Closed GoogleCodeExporter closed 9 years ago
Just to add more to this, I tried r2489 from a few days back and the problem
wasn't
there. Maybe something got broken in between?
Original comment by argentee...@gmail.com
on 23 Jan 2010 at 7:44
Could be. I made a bunch of changes to Sif, and a bunch of changes were made to
Vif as
well. If you're able to provide a dump of that area of the game, it'd help...
Original comment by arcum42@gmail.com
on 24 Jan 2010 at 4:02
Yes, I confirmed it. But in r2490, in Sif.cpp. In function SIF1EEDma. Arcum, you
change else to if (sif1dma->qwc > 0) and the end of it. But! it's seems that
qwc was
changed somewhere, because if I return else (don't touch other lines) -- it
start to
work.
Original comment by Zeydl...@gmail.com
on 24 Jan 2010 at 7:45
All right. I'll change that back sometime soon. I could still use a dump if
possible
to test against, so I don't break it again, though, because this area of code
is
pretty touchy...
Original comment by arcum42@gmail.com
on 24 Jan 2010 at 8:20
Seems like it's back to normal in r2510.
I would do the dump, but unless you mean the console logs, I really wouldn't
know how
to do it...
Original comment by argentee...@gmail.com
on 24 Jan 2010 at 9:59
It's done by using Linuz Iso as a cdrom plugin, and checking "Create an iso"
before
running the game, then copying the file it generates out. But as long as it
works, we
should be good.
It's just I've been fiddling around with that area of code a lot recently, and
it'd be
easy for me to accidentally break it again...
Original comment by arcum42@gmail.com
on 24 Jan 2010 at 10:04
I gave it a try. I played through the subway scene until you reach the worldmap.
http://rapidshare.com/files/340295156/smt_nocturne.dump.html
Original comment by argentee...@gmail.com
on 24 Jan 2010 at 11:26
Cool. Once rapidshare lets me, I'll take a look. This way, next time I'm making
changes to that area of code, I'll be able to check if I'm breaking Shin Megami
Tensei: Nocturne. Or at least, that particular section of it.
Original comment by arcum42@gmail.com
on 24 Jan 2010 at 11:43
This is also a known voodoo cycle area.
Don't assume code breakage from your earlier rev, but again just a different
cycles
count.
Original comment by ramapcsx2
on 24 Jan 2010 at 1:03
Alright, checked this a bit more.
In the past it was broken at this point. With the old code one could pass this
area
by using speedhacks for example.
When I put back the "if (sif1dma->qwc > 0)", I couldn't pass it anymore, no
matter
the cycles.
Also I got 0 cycle warnings from the SIF interrupt logs I put in.
It seems a really good game to test SIF behavior now :p
Original comment by ramapcsx2
on 24 Jan 2010 at 1:14
Sounds like it. Pity I don't own it. (And haven't managed to download that dump
yet;
rapidshare is all tied up.)
For now, I've been making do with Grandia III(which breaks on the other else
statement), & Mana Khemia. The Persona games, too, to an extent.
My current uncommitted code's probably going to be scrapped. It's nice, looks a
lot
more consistent, seems compatible, breaks save states, and is slow as molasses.
:(
I'll probably just save a copy as reference...
Original comment by arcum42@gmail.com
on 24 Jan 2010 at 1:41
If it's a one file change, you could put it in, #ifdeffed away.
We're in experimentation mood anyway right now :p
Original comment by ramapcsx2
on 24 Jan 2010 at 3:34
Original issue reported on code.google.com by
argentee...@gmail.com
on 23 Jan 2010 at 7:16