Closed GoogleCodeExporter closed 9 years ago
please upload internal game save instead (scd.brm) if possible
Original comment by ekeeke31@gmail.com
on 1 Nov 2012 at 6:13
Sure, here it is.
Original comment by iceknigh...@gmail.com
on 1 Nov 2012 at 6:31
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Original comment by ekeeke31@gmail.com
on 6 Nov 2012 at 6:52
[deleted comment]
[deleted comment]
Well, that was an easy one: this game, like a few others I already knew,
require some delay between the time a PLAY command is being sent by the game
and the CD drive actually reaching its destination. I simply needed to increase
the currently used delay values.
Fixed in r735
Original comment by ekeeke31@gmail.com
on 6 Nov 2012 at 8:07
That's great news, thanks for fixing it!
Just curious, is it calculating the delay based on the position that's being
read and the destination?
If it's currently a fixed delay and you need help making it accurate, perhaps
somebody could write a simple Mega-CD program that shows the elapsed time
between specific positions, so we could post the results that could be used as
a guide to actually calculate it.
Original comment by iceknigh...@gmail.com
on 6 Nov 2012 at 11:47
Well, even if there was someone writing a test program (which is very unlikely
considering i don't know anyone else actually working on Mega CD emulation), it
would probably not be so simple as the drive access time is not really
consistent and depends on many other factors than only the moving distance.
The fixed value represents the minimal time required to "initiates" the
mechanism when it is paused or stopped (it should be larger when the disc is
not spinning but games only need the delay when coming out of pause). It is
currently set to 13 x 75hz interrupts, which makes 173ms ( approx. 10 lines).
I only add the seek time (factor of the difference between current CD block and
seeked CD block) when playing an audio track, since some games take the delay
in account to synchronize with music played from the end of the disc. For data
track, it only increases loading time when the game has a very large data track
and access the last blocks, fixed minimal delay seem to be enough, it just
needs to be adjusted for the few games relying on this.
Original comment by ekeeke31@gmail.com
on 7 Nov 2012 at 8:37
Original issue reported on code.google.com by
icedoma...@gmail.com
on 1 Nov 2012 at 4:22Attachments: