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Post by thebwoy on Jun 27, 2006 14:48:25 GMT 1
Just a quickie, in what version did the sound-disappearing-after-load-state-bug come?
I think I'm gonna revert back since this bug is still a bug, no matter what manias or anyone else say.
Super Mario World is the evidence to that.
Unfortunately.
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Post by lylebourbon on Jun 27, 2006 23:37:02 GMT 1
I just had this, too, yesterday in FF3.
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Post by manias on Jun 28, 2006 0:28:29 GMT 1
i don't know what is causing it, but my super mario world doesn't have it :/
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Post by thebwoy on Jun 28, 2006 0:35:13 GMT 1
i don't know what is causing it, but my super mario world doesn't have it :/ Well I'll be d**ned. Do you know how to check the CRC or MD5 on files? Wanna see if we're playing the exact same rom or not, just to rule things out. May I ask how many times you tried?
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Post by manias on Jun 28, 2006 10:08:37 GMT 1
uhh i save all the time.. have you tried saving normally i.e. completing say a castle, then rebooting, loading that save normally, then making a savestate? (on a new slot using .42 ofcourse ) i don't have a crc checker tho :/
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Post by demulish on Jul 2, 2006 21:26:16 GMT 1
That sound/state load bug just happens randomly to me. It won't happen for a while with one game, but then after a week or two with the same game, it will stop loading the sound right. It also seems to affect random games at any given time.
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Post by laxer3a on Jul 15, 2006 8:11:10 GMT 1
Hi,
I think it is due to the fact that we have to "shut down/restart" the ME code to force the reset of the snes emu.
As it is fully hardware multithread issue, it is quite annoying bug to find. But I noticed that kind of issue in the emu...
May be the synchronization between the audio engine on the ME and the main emu is just f**ked up in some cases.
The current architecture use a kind of "mail box" where the emulator "post" instruction to do to the ME engine... So you can imagine that when we need to stop the ME, we need to make sure that all the message in the mailbox beeing processed ARE stopped, then empty the mailbox in the ME, make the ME reply to the emu that the mail box is now empty and that the emu can do his job...
I dont know the details about the timing of this protocol, may be there is an issue with it. Moreover, there is TWO thread running on the main cpu also (=emu thread + audio play thread when the buffer is full). So which actor is causing problem ? I dont know for now...
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Post by exenteth on Jul 15, 2006 17:45:10 GMT 1
Just a little detail about the problem, if it helps at all
Sometimes, the sound doesn't just completely stop, only a few (I think they are) audio channels are left running at extremely low volume.
Example: Legend of Zelda: A Link to the Past
I saved during a boss, when I loaded, all music was gone, but a few sound effects still "partially" played (a few channels were missing I think)
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pal
New Member
Posts: 11
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Post by pal on Jul 16, 2006 5:50:26 GMT 1
Sometimes, the sound doesn't just completely stop, only a few (I think they are) audio channels are left running at extremely low volume. Yep, same thing in Chrono Trigger (0.4.2me). Some channels in the music is disabled and also some sound effects are removed, like the menu beeping sounds. Very creepy. As stated above, I just find a save point in-game, save (not save states) and then reset.
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Post by rincewind on Jul 17, 2006 23:10:01 GMT 1
Sometimes, the sound doesn't just completely stop, only a few (I think they are) audio channels are left running at extremely low volume. Yep, same thing in Chrono Trigger (0.4.2me). Some channels in the music is disabled and also some sound effects are removed, like the menu beeping sounds. Very creepy. As stated above, I just find a save point in-game, save (not save states) and then reset. Are the sound effects that are removed from the Chrono Trigger game actually a bug, or a feature from the Speedhack?
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