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Thread: Duke 3D PSP Save/Load temporary fix

                  
   
  1. #11
    DCEmu Coder
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    Before I migrate, what I'm CURRENTLY working on is a duke 3d command line interpreter. It's basically an agent that you boot instead of duke 3d and it will have options on it that you can throw in the command line (run duke with custom maps, etc) or other test options. It's mainly for my testing purposes but it may help some others as well (to the fellow who wanted to play custom maps) just select your map from a list, and go.

  2. #12
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    This is excellent, keep up the great work. This is what Psp homebrew is all about. Thanks

  3. #13
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    Mr. Peanut, this is some of the best news I've heard in a long time. Keep up the good work.

  4. #14
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    Hi guys,
    Just giving everyone a quick update. I've been looking into the high pitched duke voices and the problem seems to lie within the SDL_Mixer API for the psp. Unfortunately, I don't know any other solutions than SDL_Mixer, other than FMOD (can't use, as in you need to be a licensed psp developer to use it).

    If you want to know the technical details, from what I've learned about SDL_Mixer read on, and read on for my solutions:

    I'm almost 100% positive I'm right because only SOME of the sounds are higher pitched. The water drop sound is dead on, I headphoned the sound on my pc and the psp But others (namely, duke's voice) are way off.

    You load every sound the exact same way, and that way is provided to you by SDL_Mixer itself. So why are others higher pitched if they're all loaded the same way?

    When the sounds were sampled (recorded) they were done so at a specific frequency, and if the frequency is offset from 11025, 22050, or 44100 the playback of the sound will be offset (pitch shifted) from the recorded speed. This seems to be only a problem with SDL_Mixer. It rounds the frequency to the nearest 11, 22, or 44k.

    The only way I know how to fix this besides writing my own mixer (ha), and finding another sound mixer api for the psp is to resample the vocs to wavs. Voc is a crappy format anyway :P We only need to do the ones that sound bad.

    So guys, the sounds that sound funky from the original version, tell me which ones they are and I'll write a batch conversion utility that will extract them from the grp, encode the offending vocs as wavs, and put it back in the group, and they will sound fine.

  5. #15

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    Just want to say fine work you are doing Anway so I was just wondering MrPeanut, if in the furture you plan to support the loading of custom maps or total conversions? Also if you plan you include any type of hardware accerlation such as OpenGL or whatever? On more of a technical note, I was just wondering why you are working on porting eduke32 and not jfDuke?

  6. #16

    Default save/load feature of Duke Nukem 3D for PSP

    I clcik on the link and the file is not there anymore .. anyone know where I can get the fix? I luv duke!!!!



    Quote Originally Posted by MrPeanut View Post
    http://www.mediafire.com/?4ntuzomwds3

    This is stereomike's code that I modified to fix the save/load feature of Duke Nukem 3D for PSP.

    It is just a temporary fix, when you load a file, it loads the map you were playing from the beginning. It's not perfect, and it doesn't include any additional data (health, exact location, weapons, etc) but it's better than having to replay the whole game whenever you start it up.
    Read the included readme for more information on the subject.

    More fixes and updates are in the works. I'm supporting this project personally.

    Please PM me with any additional info, bug reports, feedback, etc on the release.

  7. #17
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    The latest Duke3D is Chilly Willy's Personal Build.

    http://forums.exophase.com/showthread.php?t=7499

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