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Corpse Party - [NPUH10117] - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: Commercial Game Discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=54) +----- Forum: JPCSP - Playable Games (https://www.emunewz.net/forum/forumdisplay.php?fid=65) +----- Thread: Corpse Party - [NPUH10117] (/showthread.php?tid=14619) |
RE: Corpse Party - [NPUH10117] - digiadventures - 04-02-2013 (04-02-2013, 07:42 PM)valid_user Wrote: Source patch for fixing some/all sound issues in Corpse Party: Is this your patch ? Can you please provide compiled version of jpcsp so people who don't know how to do that can test Or provide instruction how to apply that .patch file ? ( ready to use jpcsp would be better ) RE: Corpse Party - [NPUH10117] - serio - 04-02-2013 Quote:someone in this thread also said something about the wrong sound being played and if they were correct, this patch might not fix thatdon't worry about that part, this bug was fixed in r3081. it was related to the at3 media extractor getting confused if the file it accessed had identical filesize and buffer size as another file it extracted earlier, and treated it as "i already got this file, let's reuse the one i extracted earlier". now that it checks for the file's hash value, that shouldn't happen anymore. RE: Corpse Party - [NPUH10117] - gid15 - 04-05-2013 (12-20-2012, 01:36 PM)hyakki Wrote: r2932I understand now the audio problem: Code: 05:30:11 DEBUG hle.sceAtrac3plus - CWave::MainProc - sceAtracSetHalfwayBufferAndGetID halfBuffer=0x09E2EE80, readSize=0x8000, halfBufferSize=0x4E814 RE: Corpse Party - [NPUH10117] - digiadventures - 04-05-2013 Hopefully that circular data buffer will finaly fix tactics ogre RE: Corpse Party - [NPUH10117] - jakss - 04-06-2013 you are on "Corpse Party - [NPUH10117]"... happy too that this problem is solved.(r3087 and+) Thanks edit : I understand now not fix for corpse party... I test on r3090 r3087 and the same problem : BGM loops (instead of 3s now 4s) one good thing, the voices work perfect now. RE: Corpse Party - [NPUH10117] - digiadventures - 04-06-2013 Circular buffer is still not implemented, only once that is implemented looping should be fixed. RE: Corpse Party - [NPUH10117] - jakss - 04-06-2013 arrrg I haven't understand, sorry I thought that this circular buffer was in r3087 and +. So Good luck to gid15, sceMp3 and maybe anothers to implement this RE: Corpse Party - [NPUH10117] - shinster101 - 04-08-2013 The voices seem to work fine for me all I had to do is set in game text to show all right away and seemed to fix it. RE: Corpse Party - [NPUH10117] - gid15 - 04-12-2013 (04-05-2013, 07:22 AM)gid15 Wrote:A draft implementation for the circular buffer is now available in r3096. Could you re-test and post an updated log?(12-20-2012, 01:36 PM)hyakki Wrote: r2932I understand now the audio problem: RE: Corpse Party - [NPUH10117] - kasss - 04-13-2013 Hi guys! I think i have found the solution for this sound fix. Altough it doesn't extract the sound files in the tmp folder except that ExtAudio-0.wav file and when the music of the actual area is fully played, it has nothing to play after, but if you walk further, if you continue to another area, the music plays again with no lagging anymore. I tried at 9am, opened the save files from ch1 to ch5. I'm currently using JPCSP v.3098 for win 64, and there's no sound lagging. If you ask for my settings, i will post it. And thanks for the jpcsp team! (oops, this post is a little longer than i expected ) |