ner0 wrote:Hello.
I'm not sure if this issue was already covered, I did search for it a few pages back but did not find mention to it so I'm sorry if this is a dupe:
- Sega Rally 2 will not show game mode nor car models in the selection screen if coin is inserted before attract mode is shown.
- Still judging from Sega Rally 2, I was (am?) about to mention that there were glitches introduced in the last few versions (after old r757), but it seems that increasing the PowerPC frequency solves those graphical issues entirely.
Great work, congrats.
ConversusVans wrote:Since Jiterdomer's last build, I have made even more fixes to the SCSP emulation, including:
1. Good-sounding FM. I had to activate the STWINH slot in the code (one of the SCSP's 32 programmable slots). It was originally set to 0, which made FM-based synths in VF3 sound awfully quiet (namely the stage themes of Akira, Taka-Arashi, and Pai), and with the FM_DELAY code from MAME, the samples often distorted if this was disabled.
2. Ported MAME's DSP code over and kept ElSemi's old DSP logic in SCSP_w16 in favor of a new config option called LegacySound. While the MAME core makes most sound effects processed by the SCSP's DSP sound much better, this unfortunately introduced a bug in Fighting Vipers 2 on Bahn's stage where the music hangs and turns into EARRAPE! On the flipside of things, Sega Rally 2's engine noise seems to be working now, as well. The Cave stage music in VF3/VF3TB does not fade out anymore, either, and there is no more excessive reverb with the new core.
I will share the current state of the code and a build in another thread soon, but I'm happy with the way the progress is going as far as audio.
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