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Sas Hack for Motorstorm and Gripshift in-game #6595

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sum2012
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@sum2012 sum2012 commented Jul 20, 2014

#3326, #1569

(I have tried to translate from jpcsp emulator fix but fail
http://code.google.com/p/jpcsp/source/detail?r=3339 )

@hrydgard
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Don't like this kind of hack very much. Are the games even worth playing without sound? Seems like just part of the experience. We should strive to find the real solution instead...

@hrydgard
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By the way, does that JPCSP change really fix these two games in that emu? What a bizarre behaviour....

@unknownbrackets
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Tests indeed show that the first call consistently returns a lower number of samples (pretty sure NOT half, though.) I'm not sure if that's related to this or not.

-[Unknown]

@sum2012
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sum2012 commented Jul 20, 2014

Only Motorstorm fix in jpcsp r3339

@sum2012 sum2012 closed this Jul 20, 2014
@hrydgard
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@unknownbrackets , if that jpcsp change fixes Motorstorm, it probably avoids a bug in the game... and in that case we should try to mimic the short first decode. Did you see a pattern in how low the number of samples on the first call is?

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Yes, it's always the same number, 1680:
https://github.com/hrydgard/pspautotests/blob/master/tests/audio/atrac/atractest.expected

But there's a lot in sceAtrac that is not accurate, I have not messed with it much because some parts seem to be held together with string... although, it does work generally, don't get me wrong.

-[Unknown]

@hrydgard
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Agree about the string part, or maybe really dry old duct tape.. But this we can probably do or approximate fairly easily. I'll look at it after the release.

@sum2012 sum2012 deleted the SasHack branch August 8, 2014 22:24
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