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by mudlord88 at 9:19 PM EDT on September 13, 2015
RB: the process of editing code within MAME will take forever to do. The current process is:

1) load ROM in IDA or whatever
2) find funcs
3) use PJ64 to test for disabled code by changing interpreter loop
4) once modifications are done, use savestate to batchrip usfs.

USF ripping in MAME would involve modifications to save PJ64 savestates. Point 3 would take forever to do due to constant recompiling. Does MAME come with a assembler?

edited 2:30 AM EDT September 14, 2015
by kode54 at 9:37 PM EDT on September 13, 2015
It is pretty terrible that the ripping process has to involve inserting debugging code into the emulator and/or running the emulator itself under a debugger.
by mudlord88 at 10:14 PM EDT on September 13, 2015
What would be nice is a assembler, like OllyDbg has. That way code can be easily modded in realtime using the debugger interface. It would certainly make USF ripping much easier.
by mudlord88 at 7:20 AM EDT on September 16, 2015
Messed around with the debugger today, I have one question though:
How are TLB based titles handled with the IDA savestate loader, and when ripping?
by 47iscool at 7:44 PM EDT on September 16, 2015
Fifofull makes certain zelds songs stop.
by 47iscool at 7:44 PM EDT on September 16, 2015
Removed

edited 9:12 AM EDT September 17, 2015
by kode54 at 9:01 PM EDT on September 16, 2015
Which ones? Should I also double post?
by mudlord88 at 11:14 PM EDT on September 16, 2015
Yeah, why not, apparently double posting makes your problem more noticable anyway.

by 47iscool at 9:11 AM EDT on September 17, 2015
I didn't mean to double post. No need to make it an issue, not everyone can reply back at the moment. What happened to patience?

Anyway...

For instance, on the oot 1.2 rip most, maybe all songs stop at 3:23.

Just try Kokiri forest or "House". I'm not sure or not if the 1.0 rip has this issue but I assume it does.

Also the usf plugin is set to loop forever.

edited 9:29 AM EDT September 17, 2015
by kode54 at 9:58 PM EDT on September 17, 2015
With lazyusf2, I do notice that the Ocarina of Time 1.2 rip does cause an annoying CPU load spike twice in the track, around 3:23 and 5:xx, but continues playing.

The current 1.0 set plays fine with _enablefifofull, though. So I'm guessing it's something either from over-trimming, or from other ripping errors.

E: Wait, just heard a break in the 1.0 soundtrack as well. Odd.

edited 10:00 PM EDT September 17, 2015

E2: Aha, it executes for like 1.4 seconds on my Core i7 4790k during one usf_render call, before producing any sample data.

edited 3:35 AM EDT September 18, 2015

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