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Reducing lag from switching songs using exactly the same set of loaded samples #450

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KungFuFurby opened this issue Oct 18, 2024 · 0 comments
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c++-side Involves the AddMusicK program itself in some way. new-dataversion Requires bumping up the data version in the ROM, recorded on the SNES side. snes-side Involves the 65816 code. May or may not be specific to Super Mario World.

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@KungFuFurby
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KungFuFurby commented Oct 18, 2024

Related to #240, but it is inspired by a methodology that LadiesMan217/Rem was trying to do manually. Specifically...

  • Check which songs use exactly the same set of samples.
  • Set the sample directory based off of the largest song.
  • Load samples if they're not already loaded.
  • For all subsequent songs that use the same sample pack, just load them.

This requires a data version bump because it changes the behavior of how the sample listings are handled, especially on the SNES side, since the auto-detection mechanism of the sample directory is going to be on its way out in this specific case. It requires the implementation of #424 for a start... but then I have to implement full-blown sample pack IDs, because now I'll be tracking all of the local songs by sample pack ID. This may also have an optional add-on pack or packs, complete with memory locations to upload to, because of sample groups containing non-important samples, and/or there are minor add-ons that still meet the memory requirements, at least in theory.

@KungFuFurby KungFuFurby added c++-side Involves the AddMusicK program itself in some way. snes-side Involves the 65816 code. May or may not be specific to Super Mario World. new-dataversion Requires bumping up the data version in the ROM, recorded on the SNES side. labels Oct 18, 2024
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Labels
c++-side Involves the AddMusicK program itself in some way. new-dataversion Requires bumping up the data version in the ROM, recorded on the SNES side. snes-side Involves the 65816 code. May or may not be specific to Super Mario World.
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