YourWishes f8f8a80a21 Add MP3 audio stream support with hardware/software decoder backends
New ASSET_LOADER_TYPE_MP3 (hand-rolled MPEG-1/2/2.5 Layer III header
parser - no third-party dependency needed just for metadata, since PSP's
hardware path doesn't need one at all) plus a shared audiostreammp3.c
stream layer mirroring audiostreampcm.c's shape. Generalized the stream
dispatch (hoisted sampleRate/channels onto audiostream_t, added
audioStreamGetTotalFrames()/Seek()/Read()) so all three platform audio
backends keep working unchanged, just calling the generic names instead
of PCM-specific ones.

Two decoder backends behind one interface: PSP uses the real sceMp3
hardware decoder (firmware-offloaded, lazily initialized on first use);
Linux and Dolphin share one minimp3-based software decoder (public
domain, vendored via CMake FetchContent) - libogc's own MP3Player wraps
libmad (GPL) and drives its own output pipeline, not a fit for the
ansnd-based architecture already in place, so skipped in favor of the
shared minimp3 path.

Fixed three real bugs found via hardware/runtime testing along the way:
- LAME's Xing header counts its own placeholder frame in the declared
  total, which made playback stall permanently one frame short of the
  declared end (looked like "never loops") - fixed by subtracting it.
- sceMp3Decode() can return more PCM than one MPEG frame's worth in a
  single call (PSP's pcmBuf is provisioned for 2x), overflowing the
  shared per-frame decode buffer with no bound check - very intermittent
  corruption/clicking on real hardware. Widened the buffer to the real
  worst case and added an assertion.
- sceMp3ResetPlayPosition()'s exact internal reset semantics aren't
  documented precisely enough to trust for looping - occasionally
  disagreed with the fresh stream position fed right after, clicking at
  the loop boundary about 1 in 3-4 loops. Rewind now fully tears down and
  recreates the decoder instead, the same path already proven correct at
  first Init. Also widened the PSP ring buffer to absorb that now-heavier
  operation, capping each top-up call's own work so the bigger buffer
  doesn't turn into one long blocking decode burst instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 08:21:30 -05:00
2026-07-02 19:20:17 -05:00
2026-05-07 17:38:41 -05:00
2026-07-01 21:07:24 -05:00
2026-06-02 11:01:54 -05:00

Dusk

RPG Game Project, small and able to run on a PSP.

Building

Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;

Fedora;

sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel

Ubuntu;

sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl

Arch Linux;

sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
S
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