[hatari-devel] So, do you have a planned release date for 1.5.0?
Nicolas Pomarède
npomarede at corp.free.fr
Sun Apr 3 17:00:32 CEST 2011
Le 20/03/2011 21:07, Laurent Sallafranque a écrit :
> Le 20/03/2011 20:24, Nicolas Pomarède a écrit :
>> Le 20/03/2011 19:53, Eero Tamminen a écrit :
>>
>>> Anything for the STE PowerUp game STE music? :-)
>>>
>>
>> Hi,
>>
>> I didn't remember this one ; what's was wrong, so I can see if I can
>> reproduce ?
>
> For this one, the problem is that sound frame start and sound frame end
> are 4 bytes length.
> So, the values change too often for our actual code.
>
> I tried a long time ago to code the Ste DMA sound as I did for the
> crossbar, this game worked better but it generated a lot of regressions.
> I think the only way to have it working is to have a cycle_exact cpu.
>
Hello
indeed, this game is using a sample of 2 bytes and update it with an MFP
timer to copy the actual sample data in it 2 bytes at a time ! Certainly
one of the stupidest way of playing samples using DMA sound I ever saw...
Anyway, this is now fixed (this required 1 line of code :) ), I will
commit this later with other changes.
I don't understand why you think a cycle exact cpu is required ?
We just need to build the output sample in small chunks of 2 bytes
instead of building the output sample just one time per VBL.
Nicolas
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