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Hmm, maybe it's just my ears picking holes in that particular rip. It's a recognisable tune, just a bit scratchy...

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What game and song?

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The one in the SDK. But i've just realised that I was using an expanded version of a2, not a5. Duh me.

FWIW, can you point me to a version of Sakura Taisen ready to go? The one on Kingshrieks page needs me to run a batch file/etc. I can compare that one directly.

(On an unrelated note, anything on Project Tempest?)

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Oh, yeah. a2 is scratchy, that's expected. a5a sounds *much* better :-)

ftp://ftp.modland.com/pub/modules/Dreamcast%20Sound%20Format/Kohei%20Tanaka/Sakura%20Taisen%204/ has the actual DSFs for sakutai4.

I need to find what I did with PT.

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Please. I'd like to give it a whirl...

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Okay, I can't get reproduce the quality on sakutai4-01 as in the MP3 on your site on either PPC or Intel. The lead instrument in the first section is very scratchy on both platforms. Is this expected?

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No, definitely not. It should sound like the MP3 only without the staticy part between the intro and the main theme and generally a bit higher quality all around. Do make sure the 16-bit samples are behaving though, those can add scratch if they're wrong-endian.

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I've just finished few more DC ARM tests. You already know this but to refresh your memory: ARM7 is pipelined CPU and this makes cycle counting somewhat complicated. It's especially difficult once R15/PC comes into play.

Usually instruction is fetch+decode, then execute. If execute doesn't involve any memory transfers, ARM does prefetch of next opcode and last cycle of instruction N and first of N+1 fold. So basically execution time of N+1 instruction depends on what N was... And of course if you modify PC things get even more interesting - beacuse prefetch queue has to be flushed.
This is also why some instructions add +8 to PC, and some +12 - it all depends on when exacly PC is being used, 2nd or 3rd cycle of the instruction in question.

I still have no idea why am I getting .5 differences, maybe the internal clock is 2x faster than memory access, but it all fits in more or less. Loads are longer than stores due to additional cycle for possible abort situation (in which case Rd has to rolled back). Also, in the light of what I just said, measuring execution times with long sequences of one opcode is probably not the best way to do it...

Anyway, B/BL are whooping 3 cycles. SUB PC,4 is only .5 cycle longer then SUB Rx,4 (where x != 15) though. Don't ask me why.
I'm also proud to announce I got it right and PC used in barrel shifter operations will be +8 if the shift is specified in opcode, or +12 if it's in Rs. What's more, PC can be base of the shift, and same rules apply as well. This is for Data processing, as manual says single load/store may not use PC in that way (but I wouldn't bet on it, maybe I'll even try to test that case too).

As for ADPCM - "ChuChu Rocket!" was suffering from the same bug that "Love Hina" was and now plays music so much better. It also has lots of type 2 samples with LSA != 0 and it seems reseting decoder to 0/127 works in those cases as well. Problem is, most of the time such reset doesn't produce noise if it's wrong, rather it makes the sound too quiet or click a bit. Hard to tell - seems right to me though.

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With 2 more buttons ChuChu would've been a perfect GBA port, minus some audio quality. Also, if it has sequenced music clearly KS needs to rip it ;-)

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since you mentioned GBA, let me (very briefly) hijack your DSF discussions to ask: do the changes in MAME0.123u1 improve GBA as well? I'm really lazy tonight and I would not try to compile it if no goodies are to be expected wink

sorry for the intermission...

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