I confirm that the sound timing is the issue in MAME. The game is
waiting for the sound register to return a value in a specific range,
which currently never occurs. I will see if I can work out why.
In article <c5a39a95-f2b6-429e...@googlegroups.com>,
qkumba <peter....@gmail.com> wrote:
I confirm that the sound timing is the issue in MAME. The game isEd Armstrong emailed me Feb 22 about KEGS not working, and it was an easy fix (for KEGS).
waiting for the sound register to return a value in a specific range, >which currently never occurs. I will see if I can work out why.
Here's what I said:
I looked into running it on KEGS. At the title screen, Paperboy is constantly reading the DOC last-sampled-played register, and is waiting
for certain values to occur. As an optimization 25 years ago, KEGS only updates the DOC last-sample-played register at 60 times a second (to basically make it work for DOCVU, and things like it). And KEGS code
had a comment saying this should be fixed.
So I fixed it, and then it seems to play. I'm quite bad at the game,
but I threw lots of papers, and even got 250 points eventually, and it didn't hang.
I get the same results on the two .2MG files, and the .PO file. KEGS
does not work with the .woz file, I'll need to look into that.
If you want to patch KEGS.1.16 and see for yourself, modify sound.c at
lines 1776-1779, and change it from:
---
case 0x3: /* data register */
/* HACK: make this call sound_play sometimes */
g_doc_saved_val = rptr->last_samp_val;
break;
---
to
---
case 0x3: /* data register */
dsamps = dcycs * g_dsamps_per_dcyc;
sound_play(dsamps);
g_doc_saved_val = rptr->last_samp_val;
break;
---
Just add the "dsamps =" and sound_play() lines, and then recompile.
You can probably make a similar patch to GSPort.
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