Closed GoogleCodeExporter closed 9 years ago
I remember this bug report from the forums.
Really nicely explained and examples given, thanks for that :)
Unfortunately I have no idea how it messes up like that.
It may not even be the SPU2 plugin but an emulation error.
Could you try this with EE and VU0/VU1 interpreters enabled?
(I know it's slow, please bear with it :p )
Original comment by ramapcsx2
on 30 Mar 2011 at 9:15
Sure, I just tried it. It runs at 15fps with the interpreters enabled so it was
kinda hard to tell, but I think the music and notes are still a bit off. I also
tried both SuperVU recompilers but that didn't seem to make any difference.
With microVU, setting EE Round mode to positive and Clamping Mode to
Extra+Preserve Sign or Full actually makes the desync even worse and makes the
timing of the button presses to the notes way off, same with setting VU
Clamping to Extra+Preserve Sign. All other combinations except the default ones
seem to have little effect if any at all.
Original comment by agameofp...@gmail.com
on 30 Mar 2011 at 10:26
Aha, so the EE recompiler advanced settings do modify the behaviour?
Original comment by ramapcsx2
on 30 Mar 2011 at 10:46
Yup, it seems to change the timing of the falling notes and the hit detection.
Normally you have to press a button right as a note hits the bar near the
bottom, if it reaches all the way down then it counts as a miss, so even with
the music off sync the game still scores it right. Changing the advanced
settings, specially the clamping, makes the game register a button press as a
good hit when the note is at the very bottom and past the bar, and also makes
the sounds the notes make when you push them more off sync. Hope that helps.
Original comment by agameofp...@gmail.com
on 31 Mar 2011 at 1:42
Well, it helps as it clears up what the problem is.
I don't have high hopes this'll ever be fixed though.
It's clearly a case where the game relies on precise floating point
calculations that are out of the range of SSE's possibilities.
See the "Nightmare on floating point street" blog post here for more info:
http://pcsx2.net/blog.php?p=7
Original comment by ramapcsx2
on 31 Mar 2011 at 3:26
Yeah, rhythm games tend to need really accurate timing so I understand how hard
it's to fix issues like those, so no worries.
I just tested it again in Training Mode with 9 buttons and just listening to
the background track. It seems the game actually plays 2 or maybe more audio
tracks for the background music, one for vocals/melody and another for
additional complementary instruments, which is kinda weird since I always
thought it was just a single background track, or at least it seemed that way
with the older games. The track that's off sync is the one with the
instruments, it either plays just slightly slower or the vocal track is the one
that plays just slightly faster.
I can't tell if both the vocal track and the instrument track are a single long
track being streamed from the disc, if they're segmented by verse, or if the
additional notes are samples like the normal notes. I'm leaning toward samples
though since the additional instruments are the ones that sound all over the
place, while the vocal track tends to stay in rhythm, which is even weirder. I
guess a single and combined audio track for the background music would make
more sense but I don't really know much about programming, and from that blog
post I can see PS2 game devs liked to handle things in really unusual ways.
Original comment by agameofp...@gmail.com
on 1 Apr 2011 at 2:58
I agree:
It's most likely one static, streamed background song + dynamically added notes
played on the SPU2.
It's an interesting title to debug one day, so I'll keep looking for it :p
Original comment by ramapcsx2
on 1 Apr 2011 at 10:52
hmmm i wonder if overclocking the EE a bit will get rid of the desync, could be
the EE is too slow issue again.
Time to find this game so i can test, tomorrow :).
Original comment by andutrache@gmail.com
on 2 Apr 2011 at 2:05
Hey thanks for accepting the issue. I hope you manage to find the game, it's a
neat series so it'd be cool to have them all playable someday on PCSX2.
I recorded another video of just the background track on r4572, it's easier to
hear how there's a vocal track and another set of samples that play over it in
desync. Those samples seem to be taken from the same set or bank as the player
controlled notes, the ones that play when you press a button, but the
background notes play automatically and I guess they're controlled by the SPU2
or maybe the EE.
Here's the one I recorded
http://www.youtube.com/watch?v=sLZJMJGJ_mk
and this is the song on real hardware, with the playable game notes over it
http://www.youtube.com/watch?v=4ACADSTWmmM
Original comment by agameofp...@gmail.com
on 15 Apr 2011 at 7:53
r4752 fixed this issue, the music and the note sounds are no longer out of
sync, the songs play perfectly now. Latest version I tested it with was r4756
and it's still working perfect.
There's a small graphical bug left which is fixed in software mode, but that's
another issue unrelated to this one.
Original comment by agameofp...@gmail.com
on 22 Jun 2011 at 6:34
Wow, way to be mislead by the rounding stuff earlier.
Great it's fixed though :)
Original comment by ramapcsx2
on 22 Jun 2011 at 9:05
Original issue reported on code.google.com by
agameofp...@gmail.com
on 30 Mar 2011 at 8:53