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Emulator Issues #4437

closed

Zelda DSP HLE doesn't work for SMS's AFC type 5

Added by chiizufish about 13 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

The Zelda DSP HLE doesn't seem to produce correct output for the AFC type 5 sounds in Super Mario Sunshine.

As noted in "UCode_Zelda_ADPCM.cpp", Super Mario Sunshine uses AFC type 5 for character sounds - when talked to or jumped on. With the HLE, these are either seemingly muted (main square characters) or quiet and distorted (sunflowers at the start of Pinna Park).

Attached is the latter having been manually extracted and decoded with AFCDecodeBuffer from the Zelda HLE.

The sounds work fine running LLE.

I'm running r7483

I might be able to look into this myself, but has any documentation (other than the DSP LLE code) been written on the opcodes not covered in duddie's guide? Decoding the inner loop ones like "ASRNRX'MV" is a real headache.

Actions #1

Updated by chiizufish about 13 years ago

Oh, and as far I can see, I'm using AFCDecodeBuffer from UCode_Zelda_ADPCM.cpp r6947.

Actions #2

Updated by BhaaL about 13 years ago

You can check GC_DSP.pdf in the docs folder (altho outdated) or the comments in LLE for each interpreter opcode where its implemented. I updated the file a bit on https://rapidshare.com/files/413738104/GC_DSP.pdf, and passed it on to other people to finalize things; but apparently we never got there, hence it isnt committed yet either

Actions #3

Updated by Anonymous about 13 years ago

  • Status changed from New to Duplicate
Actions #4

Updated by chiizufish about 13 years ago

  • Status changed from Duplicate to Fixed

This issue was closed by revision r7504.

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