Super Mario War

PS3 Super Mario War 1.8_12

PS2 version suffers for the same sound issues. Would you like to look at it too? ^^
I can certainly take a look, but the smaller RAM will be a huge problem.

What I did was load the decoded music files in memory (takes loads of memory) and play them as chunks or sound effects. From my testing, 50% of the time the PS3 can't allocate enough memory for the decoded music file (it's better in RPCS3, it rarely fails there), resulting in playing a game with no music until you reload the level and hope it can allocate it then.
For the PS2 that would be a huge hurdle, as I'm not even sure I can fit the main menu music in RAM, but I can certainly try.

Edit:
As a side note, I guess it would be a good idea to try and play the ogg files using ps3soundlib in order to use the SPUs for sound processing, but that would require bigger of a rewrite. Maybe a challenge for the future lol
 
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Oh it have 32MiB, minus executable size. What about ADPCM? Designed for streaming (code for it and converter you can find i.e example in Open PS2 Loader github repository).
 
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Oh it have 32MiB, minus executable size. What about ADPCM? Designed for streaming (code for it and converter you can find i.e example in Open PS2 Loader github repository).
I'll have to check out the PS2 version code, but on PS3, the game loads onto memory sound effects and sprites when starting the game, music and level assets are the only things loaded on demand or streamed. If the PS2 works the same way, we'll have very limited memory to work with if I were to try the same fix.

I have a suspicion that the issue lies in how the Mix_LoadMUS() function works, because on the PS3 I tried loading the music file onto memory and then streaming it from there but it still had distortion. It looks like on demand streaming and decoding is where it fails.

I peeked a bit in the PS2 version source code and the music player seems to be more modular than how it is on the PS3, so maybe we can implement other libraries that stream and decode the music files.

In the subject of PCM formatted sound files, at least on the PS3, streaming WAV files either in pcm_s16 or pcm_u8 formats yielded the same results, even worse distortion, which seemed weird as there should be no need for decoding and the playback should be easier. I could try streaming WAV files on the PS2 and see if that helps or not.
 
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There are purple tiles appearing when somebody dies. They seem to be placeholder graphics, because I tested this on my old PC years ago and they didn't appear on that version. But there are no missing files between the PS3 and the PC version. Maybe they are graphic files the PS3 can't display properly? (I can post a screenshot eventually if that helps)
 
There are purple tiles appearing when somebody dies. They seem to be placeholder graphics, because I tested this on my old PC years ago and they didn't appear on that version. But there are no missing files between the PS3 and the PC version. Maybe they are graphic files the PS3 can't display properly? (I can post a screenshot eventually if that helps)
Yup, the game uses the magenta colour as the transparency value, and the game seems to have a bug where the magenta colour shows when the sprites are loaded with a transparency effect before being read, so the game reads a transparent magenta value and shows it instead of making it invisible. I tried finding that bug but couldn't, I'll keep looking for it and see if I can fix it.
 
Super Mario War 1.8_r10 freeze issues
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So I installed this amazing homebrew game but sadly a minute or two into the game it freezes my console resulting with me using a power button reset. Is this happening to anyone else? Anyway to overcome this? This is the only game on my system having this problem. For context I'm on the 4.92.2 evilnat CFW on a CECHL01. I tried what others did by lowering the FPS in the graphics settings, however even at 45 FPS it's still freezing. This is while playing versus one bot. UPDATE: I tried with no bots, two players and the same results. I will try some of previous releases for STABILITY. UPDATE #2: So I installed the previous version 1.8_r9 and I have no freeze issues whatsoever so something is wrong with the latest release, I hope this gets resolved soon.
(Staff Edit: Thread Merged)
 
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blckbear_ updated Super Mario War with a new update entry:

Super Mario War PS3 1.8_r11: Some bug fixing.

Changelog for 1.8_r11:
  • Fixed a long standing bug in the alpha blending when loading sprites that lead to a magenta background showing around sprites that were loaded with an alpha value.
  • Set audio mixer to mono and converted music and sfx files to mono in an attempt to reduce RAM usage, improve music loading and hopefully reduce crashes.

Read the rest of this update entry...
 
Super Mario War 1.8_r10 freeze issues
.
So I installed this amazing homebrew game but sadly a minute or two into the game it freezes my console resulting with me using a power button reset. Is this happening to anyone else? Anyway to overcome this? This is the only game on my system having this problem. For context I'm on the 4.92.2 evilnat CFW on a CECHL01. I tried what others did by lowering the FPS in the graphics settings, however even at 45 FPS it's still freezing. This is while playing versus one bot. UPDATE: I tried with no bots, two players and the same results. I will try some of previous releases for STABILITY. UPDATE #2: So I installed the previous version 1.8_r9 and I have no freeze issues whatsoever so something is wrong with the latest release, I hope this gets resolved soon.
(Staff Edit: Thread Merged)
Hi, I know the freezing issue exists and it's being hard for me to pinpoint what it's causing it. The game had freezing issues before, but they took longer to show, now they show up faster. I suspect there's a memory leak somewhere, and with the new sound system it uses more RAM and now the memory leak fills up RAM faster.

There are purple tiles appearing when somebody dies. They seem to be placeholder graphics, because I tested this on my old PC years ago and they didn't appear on that version. But there are no missing files between the PS3 and the PC version. Maybe they are graphic files the PS3 can't display properly? (I can post a screenshot eventually if that helps)

This issue should be fixed now, no more magenta background behind transparent tiles!
 
Hi, I know the freezing issue exists and it's being hard for me to pinpoint what it's causing it. The game had freezing issues before, but they took longer to show, now they show up faster. I suspect there's a memory leak somewhere, and with the new sound system it uses more RAM and now the memory leak fills up RAM faster.
Just a small update, I've been debugging the game on RPCS3 and indeed, after a couple of minutes the game tries to write to restricted memory, which leads me to believe that there's a memory leak somewhere and the new sound system made the leak worse. I'll try to either improve the new sound system or find a way to fix the old one (I suspect issues with the old one are in the libvorbis library or SDL 1.2). But for now, the game will sadly crash.

I think that in the meantime I'll make a build with all the new fixes except for the sound system, so at least it's playable and doesn't crash (it will, but it will take longer), but with bad music playback again.
 

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