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Thread: PSP7800: Atari 7800 emulator for PSP v1.1.2 (final)

                  
   
  1. #11

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    First off, thanks for your constant updates zx-81


    In the PC STELLA builds, there's a command line parameter of '-clipvol [0/1]' that supposedly gets rid of the sound clipping.

    Whenever you're bored, could you take a look at how they handle that? If it's easy to implement and use on the PSP version, it would probably also fix the major sound clipping/crackling problems that show up in PSP7800 and PSPATARI.

  2. #12
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    Unfortunately, neither PSPATARI, nor PSP7800 are based on Stella. PSP7800 is the "Prosystem" emulator for PC with a PSPSDK wrapper on it. A Damn great one too, ZX has done a tremendous job with all the bugging I do to get him to update it.

    The /clipvol option might work for PSP2600, but PSP2600 doesn't really have sound issues.

    But both PSP2600 and PSPATARI could benefit from adding a V-Sync option, if it's possible/available in the source code.

  3. #13
    DCEmu Coder zx-81's Avatar
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    i've uploaded on my blog new versions (but same filename) of both psp2600 and psp7800 with vsync option ...
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

  4. #14
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    Perfect. No more screen tearing on scrollling games.

    for the PSP2600, it's best to set the emu at 266mhz, vsync to yes, and frame limiter to no.

  5. #15

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    I know that neither are based on STELLA, I was just pointing out STELLA as an example of something that already has a way to deal with volume clipping that can be easily studied

  6. #16
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    Quote Originally Posted by JLsoft View Post
    I know that neither are based on STELLA, I was just pointing out STELLA as an example of something that already has a way to deal with volume clipping that can be easily studied
    ZX - I think he's got a point here. I've been pouring over the PSP7800 source code, but I can't for the life of me figure out how to adjust the overall volume output. It seems like the Emu has enough speed now with it USing the PSP GU, but the sounce issues seem to be more output volume-overflow oriented than speed issues.

    Is there a way to know the source volume back to say 90% before it processes through the PSP mixer?

  7. #17
    DCEmu Coder zx-81's Avatar
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    Using SDL_MixAudio function you can modify the volume of your samples
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

  8. #18
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    Ok, Where does that go, in the PSP_sound.c file?

    I understand it needs this function, but not sure exactly where to put it.

  9. #19
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    ZX - I know this one is pretty much finished, but I'd really like to try attenuating the sound output down to about 75% (or maybe 50% to see if a dramatic difference) of full volume. I think this will clear up the scratchiness in some games, but I can't seem to figure out how to to the SDL_MixAudio function to make a difference.

  10. #20
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    Default Some quick help please

    Sorry if this is a noob question - but I can't get a visual with this and have tried everything. Just a black screen with audio....Running 3.90 M33....have added the 7800.rom.....and just get a black screen. Any ideas? Thanks!!

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