Those Pesky Random Daytona 2 Sound Errors

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Those Pesky Random Daytona 2 Sound Errors

Postby Ganondorf » Wed Sep 28, 2011 2:06 pm

I have discovered many sound errors in Daytona 2, which I have already brought to Bart's attention in the "Daytona 2 Power Edition additions", but I have started a separate thread to stop them being lost in that thread.

After extended play time, some sounds do not play in the menus, and some random sounds are played (Your Place... 40th randomly said during a race). In addition, some of the sounds used in the Live Camera mode are actually other random sounds (voices for the menus, the position announcements, crew chief announcements) in varying pitches and speeds. I'll make a list of exactly which sounds are broken, but if you keep scrolling through, you'll find them quite easily (because they won't make any sense!)
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Bart » Wed Sep 28, 2011 2:10 pm

I'll really need a save state. It's weird that it happens after extended play. I would expect it to be more consistently broken. Nevertheless, a save state should be immensely helpful.
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Ganondorf » Wed Sep 28, 2011 2:21 pm

Bart wrote:I'll really need a save state. It's weird that it happens after extended play. I would expect it to be more consistently broken. Nevertheless, a save state should be immensely helpful.


I only played for half an hour tonight, and it didn't happen. Before the errors occurred, I hadn't played as long as I did when they did. When you say save state, do you mean as the sounds occur or just before? It's difficult to easily predict the errors, so I might leave the emu running for a while, play, and make routine saves every 5-10 seconds. At the weekend, I'll have loads of free time, so I can more thoroughly investigae then, What's confusing about the broken Live sounds is how in one sound, he might say, "first, second, third, fourth, fifth, si-", but then in the next sound, say "-xth, seventh, eighth," etc. It's just odd how if all the sounds were played in sequence, you would get a complete sound set, in varying pitches and speeds.
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Bart » Wed Sep 28, 2011 2:27 pm

Ganondorf wrote:
Bart wrote:I'll really need a save state. It's weird that it happens after extended play. I would expect it to be more consistently broken. Nevertheless, a save state should be immensely helpful.


I only played for half an hour tonight, and it didn't happen. Before the errors occurred, I hadn't played as long as I did when they did. When you say save state, do you mean as the sounds occur or just before? It's difficult to easily predict the errors, so I might leave the emu running for a while, play, and make routine saves every 5-10 seconds. At the weekend, I'll have loads of free time, so I can more thoroughly investigae then, What's confusing about the broken Live sounds is how in one sound, he might say, "first, second, third, fourth, fifth, si-", but then in the next sound, say "-xth, seventh, eighth," etc. It's just odd how if all the sounds were played in sequence, you would get a complete sound set, in varying pitches and speeds.


I don't know what you mean by 'Live'? Can you get these to occur without playing for an extended period of time? If so, save a state right before they happen or even as they are happening.

For the other problem, if you play Daytona again to the point where it starts to occur, then start trying to save states to catch the problem, preferrably just before a sound starts playing but if all the sounds get consistently screwed up, a save state anywhere is fine, so long as when I load it up, I can hear the obviously incorrect sounds without waiting too long. Even better if you can demonstrate this in the sound menu (take a save state there), because that is much more informative to me.
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Alstom1995 » Wed Sep 28, 2011 2:32 pm

It isn't as severe but a similar glitch occurs in star wars too. It might just be if you skip the cutscenes i'm not sure :?: Sometimes though a sound will play on a level it shouldn't be playing, an example being that i've heard the snowspeeder engine blaring out in the Escape from echo base level! :lol:
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Bart » Wed Sep 28, 2011 2:38 pm

I'm certain this is a problem with ROM banking. In fact, I know that Supermodel doesn't even access all of the sound ROMs (which is clearly wrong) but have been waiting for an example of a sound glitch. In my testing, I couldn't definitively locate a sound effect that seemed out of place in the Daytona sound menu. Star Wars, IIRC, also uses banked sound ROMs, as does Spikeout (another good game to test in the sound menu).

