NEO4ALL with mp3 support for ide and sd / Dreamcast

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Ripfire
stalker
Posts: 284

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Post#11 » Fri Sep 25, 2020 11:57 am

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Last edited by Ripfire on Fri Sep 25, 2020 10:20 pm, edited 1 time in total.

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ShindouGo
Power Stone
Posts: 584

Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#12 » Fri Sep 25, 2020 4:51 pm

it's interesting :)
The size of audio files is divided by 4. It's not as much as an MP3 but it's already interesting :)
Especially since in Neo Geo games it is not the data that takes up space but the audio tracks.

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aldair
Metallic
Posts: 802

Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#13 » Fri Sep 25, 2020 8:08 pm

Ripfire wrote:ESPAÑOL CARIBEÑO:

Tengo una version modificada del NCDZPSP v2.3.5 de NJEMU combinado con el codigo del Neo4all de Chui que utiliza archivo .cue (iso+wav [22050hz x 24 kbps @ mono-channel]) funciona correctamente (52 @ 60 fps), sin embargo estoy tratando de cambiar el aspecto de 16:9 a 4:3 sin exito ninguno. Proximamente habra una version de prueba.

BAD ENGLISH

I have a modified version of NJEMU's NCDZPSP v2.3.5 combined with Chui's Neo4all code that uses .cue file (iso + wav [22050hz x 24 kbps @ mono-channel]) works correctly (52 @ 60 fps), however I am trying to change the aspect from 16: 9 to 4: 3 with no success. Soon there will be a Test version.

NJEMU Source Code: https://github.com/phoe-nix/NJEMU/releases
NEO4ALL Source Code: http://chui.dcemu.co.uk/neo4all.html
In dreamshell the gdi with raw sound to use in the sd carton needs to be converted to wave in make_iso.

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aldair
Metallic
Posts: 802

Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#14 » Fri Sep 25, 2020 8:10 pm

aldair wrote:
megavolt85 wrote:
ShindouGo wrote:I must therefore put the contents of the "neo4all" folder at the root of the CD


no, it's don't work from CD

On the sd card it only recognizes if it has the sd1 partition.
Can Dreamshell open the 4 partitions on the sd card?

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Ian Micheal
Developer
Posts: 5993
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Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#15 » Fri Sep 25, 2020 8:50 pm

cdda takes zero cpu time any mixing wav mp3 will be done on the main cpu with neo4all it will use autoframeskip to make up the change of using wav/mp3..

sound mixing will cause a cache stall because all homebrew sound mixing is software does not use the dsp in the acia.. Cdda is dma direct to the acia uses no time..


playing a wav or mp3 on the dreamcasts uses 10 to 15% cpu time or more 50 to 60fps plus the fact you thne mixing sound effects on top of the mp3 or wav ..

Done profiling using neo4all and aes4all any time a sfx is played it drops up to 5 to 10fps which is made up with autoframeskip

Want to see the real speed of the emulation turn framskip off then play the wav and sfx together

Uukrul
noob
Posts: 1

Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#16 » Tue Nov 17, 2020 4:12 am

@megavolt85 Is the source code with your modifications available somewhere? If not, could you please upload it?

Many thanks.

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megavolt85
Developer
Posts: 1786

Re: NEO4ALL with mp3 support for ide and sd / Dreamcast

Post#17 » Tue Nov 17, 2020 9:02 am

Uukrul wrote:@megavolt85 Is the source code with your modifications available somewhere? If not, could you please upload it?

Many thanks.


unfortunately the source code has been lost

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