Download page for Monster Hunter Freedom Unite (USA). This long-awaited North American version of Monster Hunter Portable 2nd G serves as a sequel to Monster Hunter Freedom 2 for PSP. Monster Hunter Portable 3rd HD ver. Is a Action RPG video game published by Capcom released on August 25, 2011 for the PlayStation Portable. This is the English Patched ISO of Monster Hunter Portable 3rd HD ver. Released by Team Maverick One. It’s the 5.0 patch, the latest one before they shutdown their website.
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It seems there are full of message such as 'stdout: Queue is full', and the atrac3 thread would never start to work again after an atrac3 audio finished. Here are logs between 'stdout: Queue is full'. 29:18:500 usermain DHLE: hle sceio.cpp:319 1=sceKernelStdout 29:18:500 usermain IHLE: hle sceio.cpp:572 stdout: MoveRpcDataToQ: Queue is full! 29:18:500 usermain DHLE: hle sceio.cpp:595 2a=sceIoWrite(1, 09d61010, 2a) 29:18:500 usermain DHLE: hle sceio.cpp:319 1=sceKernelStdout 29:18:500 usermain IHLE: hle sceio.cpp:572 stdout: mlRpcQueueSend: IOP懁僉儏乕 / 儊僢僙乕僕儃僢僋僗 偑偄偭傁偄!!
I don't think there has ever been a build when sound fx ever played in the monster hunter games. The history of audio progress in those games is as follows:-. No audio at all, not even sound fx.
BGM started playing, but then disappearing when you transitioned to another area/few areas. This happened even before the at3+ native dll solution, as Monhun games do not use at3+ for BGM. BGM started playing consistently even after moving to new areas, and battle zones. This occured with commit which also fixed the kitchen issue. To reiterate, afaik, there has never been a ppsspp build which had the sound fx playing at all. EDIT:- Whoops, misunderstood the question. I wonder if early on it's failing to init or load the module, and so it skips it?
Does it call those functions in JPCSP? Come to think, does it even play sound effects there? If you change your JpcspTrace.config file to include these functions and re-run, it may help: sceSasInit 0x42778a9f sceSasCore 0xa3589d81 sceSasCoreWithMix 0x50a14dfc sceSasGetEndFlag 0x68a46b95 sceSasSetVoice 0x99944089 sceSasSetNoise 0xb7660a23 sceSasSetKeyOff 0xa0cf2fa4 sceSasSetKeyOn 0x76f01aca -Unknown. Great, thanks. So this game SHOULD be calling sceSas. Questions become:. Does it even start the sndPrxLoader thread in PPSSPP?
This can be seen in a log (probably near the top.). Does it start CsePspSndDrvThread and/or CsePspSasRendThread in PPSSPP?. Does it really not call sceSasInit before it runs a dialog in PPSSPP (probably savedata or msgdialog)? It could be we're not returning something correctly for the initial module load. It'd help a lot to see the initial part of the log. 22:20:22 usermain - sceSasSetKeyOff 0x8A8B200, 0x0, 0x1, 0xDEADBEEF, 0xDEADBEEF, 0x0, 0xDEADBEEF, 0xDEADBEEF = 0x80420016 I wonder if voices should start out paused.
Actually, I'm not sure - do we even initialize the voices properly? It seems like not.? 22:20:22 CsePspSasRendThread - sceSasCore 0x8A8B200, 0x9A0DB80, 0x8A90000, 0x80420000, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x0 22:20:22 usermain - sceSasSetKeyOff 0x8A8B200, 0x0, 0x1, 0xDEADBEEF, 0xDEADBEEF, 0x0, 0xDEADBEEF, 0xDEADBEEF = 0x80420016 This implies sceSasCore should reschedule. Very cool, we can almost ditch our own voice structs and just run on top of these. SampleFrac must be somewhere (the fractional sample position, used when playing back sound at rates other than the native sample rate).
UnkNoise2 is probably the internal state of a pseudorandom number generator? Unk2, unk3 is current envelope state? Also the formats of the pointed-to pcm and vag state might be interesting. These voices can also play back atrac in modern versions, maybe its state would be aliased on top of the others with a flag to distinguish? Or maybe the struct size is different in different firmware versions? Most likely, if there are two sets, it'll switch after each sceSasCore call by flipping a flag - you could look for a bit in the header struct that flips between each call.
Also, if there are two sets like this, then we can put sceSasCore on a thread without too much trouble. Would be interesting to know if the time for it to return changes a lot with the active voices. It may have a mixing latency of 'one grainsize' so that the media engine CPU can work asynchronously between calls to sceSasCore on the set that isn't currently being updated, and then sceSasCore should return quite quickly. Oh, I totally forgot you still need to compile common first. Probably common.mk should do this for you.
Also, while testing recently I realized I had to fix the file since I added some stuff to it directly while trying to make it load sceSas properly (it didn't until recently), I need to send a pull with these changes. But for now, to make it work all you need to do is:.
cd pspautotests/common && make. Remove the code in sascore.c from #define ARRAYSIZE(a).
