dcsteve wrote:Hi Ian, would there be any speed up to use a different sound API? This i believe uses ALdc for sound.
Problem is just how slow the acia really is any other mixer that is ported would be much slower..
Mrneo240 has the rendering blazing fast turn the sound off pretty much fullspeed or over it
I feel sorry for mrneo. Does great work yet a ton of people are like " I hope this is gonna be worked on some more blah blah". Despite the fact he had mentioned hes done with it because other wise stuff like unbundliblng the executable and the assets will need a rewrite of how that is handled. Which is more work.
Then the constant complaint of the sound about needed to leverage aica. The only reason thr official kit was so much faster is because they had a driver ready with set functions. The current implementation for kos isn't close to as fast. Massive undertaking to write/rewrite the sound driver which people cant seem to wrap their head around.
I do not expect MrNeo to work on this further. His accomplishment already is extraordinary. What i hope happens is one of the many talented developers who read this forum initiate a pull request and optimize SM64DC more.
It's very difficult if you don't have the basement to work on this, to understand one of the most little thing of this fantastic work by @mrneo240.
I don't know if there is a way to learn.
I really encourage you to play hydra castle, as he's familiar with, @megavol85 did a wonderfull job on it. As we are concerned here, He change the sound bus to DMA.
I don't know if the sound use already DMA, and if it's possible to do the same here.
I'll build a gdi version for dreamshell ide mod, with F355challenge rearview @espirral disable the musics because it crashes a little with gdemu and cd, but with dreamshell last loader 0.7.x it works like a charm !
I'm curious to see the result here.
Else I play it a little with @Espirral hex widescreen code and it's fabulous.
I guess this is done for now but has anyone considered running CDDA music? Its streams and doesn't need the ram right? If so that could be a good route.
Im not a programmer but Id hope adding these triggers would be easier than the sound systems everyones talking about.
Other stuff that could be done is removing unused assets, I know there are a few models.
More extreme would be physically editing maps and models to have less polygons freeing up as much ram space as possible. (removing out of bounds polys adds up, trying it with my re-volt modding)
I have no idea what to do. Am I supposed to use Python to run the codes? What do I download from the github? I found a cdi already, but I want to try...
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No idea
dogbox2@dogbox2-PC /opt/toolchains/dc/sm64
$ make TARGET_DC=1
Makefile.split:152: build/us_dc/level_rules.mk: No such file or directory...