Hey mudlord, I have a trophy for you. It's for the ten thousandth time that has been pointed out to me by a "special" person.
Back on topic: I recall thumbing through the N64 documents, and never saw anything about audio aside from it being all "mixed in software". Does that mean it's similar to GBA's DirectSound channels? Or is there some involvement from the RSP that complicates things? If it's the former I will add audio for you right now![]()
Yes, on real hardware the audio DAC is connected directly to the RCP chip. It automatically handles whatever oddball sampling rate the games generate. Last year I used a frequency counter to check the sampling rate of a few games while looking into making a digital audio output for my real n64. Mario 64 was about 32khz even, but Gretzky was only 22.5khz. Sadly most spdif equipment won't accept sampling rates under 32khz.
Well, OpenAL isn't really cross-platform, it is a proprietary API which is available on whatever Creative Labs wants it to be. OpenAL Soft is a free, fully cross-platform API, but it processes audio on the CPU, which I guess already has enough load with the emulator itself. Or you could go with OpenAL 1.0, but that's really archaic. DirectSound/XAudio is definitely out of the question...I'll rewrite for OpenAL just FYI (as I want to remain cross-platform...)![]()
I don't really understand that though. So how does the DAC know to lower the sample rate anyway? Why not just put everything out at 32Khz? Hell I might as well learn some real technical info about the n64 then just throw around buzzwords.![]()
Did some testing with LoZ: OoT. Runs really well (If a bit slow).Only one graphical bug I noticed aside from 1 or 2 random flickers in the opening cutscenes, see attachments.
Pause menu comes up immediately after pressing start, something other emulators don't seem to get right (Is this only me?). And I had heard other people mention that the paper doll of Link doesn't display in most emulators or something to that effect. No problems with that here either! Do you have any documentation on the AIF? Perhaps since you amassed so many docs you could put them on a repository of some kind?
Sorry to ask that, but what is the "paper doll" of Link?And I had heard other people mention that the paper doll of Link doesn't display in most emulators or something to that effect.
Sorry to ask that, but what is the "paper doll" of Link?
EDIT2: Majora's Mask has some pretty odd bugs as well, the first two with the multiple Ocarinas may be somewhat easy to trace. The third image is when Link trips balls after falling off the ledge, and is clearly corrupted. The third is the spin attack in Deku form being wildly screwed up. Anyway, you may have already seen this, but there you go![]()