To the end of void checkpointNext(.). These are all included in common.c / common.h now. I probably should've fixed all the instances when I added them there. In sascore-imports.S, correct 'sceSasSetTriangularWave' to 'sceSasSetTrianglarWave' (it should be misspelled.).
gentest.py tests/sascore/sascore -Unknown. : right, that's what I was looking. Still need to figure out the header. Also check other sdk versions. You can use gentest.py -a tests/sascore/sascore to have it test several different sdk version permutations (which takes annoyingly long.) it will report any that output something different.
How I figured out the above was I changed the test to call functions on a particular voice, and looked at the data, to see how it affected things. I didn't try any that don't affect voices, which probably affects the header/footer. Also: about the type-B thing, I use the latest libusb32 driver, it works natively on 64-bit Windows 7, iirc. The 0x00180010 is probably some pointer into some memory on the mediaengine side? I wouldn't expect voice X+32 it to change until after the next sceSasCore call, did you check before and after? If this isn't happening then the double buffering is probably internal only and it's only sized 64 as some kind of future proofing I guess.
Short trangleOrSteep; // 0=1, 1=441, 2=441.2. Max 100=441.100 Funny how this looks related to the sample rate 44100. Also, trangle surely is just a misspelling of triangle.
It's common in synths to have triangle waves that can be swept to saw waves (probably what 'steep' is about). We should report uses of triangle waves, maybe there are games that use it for basic sound effects. One easy actionable thing we can do now that we know all this is to initialize the defaults right on sceSasInit.
BTW I've got a reverb implementation I could plug in, it won't sound exactly the same though but could provide some decent ambience for games that use it. Okay, but that's just a slightly less efficient way of doing double buffering. It implies that the sceSasCore mixer is always one grain behind, working in the background (on that hidden mediaengine CPU) on the parameters that were set on the last call, reading them from X+32, while you are free to use the API to modify the next set (X+0) that will be processed. Which opens the way for us doing exactly the same, giving us an easy safe way to do the audio mixing on a background thread. Did you measure how long sceSasCore takes to return? Not sure I understand. Just call it twice, letting it take the time it wants to, and check that you get audio on the second call.
Sorry, but that makes no sense. I already did that above, and as you can see, it takes 34 ms the second time exactly as it took the first time. A delay in between does not change this. Yes, it has the audio data after these 34 ms, just like sceIoRead has the file's data after it returns.
This tells me absolutely nothing about it double buffering. If it was pre-generating frames it should take less time the second call, especially after a sceKernelDelayThread, but it doesn't. With or without, it still takes 34 ms. This is pretty darn clear from the above.
What are you asking? Ah we're talking about two different things, sorry if I was unclear. I just wanted to verify that after setting parameters, you don't get sound in the output of the next call to sceSasCore but you do in the one after that.
I wasn't concerned about the call timing. But it's interesting that it takes that long even if you wait.
Would seem to be an argument against my of how it works, alternatively that it estimates a minimum time that the second CPU will take to do the mixing for the last block and just won't return until then, although I'm not sure what the point of that would be. Right, that's what I was beginning to suspect too, I'm just worried it has some other purpose. And yes, I definitely agree one way or another we should be able to offload SasInstance::Mix to a thread which would be nice, since on iOS at least it was pretty high on the profile. We don't have the exact machinery to do that, but if we used a different waittype, it would not be at all hard. Still not sure where it stores its current position into vag/pcm, or anything like sampleFrac. I guess that's managed outside these structs?
I also tried changing the voice (to another identical vag sample, expecting it to restart) but it didn't seem to. But might be due to ADSR, still need to do better tests. Current position is most likely hidden on the media engine side - it can't be manipulated throuch sceSas. calls anyway and doesn't need to be duplicated. To keep things generic (as we can probably do the same for sceAtracDecode, which surely also should delay), maybe hleDelay can take a callback function that gets stashed somewhere and called on return if non-zero? So I think that we should change our code to use these structs directly for the voice parameters that are in them, and keep our phantom structs too for the media-engine internal state like the play position.
Yeah, that's exactly what I was thinking (re: the structs.) It seems like the header and footer may have end or playing flags so far, but didn't have much time today. Hmm, yeah, maybe it could. But that would mean a registry for savestates to work. Using an enum in some way instead would avoid that.
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But that's definitely a good idea. As you say, probably atrac, even outputblocking if we wanted, maybe mpeg (just the decode, in much the same way as now) could work in this way fairly simply. And centralizing it could make it easier to have an option if needed. All of these could also just join before running again or otherwise use the same mechanism. Outside the GE (with its OpenGL complications, etc.), I think IO is the only thing that might have to work differently, only because you can set the thread priority on it. Technically, you can set it for the dialog threads too, but that doesn't seem important I think.
I don't know of anything else, though.