Street Fighter (BETA) [Dolmexica Infinite]

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crow720
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#11 » Wed Jul 27, 2022 12:20 pm

Roz wrote:Please, dont use cd tracks because dont work in Dreamshell.

we'll have to wait for someone to fix the sound, but cd tracks don't suit me, I already tried it

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Ian Micheal
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#12 » Wed Jul 27, 2022 2:45 pm

crow720 wrote:I try to put cd tracks on it, technically it works, but the game goes crazy and bugs (I know, it doesn't make sense)


Cd tracks use zero cpu power but you cant load any data while it plays that's the same as the neogeo cd console so yes course it can be done saturn ps1 use CDDA like this.. Many of the older consoles use it..

Main thing to use it for is when you dont want to slow or use cpu power any other format is software decoding and will use main cpu power..
Can use APDCM decoding very little cpu power.. Postal uses this.. Shadow gangs uses CDDA driving strikers uses CDDA Xenociders uses CDDA so course it can be done on something as simple as this..


I have ADX and other api's you could use.. Homebrew.. Do not use ogg it uses 30% and 60% CPU spikes and is useless hammers the cpu and cache..

If you used CDDA you have to order your code for all the level and char's to be loaded into memory first.

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Ian Micheal
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#13 » Wed Jul 27, 2022 3:04 pm

Can use this https://github.com/ianmicheal/Dreamcast ... w-opensrc-

encoder
https://github.com/ianmicheal/radx

still going to have to do threading and check if streaming same as CDDA

make your own sample sample.adx api is easy and loop points work etc..

Got stop music before playing the next etc..

Please dont use ogg that's 100% crap..

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crow720
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#14 » Wed Jul 27, 2022 4:25 pm

Ian Micheal wrote:Can use this https://github.com/ianmicheal/Dreamcast ... w-opensrc-

encoder
https://github.com/ianmicheal/radx

still going to have to do threading and check if streaming same as CDDA

make your own sample sample.adx api is easy and loop points work etc..

Got stop music before playing the next etc..

Please dont use ogg that's 100% crap..


on pc, originally it reads ogg and mp3, the mp3 doesn't work, the rest i haven't experimented with yet, so i'll have to test, since the sound effects are wav packed in a snd file

dolmexica is a somewhat unknown engine for me still

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crow720
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#15 » Wed Jul 27, 2022 4:36 pm

cuando pueda arreglar el sonido planeo traer juegos como Killer Instinct, Mortal Kombat, Street Fighter 2 HD, y otros juegos de lucha 2D

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Ian Micheal
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#16 » Wed Jul 27, 2022 8:17 pm

crow720 wrote:
Ian Micheal wrote:Can use this https://github.com/ianmicheal/Dreamcast ... w-opensrc-

encoder
https://github.com/ianmicheal/radx

still going to have to do threading and check if streaming same as CDDA

make your own sample sample.adx api is easy and loop points work etc..

Got stop music before playing the next etc..

Please dont use ogg that's 100% crap..


on pc, originally it reads ogg and mp3, the mp3 doesn't work, the rest i haven't experimented with yet, so i'll have to test, since the sound effects are wav packed in a snd file

dolmexica is a somewhat unknown engine for me still

Yeah i helped other convert engines not to use ogg i have all the benchmarks it hits the fps on hardware up to 15fps and on cdr you have to have under 32kb to even stream using ogg want to learn more

https://dcemulation.org/phpBB/viewtopic.php?t=105823 Not useable for any thing if your not using hardware rending and software rendering on top of software mixing sound sub 24fps is all you ever get using ogg decoding..

not talking dc emulators here there 15% faster and have no file access decoding time.. So never think what ogg is doing on insert dc name it's doing on hardware..
kos ogg 44khz.png

TapamN
The CPU usage was as bad as I was afraid of. The average CPU usage was 16%, but there were large spikes of CPU usage that reached 60%. If you want to have a Vorbis file decoding in the background during a game, the game has to set aside enough CPU time for the worst case and ends up being limited to using at most 40% CPU usage, otherwise you'll get stuttering. This was measured playing a file stored from romdisk, so it CPU usage would probably be higher reading from a CD with syscall and inter-device communication overhead.

Above i have known for years been complaining about since 2003.. Want an example of fighting game native no emulation using non ogg and hitting 60fps

Game below is using zero no emulations ported native and using acdpm

Smooth as silk..

Common mistake by josh prod is putting out ports using ogg decoding and they run sub par at best..

