshriek's site: "Some of the tracks (battle ones mainly) actually use the SCSP's FM capabilities, which are not emulated in any of the current players (and probably won't be for some time)."

Are there even DC games that use sequenced music? I mean, except for Ikaruga and Skies of Arkadia, both of which have been ripped.
Most of them use ADX from what I've seen.

Last edited by Knurek; 12/10/07 04:09 PM.
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Ahh, that's interesting. ElSemi says that a few Model 3 games seem to use FM as well, so maybe we can get something going there.

I wouldn't expect a lot of DC games to use sequenced music, but then I didn't expect PS2 games to use it either and it turns out to have been rather popular :-) Also, the Skies of Arcadia test rip is just 1 song. As one of the 15 people who bought and loved that game I'd really like a full soundtrack rip.

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