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Author Topic: PSP fade slowdown issue  (Read 1198 times)

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Offline ErnestoGP

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PSP fade slowdown issue
« on: April 17, 2011, 02:22:05 am »
I seem to have a problem regarding my mod in the PSP.

whenever I finish a level or quit, the fade effect on the PSP seems to go on for an eternity. even when the music has completely faded away, the screen is still dark for a few seconds before it enters the completed stage screen.

I've tried out some other games on the PSP as well. Golden Axe Remake (PSP verson) and Skull Kings remake don't have this issue. Nightslashers X, on the other hand, does have the issue, but not as long as the one in my mod.

can someone please help? I'm sure that this could be an easy fix. tis very irritating this issue be. XP

Offline Plombo

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Re: PSP fade slowdown issue
« Reply #1 on: April 21, 2011, 09:56:55 pm »
What resolution and color depth does your mod use?

Offline MIKE MASTERS

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Re: PSP fade slowdown issue
« Reply #2 on: April 21, 2011, 11:18:14 pm »
that happened to me once, and at least for me the trouble was the size of the music, I used 16bit depth colour in the mod, so I resized the music and everything started to works good, I made the wav archive in 22,000 khz instead of 44,000 khz and 16 bit rate and then converting that in bor archive.
"Champagne for my real friends, real pain for my sham friends"

Offline ErnestoGP

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Re: PSP fade slowdown issue
« Reply #3 on: April 22, 2011, 12:28:21 am »
My mod uses the 480x272 resolution and the 16 bit color depth.

also, the bor files I use are already in 22 kHz and 16 bit rate, so that can't be the problem.

Offline NickyP

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Re: PSP fade slowdown issue
« Reply #4 on: April 22, 2011, 03:19:42 am »
I noticed that the long fade Ernesto's talking about happens with mods that use 16/32 bit color depth. Mods that use the ol' 8 bit fade normally.

I also noticed in like 3317 or so, sound effects create a "clash" sound when two or more play at the same time. Meaning every time you attack and land a hit, your ears get assaulted. I'm about to test 3342, will report if the same problem exists.

Offline utunnels

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Re: PSP fade slowdown issue
« Reply #5 on: April 22, 2011, 03:50:09 am »
That clash sound used to happen quite a lot on PC version long time ago, depends on how loud the sound is and how many sounds are played at the same time.

Offline msmalik681

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Re: PSP fade slowdown issue
« Reply #6 on: April 22, 2011, 06:02:02 am »
nightslashers x worked on on my psp 2000 fine from start to finish !

Offline bWWd

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Re: PSP fade slowdown issue
« Reply #7 on: April 22, 2011, 08:21:35 am »
I will make a thread about the sound issue, i thought i had damaged PSP speakers but i tested old version and it was OK.

Offline Plombo

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Re: PSP fade slowdown issue
« Reply #8 on: April 22, 2011, 11:58:02 am »
I know why it fades slowly on 16/32-bit mods.

In 8-bit mode, all the engine has to do to fade the screen is do brightness correction on 256 colors, and change the active palette.  That operation has a minimal overhead.

In 16-bit and 32-bit modes, however, there is no single palette that can be darkened to change the color of the entire screen.  So instead, it has to do brightness correction on every single pixel on the screen.  This is a very resource-intensive operation.  The larger the resolution, and the less powerful the CPU, the slower it will be.

The Wii port had the same problem until several months ago.  At that point, I added the vga_set_color_correction() function, which uses the graphics hardware to perform accelerated brightness correction and circumvent the problem.  Currently, it's only implemented for Wii and OpenGL.  But since the PSP port also does its rendering using the GPU, the fade effect in 16-bit and 32-bit color modes can be sped up dramatically if SX implements vga_set_color_correction() for it.

Offline ErnestoGP

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Re: PSP fade slowdown issue
« Reply #9 on: April 22, 2011, 03:00:07 pm »
I guess I'll keep it at the 8-bit mode until SX adds that. :b

thanks for the help. :3

 



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