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Author Topic: OhBoy  (Read 80591 times)

pcercuei

  • Posts: 1695
    • My devblog
Re: OhBoy
« Reply #140 on: September 04, 2014, 12:35:39 pm »
That's because the KEY_HOME event is sent when you release the power key, not when you press it.

surfi80

  • Posts: 252
Re: OhBoy
« Reply #141 on: September 04, 2014, 12:39:18 pm »
Hi-Ban great job, I love this emulator
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #142 on: September 04, 2014, 02:38:07 pm »
Yet another test build. The changes are:

-Increased sound buffer size. Now the sound crackling should be gone.
-Increased overall sound volume (it was too low). Now it sounds louder.

https://app.box.com/s/oo3p11jbw12mj93hjy0k

That's because the KEY_HOME event is sent when you release the power key, not when you press it.
Oh, then i won't consider it an issue.

If there are no issues with this version, i will make an official release.

Xaijiqq

  • Posts: 450
Re: OhBoy
« Reply #143 on: September 04, 2014, 02:59:20 pm »
increased volume, nice  :) thanks for all these updates

raygan

  • Posts: 158
    • I'm on Twitter and stuff...
Re: OhBoy
« Reply #144 on: September 04, 2014, 03:44:06 pm »
Is there any possibility of adding the ability to launch into roms from the command line? I ask because of this:

Adding rom shortcuts to the home screen

Thanks for your work on this. I really prefer the Start+Select combo to open the menu, and the volume boost is definitely seeming like an improvement on my unit.
« Last Edit: September 04, 2014, 03:47:09 pm by raygan »

Kouen Hasuki

  • Posts: 155
Re: OhBoy
« Reply #145 on: September 04, 2014, 04:37:09 pm »
Hey hi-ban!

Instant night and day difference in the audio!

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #146 on: September 04, 2014, 04:54:13 pm »
Is there any possibility of adding the ability to launch into roms from the command line?

I don't have plans for that yet, as the ability to launch roms from the command line require switching to gmenu2x rom browser.
Maybe when gmenu2x rom browser is more standarized, i will switch to it. But not yet, sorry.

Anyway, ohboy should already allow to launch directly with a rom as argument. I just checked the code.
« Last Edit: September 04, 2014, 04:57:13 pm by hi-ban »

Nebuleon

  • Guest
Re: OhBoy
« Reply #147 on: September 04, 2014, 08:28:43 pm »
Yet another test build. The changes are:

-Increased sound buffer size. Now the sound crackling should be gone.
-Increased overall sound volume (it was too low). Now it sounds louder.
I believe you've traded off audio underruns for some very noticeable video-to-audio lag.

Trying out Ohboy 20140903_test33, I do hear multiple underruns per second (10 or more). On today's 20140904_test10, the sound lags a lot from the video, but it has no crackling.

I am testing in Pok?mon Yellow. In Pewter City, with the Pok?dex open, I press A on an entry that is neither seen nor caught, and it makes a "ding" sound. On a Game Boy, I could make the dings synchronise to the music by pressing A also in sync (yeah, I did that sometimes), and in 20140903 I can to an extent, but in 20140904 I can't.

Same thing in the Pok?mon Center dialogue box after pressing A.

In your commit 587dbc7, you increased the PCM_FRAME constant to 1024 from 512, which was fixing the underruns by giving the hardware more time to report that its buffer was getting low. I think that's required for the GCW Zero - ReGBA with a 512 sample buffer, for example, didn't get enough time to put new samples in either.

But the PCM_BUFFER constant is still 4096, and main.c line 1451, in pcm_submit...
Code: [Select]
if (pcm_buffered>=1) while(pcm_buffered == pcm_bufferlen);... is how the application knows how many frames ahead it must emulate in order to try to keep PCM_BUFFER samples buffered, and how it synchronises on audio. That means it's emulating frames 93 milliseconds (4096/44100 of a second) ahead of the audio playback.

I'd recommend trying to lower the value of PCM_BUFFER for the GCW Zero, to either 3072 or 2048 (both multiples of PCM_FRAME).

[Currently, I believe the ring buffer handling is very broken and will not handle PCM_BUFFER not being a multiple of PCM_FRAME. Try tracing in your head what will happen to this code (main.c:1461..1468) when there are 2048 samples buffered, pcm_bufferlen is 2560, and you're trying to add 1024 samples to it... The buffer write position (pcm_head) will only be put back to the start ONCE when the loop ends and has already tried to write 512 samples past the end (3072 in total). Memory corruption will result in a possible crash.]

