Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
08546 Sound Minor Always 20 days ago 20 days ago
Tester Gryzor1363 View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Windows Vista/7/8 (64-bit)
Status [?] Confirmed Driver
Version 0.251 Fixed in Version Build 64-bit
Fixed in Git Commit Github Pull Request #
Summary 08546: nes [zelda2u]: Sounds frequency randomly going up and down
Description As per attached sample, you can distinctively hear Link's sword flashes and parries going up and down in tone as the game runs.
As per my hearing ability , it does not seem to affect music but I could be wrong.
Steps To Reproduce Just launch the game and start making noise an any way.
Additional Information Please rename attached file extension from .zip to .mkv , as mkv was not allowed for upload. Encoded with standard H264 codec for the sake of size as original, internal Mame recording was 250 Mb.
Only recently noticed that glitch and It happens to impact as far back as v0.187, but I have no idea as to the regression version, if any.
Github Commit
Flags 64-bit specific
Regression Version
Affected Sets / Systems nes [zelda2u]
Attached Files
zip file icon Variable frequency sample.zip (2,882,875 bytes) 20 days ago Uploaded by Gryzor1363
Variable sound in early game sections
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Notes
2
User avatar
No.21004
kmg
Senior Tester
20 days ago
I changed zeldaua to zelda2u. I assume that was a typo.

I noticed this bug recently too and was going to report it myself. The sound of Link's shield blocking is also off. It rises in pitch a bit, though it's less noticeable than the sword sound. Anyway, I think this is probably related to 05775.
User avatar
No.21005
Gryzor1363
Tester
20 days ago
edited on: 20 days ago
Yes kmg, I was about to thank you for that and confirming the report. Erroneous copy paste from the SL, my bad.
And indeed I used an ambiguous wording with "parrying", I meant that both sword and shield blocks/parries seem affected, we hear the same thing. I first managed to notice it with the full-health sword energy throws, as the glitch often appears mid-way through the sound (as it happens in the provided sample) which makes it more obvious.