[hatari-devel] possible sound regression: Erik

Matthias Arndt marndt at asmsoftware.de
Mon Jul 26 19:14:07 CEST 2010


Hello,

interesting find. What puzzles me is that I really think, the sound
worked years ago with the antique MFP and YM emulation.....
but even if it is a rarely used configuration of the MFP, I think it
should be emulated neither the less

cheers for looking into it!
Matthias

Am Montag, den 26.07.2010, 00:37 +0200 schrieb npomarede at corp.free.fr:
> On Sun, 25 Jul 2010, npomarede at corp.free.fr wrote:
> 
> >> I tried Pompey Pirates 111 but there is also a crack by the Replicants
> >> available.  In case you can't track it down I can zip you both versions
> >> up.
> >> 
> >> Matthias
> >
> > I just got a copy of PP 111, but it crashes when starting game under steem 
> > (works under hatari). Could you send me your zipped .st file so I can compare 
> > the results under steem ?
> >
> > Nicolas
> 
> Hello,
> 
> I committed a fix for this. In fact, the game is buggy, it uses timer B in 
> delay mode to play samples, but when there're no sample to play, it does :
> 
> MOVE.B #$06,$fffffa21
> MOVE.B #$1e,$fffffa1b
> 
> but from the rest of the code, I guess it wanted to do :
> 
> MOVE.B #$06,$fffffa1b
> MOVE.B #$1e,$fffffa21
> 
> (regs are inverted !)
> 
> This means on a real ST the timer B is set in "pulse width mode", which is 
> nearly never used by any program as this is used to measure a signal on an 
> external port connected to the mfp. This clearly looks like a coding 
> error and it's quite lucky some sound are produced at the correct rate.
> 
> Still, the timer needs to keep running under Hatari when in pulse mode, so 
> I fixed it (it was previously stopped, and the game never started it 
> again).
> 
> We should now have the same (ugly) digi sounds as under Steem :)
> 
> Nicolas
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-- 
Matthias Arndt <marndt at asmsoftware.de>
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