Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|07067||Sound||Minor||Always||Aug 4, 2018, 15:53||Aug 5, 2018, 00:27|
|Tester||vidpro1||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Robbbert||Resolution||Fixed||OS||Windows 10 (64-bit)|
|Version||0.200||Fixed in Version||0.201||Build||64-bit|
|Fixed in Git Commit||Github Pull Request #|
|Summary||07067: targ, spectar: Spectar explosion samples short and long are called incorrectly.|
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?
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))
/* 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 (data & 0x40)
m_samples->start(1,0); *EDITED for Spectar*
m_samples->start(1,2); *EDITED for Spectar*
|Steps To Reproduce|
|Additional Information||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.|
|Affected Sets / Systems||targ, spectar|
|There are no notes attached to this issue.|