| カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
|---|---|---|---|---|---|
サウンド | 低 | 解決済み | 修正済み | 2009-03-15 04:47 | 2009-08-31 15:29 |
| テスター | Gyrovision | 担当者 | couriersud | ソース | atari/bzone.cpp |
| バージョン | 0.130 | 発生バージョン | 0.36RC1 | 修正バージョン | 0.133u5 |
| 修正コミット | プルリク | ||||
| フラグ | |||||
| セット | bzone, bzone2, bzonec | ||||
| セット詳細 |
bzone - バトルゾーン (rev 2) | ||||
| 概 要 | 実機と比較すると、いくつかの効果音の再生される箇所が異なっている。 | ||||
| 詳 細 | 0.36RC1: Added Custom sound. Samples are no longer needed in Stratovox, Battle Zone, Red Baron and Asteroids [Juergen Buchmueller]. A new video recording of a real Battle Zone machine reveals inaccuracies with the sound simulation in MAME. This can also be compared to the older bzone samples (attached) originally used in MAME. Specifically the sound of the tank movement or motor, the firing sound of both the enemy and player, and the explosion sound of enemy and player. | ||||
| 再現手順 | Watch the video and listen to the sound effects. Play bzone in MAME and compare the sound effects with the video and the attached official samples. | ||||
| 追加情報 | Explanation of samples: explode1.wav - the enemy exploding explode2.wav - the player exploding fire.wav - the player firing sound fire2.wav - the enemy firing sound engine1.wav - player motor idle engine2.wav - player motor acceleration The player tank movement or motor sound is one that climbs low-to-high and back to low (idle) and varies according to the player's input so external samples for that effect are theoretically impossible to use in MAME accurately. | ||||
| 添付ファイル | |||||