Once I'm able to see these incorrect sounds occuring in Supermodel, I can work out the banking. Can anyone identify an incorrect sound (consistently incorrect regardless of when you try) through the sound test menu in Spikeout or Daytona?
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Ganondorf » Wed Sep 28, 2011 2:44 pm

What I mean by Live is that there is a mode in which one machine in a linked setup becomes unplayable. Instead, it provides coverage of the race in a similar manner to that of live coverage of real races on a sports TV channel. There is a running commentary provided by a commentator, which gives updates on the race, and which number cars are in which places (via the fictional Sega Sports Channel). It is these commentary clips that are glitched in the sound test. These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.

However, these sounds are broken every single time I have tried to use them, and so are a useful example of consistent wrong sounds.

A machine can be changed to live in the service menu in the network settings (slave, master, single, live).
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Bart » Wed Sep 28, 2011 2:50 pm

Ganondorf wrote:What I mean by Live is that there is a mode in which one machine in a linked setup becomes unplayable. Instead, it provides coverage of the race in a similar manner to that of live coverage of real races on a sports TV channel.


Okay, gotcha. I never tried setting that mode before.

These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.


The game cannot be played in Live mode at all -- so what happens when you set that mode (I'm not home right now, can't try)? Do additional sounds become visible in the sound test?

However, these sounds are broken every single time I have tried to use them, and so are a useful example of consistent wrong sounds.


And this occurs even if I immediately set Live mode without playing for an extended period first?

After the length of time that causes sound errors has passed, I'll make regular saves and see which ones catch the errors.ommentary clips that are glitched in the sound test. These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.


Okay. But if the commentary is available in the sound test and is always broken there, that should be sufficient for me to start looking. What are the names of the affected sounds?
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Ganondorf » Wed Sep 28, 2011 3:00 pm

Bart wrote:
Ganondorf wrote:What I mean by Live is that there is a mode in which one machine in a linked setup becomes unplayable. Instead, it provides coverage of the race in a similar manner to that of live coverage of real races on a sports TV channel.


Okay, gotcha. I never tried setting that mode before.

These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.


The game cannot be played in Live mode at all -- so what happens when you set that mode (I'm not home right now, can't try)? Do additional sounds become visible in the sound test?

However, these sounds are broken every single time I have tried to use them, and so are a useful example of consistent wrong sounds.


And this occurs even if I immediately set Live mode without playing for an extended period first?

After the length of time that causes sound errors has passed, I'll make regular saves and see which ones catch the errors.ommentary clips that are glitched in the sound test. These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.


Okay. But if the commentary is available in the sound test and is always broken there, that should be sufficient for me to start looking. What are the names of the affected sounds?


You need at least two machines to use Live mode: up to seven for racing, and one for commentary. In theory, if you could set Live mode up, the sounds would always be broken under current emulation.

All the Live sounds are always available in the sound test, even if the machine is set to single, just they aren't used by the game unless one machine is Live.

If you were to set a machine to Live without emulated networking, I think you'd get the "network board not present" error as you need another machine in play and racing, while the Live machine would comment on the player's progress.

These cannot be accessed during normal gameplay, as the network functions are not emulated and therefore Live mode cannot be accessed.
[/quote]

Okay. But if the commentary is available in the sound test and is always broken there, that should be sufficient for me to start looking. What are the names of the affected sounds?[/quote]

You need at least two machines to use Live mode: up to seven for racing, and one for commentary. In theory, if you could set Live mode up, the sounds would always be broken under current emulation.

All the Live sounds are always available in the sound test, even if the machine is set to single, just they aren't used by the game unless one machine is Live.

If you were to set a machine to Live without emulated networking, I think you'd get the "network board not present" error as you need another machine in play and racing, while the Live machine would comment on the player's progress.

I can't produce a list of broken sounds yet, as it's ~ 11 pm UK time and therefore too late to do it now. Tommorrow evening however, I can update you with a list of the perma-broken sounds.
Last edited by Ganondorf on Wed Sep 28, 2011 3:02 pm, edited 1 time in total.
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Re: Those Pesky Random Daytona 2 Sound Errors

Postby Bart » Wed Sep 28, 2011 3:01 pm

Ganondorf wrote:I can't produce a list of broken sounds yet, as it's ~ 11 pm UK time and therefore too late to do it now. Tommorrow evening however, I can update you with a list of the perma-broken sounds.


Perfect, thanks a lot! I'll look forward to this. Feel free to PM or email so I don't miss it.
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