Next Generation Emulation banner
1 - 7 of 7 Posts

· Registered
Joined
·
332 Posts
Discussion Starter · #1 ·
Option : No music speed-up at turbo speed. It would be perfectly safe to implement if you just seperate the real buffer that moves with the turbo speed and a fake buffer that moves at normal speed. And it would be awesome! Please do something like this, Kxu!

ps : sorry if this isn't the place, but I'm not sure there is one (place), so I put it here.
 

· Registered
Joined
·
11 Posts
As far as i know this would be very difficult to code into VBA, fist of all (and i might be wrong) i dont think that the sound / visual information is coded seperatly for GBA sofware as it is for DVD's / mpegs (which i think is where this has come from). If the info is not seperate then you need to fins way to ditinguish between the two types of data.
And the second and i think most difficult bit would be being able to re intergrate the audio and visual streams once you come out of turbo, the game would be at one point but the sound would be playing catch up 'cos it would be a few seconds behind. I supose you might be able to get arround this by making VBA measure the amount of time you were in turbo and skipping the correct amount of BGM. And for SE's you would have to sync them to what you were doing (by speeding them up) then slow them back down so they sound right.

Don't get me wrong it would be good but i think it would be far to difficult to code (correct me if i'm wrong)

I hope all that makes sence sorry to ramble
 

· Foundry/Foundation
Joined
·
11,824 Posts
actually when you emulate something to aim for accuracy I think it's better not to do this, as I think it would cause the sound not to be 100% synced with the video in many cases anymore.
Note: bleem! used this approach. It worked great at the time because many pcs werent up to full psx speed, but the sound <> video timing was really off at times. For accuracy, one would prefer perfect sync. But, in itself, it isn't a really bad idea. I dunno if its easily possible with VBA though. AFAIK VBA sound isn't something like XA audio (like Jamie said).
 

· Registered
Joined
·
332 Posts
Discussion Starter · #4 ·
Yeah I got a feeling it won't be very possible..
But as far as sound-video timing - i prefer a bit (or a lot) of off-synchness than garbled up boings, as long as stopping the turbo mode instantly refreshes the buffers.
 

· Foundry/Foundation
Joined
·
11,824 Posts
I know of an MSX emulator that uses a technique to slowdown the music when the emulator goes slower, without making it garbled. This might be possible with speedups as well. The music would go faster, but it wouldnt be garbled.
 

· Banned
Joined
·
356 Posts
Samor said:
It worked great at the time because many pcs werent up to full psx speed
I doubt that at the time PC's where not running at psx speed, probably you mean they werent powerful enough to emulate the playstation but in terms of cpu etc I think when bleem was released the PC had gotten ahead of the psx...

The problem here with the speed up sound would be to isolate graphics, music fx, music and sound fx because you get alot of that in the emulator. It can be easily implemented but the sound effects would be behind, shoot something and the sound comes ten minutes later
 

· Foundry/Foundation
Joined
·
11,824 Posts
culubalo said:
I doubt that at the time PC's where not running at psx speed, probably you mean they werent powerful enough to emulate the playstation but in terms of cpu etc I think when bleem was released the PC had gotten ahead of the psx...
That's what I meant to say, yeah. Sorry for the poor wording ;)
 
1 - 7 of 7 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top