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Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38533 02/18/08 04:41 PM
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Knurek Offline
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Uh, what hostility? Not seeing anything there, really.

"[21:46] <M> It's quite likely that it sounds like I'm complaining. That is by no means my intention."

Dunno, maybe I misunderstand, but the guy was generally pleased to have the AODSF plugin (as in something that's being actively worked on and may get rid of all the emulation bugs HT has). And AODSF started way better than AOSSF once did, that's for sure.

Last edited by Knurek; 02/18/08 04:48 PM. Reason: clarified things a bit
Re: AO SDK release 1.3.2 available [Re: Knurek] #38534 02/18/08 04:44 PM
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It's hard to read people over the Internet, and his choice of phrasing just reads as excessively critical to me. Could be just a non-native speaker though.

DK: I find it interesting that the log apparently pegs the start of "too short instruments" to fixing the SDLT table.

Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38535 02/18/08 05:24 PM
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You know, people generally don't waste few hours of their life on bugreports just to piss you off. :P

Re: AO SDK release 1.3.2 available [Re: Knurek] #38536 02/18/08 05:46 PM
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Really? Because I wonder about motivation when he's playing the 10th track in a row where he complains that the notes are "too short". I think it's fair to say most people would have stopped by then and just reported something. (In this case that's not even necessary since you'd already relayed that belief here in a less off-putting manner).

Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38540 02/18/08 07:23 PM
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Anyway, I've got my US Dreamcast hooked up and running. 300-02 is unfortunately masked to an extent in-game by the engine sounds, but from what I heard it's very very similar to what aosdk is playing (certainly no missing/short/cutoff notes). I'll check more later.

Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38546 02/18/08 07:35 PM
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Deunan Knute Offline
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Do you have coder's cable (or BBA)? I could (and I will - on weekend most likely) whip up a small application to load AO memory image into AICA. This way I will have 3 players, AO, DKDSF (Makaron based) and Dreamcast smile

BTW, I just cleaned up my DKDSF (and found yet another bug in my AICA) and now it's more standalone. Just one EXE + dcram.bin and it will play - Win32 only of course. If anyone wants to see how badly it sounds, I can share smile No DSP, FEG, PLFO or resonance filter though.
It uses (obviously) same ARM core as AO but my AICA is a bit different. For one, AO with debug output on channel K-ON shows it starts with channel 0x2f or so. DKDSF starts with channel zero...

Re: AO SDK release 1.3.2 available [Re: Deunan Knute] #38548 02/18/08 08:09 PM
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I don't, but that would be cool so we can figure out if perhaps some anomoly of the ripping process itself is causing problems. And having more players is *always* good smile I don't really see how the AICA influences what voice number is keyed on first though.

Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38550 02/18/08 08:25 PM
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BTW, something smf pointed out: there's a cartridge Naomi version of Samba de Amigo, which implies sequenced music. Has anyone checked the Dreamcast version? smile

Re: AO SDK release 1.3.2 available [Re: R. Belmont] #38551 02/18/08 08:51 PM
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I've no idea why AO starts at channel 0x2F or so and my code at zero. It's just my guess it has to do with AICA, since ARM core is the same and we use exactly the same memory image. Feel free to look for the cause, I've given up. smile

Unfortunately I don't have "Samba de Amigo", so I won't help you with that. I'd love to probe that unique controller though - you'd be suprised to what lengths some games go to ensure you are using original SEGA issue stuff...

Re: AO SDK release 1.3.2 available [Re: Deunan Knute] #38557 02/19/08 01:46 AM
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Alright. 350-03, that's the smoking gun...

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