Final Burn Neo > FBN Development
Metal Slug X and P. Spikes 2 sound is f*cked up
DethXec:
[0.2.95.23 Source]
I deleted #if 0 and #endif from the driver, but the samples (like "Mission 1. Starting!) "pop" all the way.
This is the only one driver that doesn't work that nice :p
Edit: Also noticed that Power Spike 2 doesn't have sound.
DethXec:
Well, the mslugx was just a problem with my V-ROM, but the sound in Power Spikes 2 still can't be heard.
Someone haves a fix?
Done: Paste this line over the other in your pspikes2 driver or just replace the 1 with the 4.
--- Code: --- { "068-mg1.bin", 0x020000, 0xb1c7911e, [color=red]4[/color] | BRF_ESS | BRF_PRG }, // 8 Z80 code
--- End code ---
netbug:
I use original mame code.Maybe it will be better than the former code. :confused:
--- Code: ---
static void mslugxPatch()
{
unsigned short *mem16 = (unsigned short *)Neo68KROM;
for (int i = 0;i < (0x100000/2) - 4;i++)
{
if (mem16[i+0] == 0x0243 &&
mem16[i+1] == 0x0001 && /* andi.w #$1, D3 */
mem16[i+2] == 0x6600) /* bne xxxx */
{
mem16[i+2] = 0x4e71;
mem16[i+3] = 0x4e71;
}
}
mem16[0x3bdc/2] = 0x4e71;
mem16[0x3bde/2] = 0x4e71;
mem16[0x3be0/2] = 0x4e71;
mem16[0x3c0c/2] = 0x4e71;
mem16[0x3c0e/2] = 0x4e71;
mem16[0x3c10/2] = 0x4e71;
mem16[0x3c36/2] = 0x4e71;
mem16[0x3c38/2] = 0x4e71;
}
--- End code ---
DethXec:
LOL, thanks, I'll check that, but the sound is corrected already.
Well, I'll stick with the FBA patch, it may be a little larger but it's easier for me to understand it, and besides, it's similar to other FBA patches.
iq_132:
The fba code does exactly the same as the mame code, it just looks a little different.
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