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crow720
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#17 » Wed Jul 27, 2022 8:52 pm

Assuming I can use no OGG music, how can I play sound effects? I'm a bit clumsy with this dreamcast

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Ian Micheal
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#18 » Wed Jul 27, 2022 9:20 pm

crow720 wrote:Assuming I can use tracks from the CD, how can I play sound effects? I'm a bit clumsy with this dreamcast


That's no worries you can use SFX manger Multi streaming ADPCM native with kos..

https://github.com/ianmicheal/dreamcastwiki

Using libwav

https://github.com/ianmicheal/dreamcast ... ultiStream

https://github.com/ianmicheal/dreamcast ... /Audio/SFX

https://github.com/Dreamcast-Projects/d ... ultiStream

https://github.com/ianmicheal/libwav?or ... ianmicheal
Libwav api

You Can use these to stream play any sound effects CDDA has no effect on playing sound effects at all I pre load them using romdisk files look at the new indie game Shadowgangs using CDDA and sound effects etc xenocider..
You can use these or look at the source to postal it has this and updates as well ...
I use all the above in the New demo disk for sega powered mag and for wavstudios
You dont have to be stuck using ogg it's only good for menus or anything that does not meed 6o fps .. In menus it's fine..
But you have know every api you link is built into your main bin making it bigger and cutting the stack ram to start with.. It's best use as much of native kos as you can cant out layers like ogg sdl or any others and use small api's libs that dont bloat the main bin of your program to save on ram ..

You should never use ogg for playing sound effects it's threaded and would block access..

ADPCM or wav can be used for sound effects with little cpu use at all..
Only trying to help like i did with super tux and others because the days of using the worst api for sound should be over..

If shadowgangs used ogg music it be under 30fps not 60fps smooth as silk It would hit the cache and cpu cycle every cycle..
You have to taylor the engine to the hardware.. It's not very powerful embedded system with a slow optical drive..
Using cdda you will have to check if playing then stop if not playing start etc you can loop tracks with triggers etc.

Prolly a ton of working doing this proper and saving enff ram..

If you read this i use this to manage memory swap romdisks VFS into memory then remove them while in memory the assests load faster and you can use CDDA after loading in each rom disk because you can load and stream from a VFS while still playing CDDA etc so then when level 2 fight etc load the next romdisk of assets and then detach play cdda that would giving you almost unlimited memory of the amount left ..
https://dcemulation.org/?title=Romdisk_Swapping

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crow720
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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#19 » Thu Jul 28, 2022 10:47 am

Ian Micheal wrote:
crow720 wrote:Assuming I can use tracks from the CD, how can I play sound effects? I'm a bit clumsy with this dreamcast


That's no worries you can use SFX manger Multi streaming ADPCM native with kos..

https://github.com/ianmicheal/dreamcastwiki

Using libwav

https://github.com/ianmicheal/dreamcast ... ultiStream

https://github.com/ianmicheal/dreamcast ... /Audio/SFX

https://github.com/Dreamcast-Projects/d ... ultiStream

https://github.com/ianmicheal/libwav?or ... ianmicheal
Libwav api

You Can use these to stream play any sound effects CDDA has no effect on playing sound effects at all I pre load them using romdisk files look at the new indie game Shadowgangs using CDDA and sound effects etc xenocider..
You can use these or look at the source to postal it has this and updates as well ...
I use all the above in the New demo disk for sega powered mag and for wavstudios
You dont have to be stuck using ogg it's only good for menus or anything that does not meed 6o fps .. In menus it's fine..
But you have know every api you link is built into your main bin making it bigger and cutting the stack ram to start with.. It's best use as much of native kos as you can cant out layers like ogg sdl or any others and use small api's libs that dont bloat the main bin of your program to save on ram ..

You should never use ogg for playing sound effects it's threaded and would block access..

ADPCM or wav can be used for sound effects with little cpu use at all..
Only trying to help like i did with super tux and others because the days of using the worst api for sound should be over..

If shadowgangs used ogg music it be under 30fps not 60fps smooth as silk It would hit the cache and cpu cycle every cycle..
You have to taylor the engine to the hardware.. It's not very powerful embedded system with a slow optical drive..
Using cdda you will have to check if playing then stop if not playing start etc you can loop tracks with triggers etc.

Prolly a ton of working doing this proper and saving enff ram..

If you read this i use this to manage memory swap romdisks VFS into memory then remove them while in memory the assests load faster and you can use CDDA after loading in each rom disk because you can load and stream from a VFS while still playing CDDA etc so then when level 2 fight etc load the next romdisk of assets and then detach play cdda that would giving you almost unlimited memory of the amount left ..
https://dcemulation.org/?title=Romdisk_Swapping


then the engine would have to be modified to use wav instead of snd, the problem is that I don't know how to do that

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Re: Street Fighter (BETA) [Dolmexica Infinite]

Post#20 » Mon Aug 15, 2022 5:40 am

Hey Crow,

Thanks for your work so far on this project my friend.

Done a little video about my thoughts and generally showing off the WIP.



Keep up the good work

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