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#5298 09/06/05 09:27 PM
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Slipstream sounds fine in MAME 0.98u4. It doesn't work in 0.99u6 though.

#5299 09/06/05 11:45 PM
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Quote:
Originally posted by R. Belmont:
slipstrm's Z80 ROM is currently a bad dump - it has no sound in MAME.
Every ROM in that dump was marked bad at one time or another. :p Lack of hardware understanding is what prevented it from working. The sound dump is just fine. I broke the FM in u6, but it should be back in u7.

#5300 09/07/05 01:40 AM
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Well, some version of the dump distinctly came up as garbage in IDA Pro and crashed M1 when I tried to execute it. =)

#5301 09/07/05 05:56 AM
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Quote:
Originally posted by R. Belmont:
Well, some version of the dump distinctly came up as garbage in IDA Pro and crashed M1 when I tried to execute it. =)
It runs in interrupt mode 2, which means you have to put the interrupt vector on the "bus" in order to jump to the correct location. There's an interrupt table in ROM somewhere, which is pointed to by the I register. If you just jump to $38 on an interrupt, you'll jump into garbage code.

#5302 09/07/05 12:11 PM
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Aaron, while you're here, is there anything weird and funky that roadblasters does with the sound code at all?
M1 misses quite a few sounds and it only plays sounds every other address, RB couldnt find anything obvious when he looked and Im pretty certain that stuff is missing, any ideas?


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#5303 09/08/05 03:16 AM
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Quote:
Originally posted by Sixtoe:
Aaron, while you're here, is there anything weird and funky that roadblasters does with the sound code at all?
M1 misses quite a few sounds and it only plays sounds every other address, RB couldnt find anything obvious when he looked and Im pretty certain that stuff is missing, any ideas?
Nothing that I know of, but then again, I never really studied the sound communication part too closely. Are there sounds in test mode that aren't working in M1?

#5304 09/08/05 02:29 PM
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I've looked and I cant find anywhere to play the sounds in the test mode...

*EDIT* Ok, the sounds that it's missing are the tracks that are triggered as you cross the finishing line, you get the plinkity plinkity bit as you approach the finishing line but Im assuming theres some sort of trigger that fires when you cross the finishing line that makes it jump to somewhere else to play the "DADARNNNNNN" bit etc..

M1 doesnt have any of the "DADARNNNNNNN" bits in it (there's a few different ones)


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#5305 09/08/05 09:41 PM
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I realized you added Beastorizer and Bloody Roar 2, so does this mean music for these games in next Zinc? System Super 22 improvements by Cync (coincidence is almost the same than Zinc?) help with System 11 too. No more Viva Nonno HLE driver?

Thanks again for your effort.

#5306 09/09/05 03:43 AM
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I'm just imagining Aaron trying to figure out what "plinkity plinkity" and "DADARNNNNNN" mean. I'm envisioning the best Channel 9/MSDN video ever though...

M1 and ZiNc are very different codebases. You can look directly at M1 without special glasses and avoid insanity, for instance.

ETA: I might replace the sys11player.dll with a version of m1.dll though ;-) Real emulation is doing wonders for some of the System 11 games - Dunk Mania is missing all music with the HLE, but it's present and fun-kay with the emulation. And Xevious 3D+g went from mono music with occasional stereo to a very full-sounding stereo mix smile

#5307 09/09/05 12:57 PM
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pH33r my l337 descriptive powers...


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