October 19, 2017, 07:57:01 PM

Author Topic: testing memory-related modified exes  (Read 633 times)

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Offline s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖

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testing memory-related modified exes
« on: July 20, 2016, 09:38:02 PM »
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http://serio.piiym.net/cvbla/leecher/newexes.7z

i've edited the exes so they can load more stuff into ram. rather than having a 2 gb limit they have a 2-4 depending from system. 2 on 32 bit systems, 3 on 32 bit with special changes to some virtual memory settings, 4 on 64 bit systems, which is the max possible for a 32 bit program.

they work just fine and load larger files for me (44 khz 8 bit loaded, so did 22 khz 16 bit, but 44 khz 16 bit still doesn't, and that probably won't change since it requires over 4 gb at load), but just because it works for me doesn't mean it'll work for everyone.

so, get the files, put the exes and configs into game folder and try it out (better effect with the higher quality music file). the config files increase internal quality to 44 khz too.

this is pretty much a stability test. if it works without problems, next full release will use these new exes, and in the future the higher quality music file will probably be replaced with a 22 khz 16 bit or such (those end up nearly 1 gb. lol), since 8 bit damages the basses.
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Offline VladCT

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Re: testing memory-related modified exes
« Reply #1 on: July 21, 2016, 01:28:26 AM »
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Huh, might have to up my RAM first before I can properly test this.

Offline s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖

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Re: testing memory-related modified exes
« Reply #2 on: July 21, 2016, 01:33:01 AM »
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depending from how much you have. as long as you have about 2-3 gb of free ram it should work fine. the exes only unlock access to more ram and then attempt to run the higher quality version of the music if you add it/the configs.

the main part of this test is about stability, to see if the additional ram access causes problems/crashes or not.
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Offline VladCT

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Re: testing memory-related modified exes
« Reply #3 on: July 21, 2016, 10:52:40 AM »
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Did a test fight against Remilia on Normal, aside from the usual long startup I had with the old EXEs too with the HQ music files applied the game runs smoothly. Had ~4GBs of RAM, usage shot up to about 80-90%. Should I test further?

Offline s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖

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Re: testing memory-related modified exes
« Reply #4 on: July 21, 2016, 11:36:12 AM »
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probably not, sounds like it worked for you.
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Offline UBerserker

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Re: testing memory-related modified exes
« Reply #5 on: July 21, 2016, 04:01:03 PM »
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Fine here, so far.

Offline Lukmendes

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Re: testing memory-related modified exes
« Reply #6 on: July 21, 2016, 08:42:50 PM »
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Looks stable so far, hell, but I noticed some slightly different sounds:

Axe throw, the noise seems slower.

Dogether: When he shows up, that noise he makes sounds different, like there isn't a "transition" between the different sounds, starts one the higher sound, then "skips" to the deeper sound.

Whip Spin: Sounds slower when it hits something.

Not even sure if those are actual problems, it's just that I noticed them, and they sound weird since I'm really used to the older ones lol.

Offline s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖

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Re: testing memory-related modified exes
« Reply #7 on: July 22, 2016, 02:53:58 AM »
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it may be sound quality related, especially if you upped the sound quality to 44 khz. the sfx themselves are in 44 khz (since they take only about 11 mb, unlike the music which at full quality is nearly 2 gb, which mugen severely bloats up while loading into memory), so when downsampled to 11 or 22 they sound different, with stuff missing and such.
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