Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|07181||Sound||Minor||Always||Dec 22, 2018, 15:34||Feb 23, 2019, 17:40|
|Tester||Kale||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Kale||Resolution||Open||OS||Windows 10 (64-bit)|
|Version||0.204||Fixed in Version||Build||64-bit|
|Fixed in Git Commit||Github Pull Request #|
|Summary||07181: midresb, midresbj: [possible] Erratic sound|
|Description||As much as I love the idea of having a Midnight Resistance with Hippodrome/Fighting Fantasy music sampler, it sounds totally odd and off key to me, needs checking out on real HW.|
|Steps To Reproduce||
Play the game or watch this YT video:
|Affected Sets / Systems||midresb, midresbj|
|There are no relationship linked to this issue.|
Dec 22, 2018, 18:51
Arcade PCB captures:
Dec 23, 2018, 11:19
|Do we know that bootleg sounds should be the same as in original versions?|
Dec 24, 2018, 04:00
haynor666 brings up a relevant point: you can't assume that a bootleg running on different hardware plays music at the most appropriate-sounding pitch. To use another bootleg from dec0.cpp as an example, Automat's sound program is largely copied from Section Z, yet a PCB recording of Automat had the OPN music playing at a different pitch than in the Capcom game.
This question could probably be settled best by measuring clocks for the sound chips on this bootleg, or one of the Robocop/Dragon Ninja bootlegs that run on similar oversized two-board stacks (though some elements of this hardware are known to be variably populated).
Dec 24, 2018, 22:14
edited on: Dec 24, 2018, 22:16
What I wonder if there isn't something that actually modifies the commands in the 68k-to-z80 comms to be more heardable, like an XOR.
Setup can be easily guessed with a bootleg PCB recording in case this is true.
Unless these weren't supposed to be played with sound at all lol
Feb 23, 2019, 17:40
|Acknowledged until a bootleg board of this is tested.|