| 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 | 仮承認 | 未処理 | 2021-11-02 08:54 | 2023-03-04 09:11 |
| テスター | danylopez123 | 担当者 |   | ソース | nintendo/punchout.cpp |
| バージョン | 0.237 | 発生バージョン | 修正バージョン | ||
| 修正コミット | プルリク | ||||
| フラグ | 実機・資料検証済み | ||||
| セット | punchout, spnchout | ||||
| セット詳細 |
punchout - パンチアウト!! (Rev B) spnchout - スーパーパンチアウト!! (Rev B) | ||||
| 概 要 | 実機よりダウンカウントが速い。 | ||||
| 詳 細 | I recently saw 2 Youtube videos that was being played from a real PCB and comparing them with what i heard with MAME, seems that what i wrote in the Summary its there. The Down Count plays slightly faster in MAME and considering that the timer for the KO still it's the same, when it counts to 10 it looks like it pauses for a moment before going into the KO state. Could it be because in MAME, the pitch is slightly higher? The following video shows what i mean played in an actual PCB and the timing its correct, it's recorded from a capture card. This other video its to be more clear recorded without a capture card, it might ended up a tad faster than the 1st video but im not sure if that was because of a different revision or of the conditions of the PCB. Compare this with MAME now. I cant confirm the oponent getting up audio timing events, it might be slightly faster as well but i dont know, it wasnt very noticable. I would have mentioned if Arm Wrestling have other audio timing events considering its from the same Hardware but.. i couldnt because i havent spended alot of time in that game, if anyone wants to take a closer look, be my guest. | ||||
| 再現手順 | Knock down any oponent or get knocked down from the oponents and hear the down count timing. | ||||
| 追加情報 | |||||
| 添付ファイル | |||||