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Post by DarkKobold on Nov 29, 2019 7:24:02 GMT
First and foremost, I built a game, and it plays fine through the emulator. Every music track plays fine directly off the CD on a TurboCD unit. However, when using CD_fade(0x0C), the music never comes back. Interestingly, Bizhawk does not emulate this issue.
It might be some other unlisted function which restores CD audio? Or is that why there's no info on cd_fade()?
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Post by elmer on Nov 29, 2019 7:51:33 GMT
It might be some other unlisted function which restores CD audio? Or is that why there's no info on cd_fade()? For a start CD_FADE is BIOS call $0F and not $0C ... but ?? ??
Directly from the CD BIOS documentation ... CD_FADE: Starting and Cancelling of Linear PCM and ADPCM Fade Out
IN AREG: Operation mode $00 Cancel FADE OUT $08 PCM FADE OUT (6.0 sec) $0A ADPCM FADE OUT (6.0 sec) $OC PCM FADE OUT (2.5 sec) $OE ADPCM FADE OUT (2.5 sec)
OUT: None
Description: Once fade out is set, audio circuit will remain in a muting state until canceled.
Cancel fade out before playing another song.
Is that not accurate?
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Post by dshadoff on Nov 29, 2019 11:47:29 GMT
I think what you've tried to do is to fade out the CD audio at a 2.5 second rate, correct ?
Did the fade work correctly ?
Did you use CD_FADE(0) to cancel the fade at an appropriate time in order to restore sound ?
For some reason, I recall hearing something about the 2.5 second fade had a weird behaviour (but can't recall whether the comment was about ADPCM or CD)... do you get the same behaviour with a 6-second fade ?
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Post by DarkKobold on Nov 29, 2019 17:50:53 GMT
It might be some other unlisted function which restores CD audio? Or is that why there's no info on cd_fade()? For a start CD_FADE is BIOS call $0F and not $0C ... but ?? ??
Directly from the CD BIOS documentation ... CD_FADE: Starting and Cancelling of Linear PCM and ADPCM Fade Out
IN AREG: Operation mode $00 Cancel FADE OUT $08 PCM FADE OUT (6.0 sec) $0A ADPCM FADE OUT (6.0 sec) $OC PCM FADE OUT (2.5 sec) $OE ADPCM FADE OUT (2.5 sec)
OUT: None
Description: Once fade out is set, audio circuit will remain in a muting state until canceled.
Cancel fade out before playing another song.
Is that not accurate?
So, interestingly, this error is with Bizhawk (and most likely mednafen as well). You don't need to cancel the fade after switching tracks in the emulator. It worked fine, so I totally missed the need to cancel fade.
Also, this isn't on archaic pixels, and there are other errors as well. (For example, map_get_tile is 100% tile based, not pixel based like AP says).
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