Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|07718||Sound||Minor||Always||Jul 30, 2020, 23:19||Jun 30, 2022, 14:30|
|Tester||AJR||View Status||Public||Platform||MAME (Self-compiled)|
|Assigned To||Resolution||Open||OS||MacOS X|
|Version||0.216||Fixed in Version||Build||64-bit|
|Fixed in Git Commit||Github Pull Request #|
|Summary||07718: dodghero: Title speech cuts off|
|Description||On the title screen, the shout of "Minna Atsumare!" gets interrupted so it sounds like "Minna Atsu—"|
|Steps To Reproduce||Boot the game into the title screen.|
|Regression Version||0.161 (Added)|
|Affected Sets / Systems||dodghero|
|There are no relationship linked to this issue.|
Nov 3, 2020, 23:11
edited on: Nov 3, 2020, 23:13
|It is not only a sound issue. The game runs faster in MAME|
Nov 4, 2020, 06:16
Seeing that Reference video, i did also saw some other things in it.
Like when you begin a new game, it should be always random with the position and movement of everyone and stuff.
Not to mention, it should also give the random chance if they block the ball or not, because as far i can tell with what i had, everyone gets hit without blocking.
Nov 5, 2020, 19:41
|The whole driver suffers from a problem similar to metro.cpp: the VDP generates several types of interrupts, and their timing is not well understood. In the case of metro.cpp, at least one game (puzzlet) is thoroughly broken by this; in the case of sigmab98.cpp, gegege usually fails to boot if the non-VDP interrupts are given what should be more accurate (computed) timings.|
Jun 30, 2022, 14:30
|I now believe that the KY80 games generate all their interrupts using internal timers. However, they also poll VDP registers for timing purposes, and these remain poorly understood. While experimenting with more probably correct interrupt timings, I noticed lufykzku repeatedly blanking its title screen before redrawing it, which suggests the VDP might well do some form of sprite buffering.|