カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
---|---|---|---|---|---|
![]() | 低 | 解決済み | 修正済み | 2018-08-05 00:53 | 2018-08-05 09:27 |
テスター | vidpro1 | 担当者 | Robbbert | ソース | exidy/exidy.cpp |
バージョン | 0.200 | 発生バージョン | 修正バージョン | 0.201 | |
修正コミット | プルリク | ||||
フラグ | |||||
セット | targ, spectar | ||||
セット詳細 |
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概 要 | ターグとスペクターはサウンドボードが微妙に異なる。スペクターの長い爆発音も必要。 | ||||
詳 細 | Targ and Spectar use slightly different sound boards. I have both game PCBs in my collection. The Spectar firing sound (shot.wav) is different from Targ and has been wrong all these years. I will upload the correct one soon. Spectar needs to have it's samples defined separately so it calls spectar.zip in samples (Right now it is just using targ.zip samples) but you can use the same sample names as targ and I will make a new samples zipfile. Can someone do that for me? In audio arg.cpp Make this change to fix Spectar's long explosion. (all it is the reverse) This doesn't fix targ however because when you crash it plays the short explosion instead of the long one. I have not figured out why. I fixed the audio driver WRITE8_MEMBER( exidy_state::targ_audio_1_w ) { /* CPU music */ if (BIT(m_port_1_last ^ data, 0)) m_dac->write(BIT(data, 0)); /* shot */ if (FALLING_EDGE(0x02) && !m_samples->playing(0)) m_samples->start(0,1); *EDITED* if (RISING_EDGE(0x02)) m_samples->start(0,1); *EDITED* This loops the shot if you are in the corner real behavior /* crash */ if (RISING_EDGE(0x20)) { if (data & 0x40) m_samples->start(1,0); *EDITED for Spectar* else m_samples->start(1,2); *EDITED for Spectar* } | ||||
再現手順 | |||||
追加情報 | I made a video attached to this report with the source code fixed. I need to go find my spectar samples and fix the shot sound. | ||||
添付ファイル |