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Old April 19th, 2004   #41 (permalink)
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hmm maybe trying it with the latest pcsx2 build on sourceforge? theres been a couple of SPU addressing fixes made to the main code which may help it along. i cant test it myself because you need to build the latest GSSoft too, and for some reason even with the DX SDK and SDL lib's i still cant compile it, maybe someone else can
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Old April 20th, 2004   #42 (permalink)
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Wink Damn,GREAT release!

I mean new release v1.1 of spu2 plugin from Pete here,not old 1.0!
Music playing now good!
Sounds and checks menus in games too!
But Pete your plugin very needed in savestates support!!!Very hard play or testing your plugin without it!
I am want believe what in next release it will be supported!
Thanks,very nice and fast release ,from best coders!
Now listen my wav file,it in some poor quality(sorry me,but believe me in full quality it unbelievable), because in 44khz/stereo, it about 10mb!
WildArms3 music at startup!
Very cool release,keep it up Pete,we all will be wait next release soon,how you can!
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Last edited by Han-mut; April 20th, 2004 at 14:30.
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Old April 20th, 2004   #43 (permalink)
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Weren't you banned? Pete will add save state support eventually when he gets around to it why is it you never read the rules...
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Old April 20th, 2004   #44 (permalink)
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Currently I have disabled the save state functions, since I don't like how PCSX2 is handling that at the moment (on save, the plugin has to allocate the memory, give it to the emu, and hope it will get freed properly? bad style, since there are different ways to allocate/free memory... for example the Peops plugin will never do 'new' for allocation, since it's written in pure C. Also I am also missing some 'unique plugin sign' in the save states, so a plugin can detect on load that another plugin has created the save state... for example your plugin would most likely simply crash when trying to load the stuff that my plugin has written before).

I have to talk with Linuzappz about that, I think.
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