Thread: Re: [GD-Consoles] Generic MP3 Player for Playstation 2
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From: Leath M. <Lea...@en...> - 2001-10-07 22:34:58
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> > I suspect there would be a market for such a thing. Imagine a WinAmp style > > program with really neat visualization stuff. Once broadband for PS2 is > > available then downloadable updates (stored on mem carts or HDs), user made > > plug-ins, and streaming MP3s would also be really cool. I know I'd think > > about buying such a thing :) There is definately a market for this right now -- we did a small survey not long ago with several of the larger appliance centers and it turned out (here at least) that 25% of people looking at DVD players for the home wanted a player that would play MP3 CD's burnt with a PC... It surprises me Sony haven't looked at this yet as they seem to be really pushing the PS2 as a generic home entertainment component to play games & DVD's & CD's -- but not MP3's? > Interesting, this is exactly what Modern Groove was trying to do. They > picked up the Ministry of Sound and then made a MP3 player / vis > program. Unfortunately Modern Groove is no longer with us so I don't > know if this product will ever hit the market and if it does I think > they only manage to accquire a publishing deal in Europe. Here's the I get the impression from that link that they were just playing a heap of music that was contained on a static DVD that came with the program... I am looking at something a little more generic... Now where is that Sony tech. support number... Leathal. |
From: Javier A. <ja...@py...> - 2001-10-08 13:11:06
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From: "Leath Muller" <Lea...@en...> > It surprises me Sony haven't looked at this yet as they seem to be really > pushing the PS2 as a generic home entertainment component to play games & > DVD's & CD's -- but not MP3's? Sony has a large stake in the music record market. Nuff said. :) I'd be surprised if they ever give the go ahead to any MP3 playback program for PS2. Now this has finally drifted quite off-topic so I shut up. Javier Arevalo Pyro Studios |
From: Rachid El G. <ra...@mi...> - 2001-10-08 16:40:20
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I have some difference of behavior between the PC and PS2 versions of the game. It's mostly some jittering.. and my guess is that it mostly happens in my collision processing (lots of floating point computations). And I have that behavior too when I'm far away from the center of my sector (Big floating numbers). I tried reducing the floating unit precision on the PC to have the same behavior, but no it's still works perfectly for PC. Can somebody help me lay down a list of other things to verify/try? anything (even if it seems strange or stupid) that may be the cause of the differences? (Could be a console specific thing, but could also be general CPUs problem..) Thank you. Rachid Midway -----Original Message----- From: Javier Arevalo [mailto:ja...@py...] Sent: Monday, October 08, 2001 6:12 AM To: GDConsoles Subject: Re: [GD-Consoles] Generic MP3 Player for Playstation 2 From: "Leath Muller" <Lea...@en...> > It surprises me Sony haven't looked at this yet as they seem to be really > pushing the PS2 as a generic home entertainment component to play games & > DVD's & CD's -- but not MP3's? Sony has a large stake in the music record market. Nuff said. :) I'd be surprised if they ever give the go ahead to any MP3 playback program for PS2. Now this has finally drifted quite off-topic so I shut up. Javier Arevalo Pyro Studios _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles |
From: Alistair M. <kr...@kr...> - 2001-10-08 23:04:02
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> -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Rachid El Guerrab > > I have some difference of behavior between the PC and PS2 versions of the > game. > > It's mostly some jittering.. and my guess is that it mostly happens in my > collision processing (lots of floating point computations). And I > have that > behavior too when I'm far away from the center of my sector (Big floating > numbers). > When you do a floating point multiply on the PS2, the lowest order bit of the mantissa effectively becomes random. You cannot get around this. This is why you get the jitter. You need to scale things so that the lowest order bit makes the smallest possible difference to the outcome. Hope this helps, alistair |
From: Arn <ar...@bl...> - 2001-10-09 17:39:28
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Alistair Milne wrote: > [..] > > Rachid El Guerrab > > [..] > > It's mostly some jittering.. and my guess is that it mostly happens in my > > collision processing (lots of floating point computations). And I > > have that > > behavior too when I'm far away from the center of my sector (Big floating > > numbers). > > When you do a floating point multiply on the PS2, the lowest order bit of > the mantissa effectively becomes random. You cannot get around this. This > is why you get the jitter. You need to scale things so that the lowest > order bit makes the smallest possible difference to the outcome. I also had jitter problems and tracked them down to my camera matricies. The sin/cos functions I was using for one of the camera modes wasn't giving accurate enough results. I replaced with the sin/cos with the algorithm described in the VU manuals and all of my jitter problems went away. Arn |
From: Rachid El G. <ra...@mi...> - 2001-10-09 17:50:53
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Thanks a lot! I heard also that 'arctan2' behaves differently in extreme cases. I'll try what u suggested and see what it gives. -rachid Midway -----Original Message----- From: Arn [mailto:ar...@bl...] Sent: Tuesday, October 09, 2001 10:49 AM Cc: GDConsoles Subject: Re: [GD-Consoles] Generic MP3 Player for Playstation 2 Alistair Milne wrote: > [..] > > Rachid El Guerrab > > [..] > > It's mostly some jittering.. and my guess is that it mostly happens in my > > collision processing (lots of floating point computations). And I > > have that > > behavior too when I'm far away from the center of my sector (Big floating > > numbers). > > When you do a floating point multiply on the PS2, the lowest order bit of > the mantissa effectively becomes random. You cannot get around this. This > is why you get the jitter. You need to scale things so that the lowest > order bit makes the smallest possible difference to the outcome. I also had jitter problems and tracked them down to my camera matricies. The sin/cos functions I was using for one of the camera modes wasn't giving accurate enough results. I replaced with the sin/cos with the algorithm described in the VU manuals and all of my jitter problems went away. Arn _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles |