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Eternal Champions S-CD help |
yeahok - May 24, 2003 |
suikojay | May 24, 2003 | |||
Are you using Gens to play it. If you are, then you should try enabling the Perfect Synchro. It "might" solve your problems of the game freezing. |
yeahok | May 24, 2003 | |||
Forgive my nOOB-iness, but what is perfect synchro? |
yeahok | May 24, 2003 | |||
K I'll try it. thank you, by the way. |
suikojay | May 24, 2003 | |||
Oh, as for the mp3s, how did you name them exactly, and how is your iso named? |
Jurai | May 25, 2003 | |||
iso+mp3 is lame++ for segacd, get a bin/cue |
Jurai | May 27, 2003 | ||||
iso+mp3 burns delay audio improperly on hardware, regardless of if pauses are set to 0 |
Alexvrb | May 27, 2003 | |||
ISO+MP3, as I stated before, is more than adequate in many (not all) cases. If its a game that (like many Sega CD games) loads the level/area into memory and then just plays the CD audio as you chug along, it makes virtually no difference. Some games I would not download/create with ISO+MP3, but for most it works great and saves lots of space, even at high bitrates. |
Jurai | May 28, 2003 | ||||
and as i said the audio starts up late and isnt true to the original so stfu |
BooBoo02 | May 28, 2003 | ||||
I remember 2 years ago, there was alot of discussion here about delays in audio with iso/mp3 uploads. If you rip the audio with a decent audio ripper, you will not get delays in your game audio. One very likely way you will recieve long delays in audio is if you use binchunker to convert your bin/cue's to iso/wave then using an audio program to convert to mp3 before an upload. This gave me (if my memory serves me corectly) about 5 second delays on the audio. What i do is convert the bin to iso and use Musicmatch jukebox to rip the audio tracks. |
Alexvrb | May 29, 2003 | ||||
Oh my! Here you are again, pissing on everyone else. As I was saying, a very short audio delay is not a problem with background music. It loads and plays in the background, so unless you screw the rip up real bad it is fine. The delay would be (and has proven to be) very very minimal. If it is a game with videos synced to CDA, thats one thing. If its just background music, it doesnt matter. |
M3d10n | May 29, 2003 | |||
Jurai is prolly referring to the whooping 2 seconds delay that is present in a good amount of Sega CD games. Yo, tool, that's not due the compression. It's due retarted people using Nero to rip their tracks and leaving the "add pause between tracks" option on. It absolutely sucks when it's a game with real-time cutscenes, and the dialogue is AWAY off-sync. That happened when I downloaded Lunar, Snatcher, Arcus Odyssey and a buncha others. Snatcher, as example, wouldn't let me watch the super-cool intro, because the audio track for the first intro (the one that tells about the snatchers, the catastrophe and ends with the Snatcher logo being scratched by claws) had the original silence in the end *DELETED*, and the game wouldn't move onto the 2nd intro. It took me a good deal of time to fix all tracks. But they are still in MP3 format, and no delay is noticeable, unless you are some sort of bat that can consciously detect an audio delay of a few milliseconds. |
Jurai | Jun 1, 2003 | ||||
a few milliseconds like 2000? |