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
MSU1 A/V synchronization
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Re: MSU1 A/V synchronization
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
http://www.zeldix.net/f46-msu-1-hacks-database
Re: MSU1 A/V synchronization
Hm, maybe eventually but I'll take care of other things before.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
I'm fine with it. Shall we go with this approach?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.
Re: MSU1 A/V synchronization
> 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 =(
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 =(
Re: MSU1 A/V synchronization
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).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 =(
In other news, I was finally able to try my sd2snes modification...and it fails miserably. I broke all MSU-1 support
Re: MSU1 A/V synchronization
Some users did, it works !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