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#381 |
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Location: Sydney
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I used the Turrican 2 WHDLoad source for the DMA delay code. It looks like this:
Code:
DMADelay: move.w d0,-(a7) move.w #8,d0 .bd_loop1 move.w d0,-(a7) move.b $dff006,d0 ; VPOS .bd_loop2 cmp.b $dff006,d0 beq.s .bd_loop2 move.w (a7)+,d0 dbf d0,.bd_loop1 move.w (a7)+,d0 rts |
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#382 | |
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Location: Sydney
Posts: 187
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Quote:
The two differ slightly (WHDLoad has an extra DMAWait and calls them at slightly different positions), but both appear to work from my testing. I've changed my code to match the Eagle Player one as it seems a little neater. |
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#383 |
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Join Date: Jan 2008
Location: Warsaw/Poland
Age: 53
Posts: 1,469
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For me looks good, 8 lines wait. Maybe jotd can test T2 title music under EP and check if it sounds ok or not? I think it can be problem related to interrupts handling. Perhaps the only difference between T2 code and T2 AGA code is memory used for TFMX 7V replay. Chip memory for T2 and fast memory for T2 AGA.
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#384 | ||
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Quote:
EDIT: Nevermind, I think I misunderstood - I thought you were saying there are special versions of the music samples that make the higher quality mixer more apparent. Quote:
Currently I have the new mixer on a switch (currently turned off, but I'd consider enabling it if the higher quality music is worth it). Last edited by Muzza; 29 April 2022 at 01:36. |
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#385 |
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Location: Sydney
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I've noticed that when emulating in WinUAE with a 68060 and chipset_hacks=0x8 there are problems with the loading and in-game music too (which use a different player). Not as obvious as the main menu but it is there.
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#386 |
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Location: Sevenoaks
Posts: 9
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This is fantastic, thanks for your efforts
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