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Old 08 December 2011, 17:02   #21
Shoonay
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Pardon me, what is CE mode?

With this version, I get:
020 more compatible, no cycle exact = lots of glitching
030 no JIT, cycle-exact = still some glitching
030 JIT, no cycle-exact = some glitching, almost unhearable (and unplayable due to graph glitches too but that's JIT)

Last edited by Shoonay; 08 December 2011 at 17:13.
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Old 08 December 2011, 17:50   #22
Toni Wilen
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I don't know what are doing but both statefiles attached to this thread don't have any extra popping anymore.
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Old 08 December 2011, 18:00   #23
Shoonay
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Select Practise and start swinging your sword by pressing up+fire: every third hit = pop
<link removed>

Last edited by prowler; 08 December 2011 at 22:33. Reason: Direct link to The Zone removed.
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Old 08 December 2011, 18:19   #24
Toni Wilen
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See above, sound glitches that happen "randomly" (not each time) are normal when using non-a500 setups.
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Old 11 December 2011, 21:20   #25
Toni Wilen
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Posting here instead of beta thread because it is also Moonstone related.

http://www.winuae.net/files/b/winuae.zip should fix both Uridium II and Moonstone. (Technically this is just an ugly workaround..)

Technical details, problem is bad audio routine as expected:

Load AUDxPT
Load AUDxLEN
(load volume, period etc.. not important)
Start audio DMA. [Only AUDxLEN is copied to internal register at this point, AUDxPT is not! First DMA request is sent to Agnus]

If AUDxPT is reloaded now, it overwrites original AUDxPT. AUDxPT is not yet copied to internal register at this point. Due to way DMA requests work, this delay can take from about 20 color clocks to 240 color clocks. This explains the random nature of this problem. The faster the CPU, the better the chance this happens.

First Agnus DMA comes, AUDxDAT written. [AUDxPT is finally copied to internal register, audio interrupt triggered]

Now it is safe to write AUDxPT again (set looping position).
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Old 11 December 2011, 21:25   #26
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Quote:
Originally Posted by Toni Wilen View Post
problem is bad audio routine as expected:
Color me unsurprised.
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Old 11 December 2011, 21:56   #27
lordofchaos
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Quote:
http://www.winuae.net/files/b/winuae.zip should fix both Uridium II and Moonstone. (Technically this is just an ugly workaround..)
Yes that seems to have done the trick, thanks Toni ..I`m guessing this may hinder or help other games/demos, hopefully the latter.

Last edited by prowler; 11 December 2011 at 22:00. Reason: Fixed quote.
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Old 12 December 2011, 09:10   #28
Toni Wilen
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Quote:
Originally Posted by lordofchaos View Post
Yes that seems to have done the trick, thanks Toni ..I`m guessing this may hinder or help other games/demos, hopefully the latter.
Great. This improved hack should fix all similar cases (Random or not-so-random sound glitches if CPU is faster than 68000)

It can also break really stupid programs that start DMA first and then immediately set AUDxPT. There is at least one 68000 game (I think it was Fighting Soccer) that does above, but at least it still works fine, hack is only enabled if CPU is 68020+.
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Old 18 December 2011, 18:15   #29
Toni Wilen
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This update also fixes International Karate+ sound samples, works now without cycle-exact mode.

This was probably the most commonly reported sound problem.
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