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ᅠ ˋˋ AUDIO WARNING 🔊 .ᐟ.ᐟ holding everything back is proving a little harder than Silver anticipated … audio edit by the LOVELY Myriadus show them some love .ᐟ ( braps below …💨 ) ᅠ

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I wanted to show you guys how hard we've been working to get the Diddy Kong Racing decompilation to run this well on the Sega Dreamcast... So I took the liberty of splicing together some high-action moneyshots directly captured from the console for a look at how the game currently performs. Just a few days ago, it was dipping to below 20FPS with audio cutting in and out as the main thread couldn't keep up with the audio decoding while simultaneously handling rendering and game logic. I know, I know, how could a Dreamcast struggle with an N64 game? It's because these decompilations are written to essentially emulate the N64's unique hardware as accurately as possible. In this case, that means the Dreamcast's main SH4 CPU is emulating all audio decoding, mixing, and synthesis in software, including DSP effects. This was originally handled separately by the RSP coprocessor in the N64... Not wanting to have to rewrite the entire audio back-end to use the DC's AICA sound processor, I've vectorized the absolute living HELL out of the ADPCM decoder with my SH4ZAM library... Which gave us enough performance out of the SH4 to continue emulating all of the sound processing in software. You will notice in the footage that the only time the FPS isn't at solid 30 is when there is a lot of overlapping SFX from nearby racers chattering or items getting used. That's the SH4 having to work even harder to mix multiple audio channels together and possibly even apply DSP effects to them as well!

Falco Girgis

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