MSU1 A/V synchronization

Discussion of hardware and software development for Super NES and Super Famicom.

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Near
Founder of higan project
Posts: 1553
Joined: Mon Mar 27, 2006 5:23 pm

Re: MSU1 A/V synchronization

Post by Near »

Sorry, my memory doesn't work that far back :(

I wonder if you could merge your work with the recent CT: MSU1 music hack :D
Conn
Posts: 2
Joined: Sun Sep 27, 2015 3:02 am

Re: MSU1 A/V synchronization

Post by Conn »

Just a small reminder of the msu-1 supported games (I hope I listed 'em all):
http://www.zeldix.net/f46-msu-1-hacks-database
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ikari_01
Posts: 141
Joined: Sat Jul 04, 2009 2:28 pm
Location: Wunstorf, Germany

Re: MSU1 A/V synchronization

Post by ikari_01 »

byuu wrote:If you would be willing to support that format with sd2snes, then along with the volume and frequency adjustments you are making, we would have 100% compatibility in our formats :D
Hm, maybe eventually but I'll take care of other things before. ;)
byuu wrote:If we are willing to rule out the future possibility of more than one resume, then we could simply set the 'resume' flag on the current track when switching to another to erase the resume information on the new track.
...
This is probably a good idea anyway. Don't want people writing games that rely on N+1 resume slots, and then the game breaks on an implementation with only N resume slots.
I'm fine with it. Shall we go with this approach? :mrgreen:
Near
Founder of higan project
Posts: 1553
Joined: Mon Mar 27, 2006 5:23 pm

Re: MSU1 A/V synchronization

Post by Near »

> I'm fine with it. Shall we go with this approach?

Hmm, well I was hoping to hear from DarkShock on it, but he may be busy.

I can't see any reason this approach wouldn't work, and it solves those double-seek issues, so ... let's do it.

I'm going to release v095 very soon without resume support. Then I'll build resume into v095.01 or v095.02 or so, and do a public beta with said functionality.

I'll give that until v096 (should be a lot faster than v094->v095), and if we don't have any errata reports or objections from our MSU1 coders, then we'll call it finalized.

It's up to you if you want to work that into sd2snes before v096 or not. Just understand that if you do, and we end up changing things, you'd need to make changes again, or we'll end up incompatible once more =(
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DarkShock
Posts: 6
Joined: Tue Sep 29, 2015 1:04 pm

Re: MSU1 A/V synchronization

Post by DarkShock »

byuu wrote:> I'm fine with it. Shall we go with this approach?

Hmm, well I was hoping to hear from DarkShock on it, but he may be busy.

I can't see any reason this approach wouldn't work, and it solves those double-seek issues, so ... let's do it.

I'm going to release v095 very soon without resume support. Then I'll build resume into v095.01 or v095.02 or so, and do a public beta with said functionality.

I'll give that until v096 (should be a lot faster than v094->v095), and if we don't have any errata reports or objections from our MSU1 coders, then we'll call it finalized.

It's up to you if you want to work that into sd2snes before v096 or not. Just understand that if you do, and we end up changing things, you'd need to make changes again, or we'll end up incompatible once more =(
It's fine with me, it's mostly implementation details, from an user point of view it changes nothing of what I've done so far. I'll make sure your final implementation gets ported to bsnes-plus (the emulator I'm using).

In other news, I was finally able to try my sd2snes modification...and it fails miserably. I broke all MSU-1 support :D That's what happen when you know nothing at all about Verilog I suppose :P
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DarkShock
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Re: MSU1 A/V synchronization

Post by DarkShock »

byuu wrote:Sorry, my memory doesn't work that far back :(

I wonder if you could merge your work with the recent CT: MSU1 music hack :D
Some users did, it works !
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