Nebuleon

  • Guest
Re: OhBoy
« Reply #148 on: September 04, 2014, 08:28:59 pm »
That's because the KEY_HOME event is sent when you release the power key, not when you press it.
Oh, then i won't consider it an issue.
No, there is indeed an issue with Power (SDLK_HOME). It is not the Power button press that gets the delay, but the first button pressed after Power is releasd. It gets about a second of delay.

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #149 on: September 04, 2014, 10:07:17 pm »
Another test build.

I followed Nebuleon's recommendation and lowered the value of PCM_BUFFER to 2048.
Now sound has much less lag.

https://app.box.com/s/34j74gcakgpmnxj3c9j3

Prot0man

  • Posts: 13
Re: OhBoy
« Reply #150 on: September 04, 2014, 10:30:11 pm »
@hi-ban, thanks for all your work on this emulator!

No sound lag issues for me on this latest test build.

I do have a request though, is it possible for you to add a fast-forward shortcut feature, similar to ReGBA?

Nebuleon

  • Guest
Re: OhBoy
« Reply #151 on: September 05, 2014, 12:37:29 am »
After printf-debugging it, I found what causes the Power flick to create lag for the first button you press. The event queue gets spammed with unknown button presses, but Ohboy (as of today, test16) doesn't purge the events on time.

Now this source of input lag should be gone in the next test OPK hi-ban posts.
« Last Edit: September 05, 2014, 12:39:45 am by Nebuleon »

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #152 on: September 05, 2014, 12:41:01 am »
Aaaaand, another test build:

- Fixed strange lag in menu input under certain circumstances. (Thanks, Nebuleon)

Download:
https://app.box.com/s/roo4ytfvjdajo8r17ss1

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #153 on: September 05, 2014, 12:42:53 am »
I do have a request though, is it possible for you to add a fast-forward shortcut feature, similar to ReGBA?

There is currently no support for fast forward in the emulation core, so i can't add that option, sorry.


Nebuleon

  • Guest
Re: OhBoy
« Reply #154 on: September 05, 2014, 01:26:30 am »
I do have a request though, is it possible for you to add a fast-forward shortcut feature, similar to ReGBA?

There is currently no support for fast forward in the emulation core, so i can't add that option, sorry.
Fast-forwarding is implemented by the frontend, not the core. It is usually implemented as follows:
  • Temporarily force high frameskip;
  • Request frames from the core as fast as possible;
  • Desynchronise the video from the audio;
  • Drop excess audio from the core.
Unfortunately for you, the frontend sucks at buffering its audio properly, so dropping partial audio from fast-forwarding would be anywhere from "pretty difficult" to "complete rewrite".

Kouen Hasuki

  • Posts: 155
Re: OhBoy
« Reply #155 on: September 05, 2014, 12:22:10 pm »
Thanks guys for all the hard work!

TimeDevouncer

  • Posts: 231
Re: OhBoy
« Reply #156 on: September 06, 2014, 09:26:09 am »
Wow! Amazing ;D. Thanks guys ;)
Look behind you! A three-headed monkey!

ker

  • Posts: 620
Re: OhBoy
« Reply #157 on: September 06, 2014, 10:32:48 am »
Aaaaand, another test build:

- Fixed strange lag in menu input under certain circumstances. (Thanks, Nebuleon)

Download:
https://app.box.com/s/roo4ytfvjdajo8r17ss1
No lag in menu now. Great!

hi-ban (OP)

  • Posts: 889
Re: OhBoy
« Reply #158 on: September 08, 2014, 01:29:51 pm »
I've released the latest build: 20140907 (no changes from the last test build)
The download on the official repository should be updated soon. Until then, you can download it from the first post of this thread.
EDIT: Download on the official repo has been updated: http://www.gcw-zero.com/downloads
« Last Edit: September 08, 2014, 02:55:15 pm by hi-ban »

Sivarticus

  • Posts: 12
Re: OhBoy
« Reply #159 on: October 28, 2014, 01:37:38 am »
Anybody know why this happens in Donkey Kong? After completing a level it's supposed to show a box with your times, but instead it's just blank.