Closed GoogleCodeExporter closed 9 years ago
Did you recorded this from a model 1 (with discrete Ym2612 chip) or from a
model 2 (with ASIC integrated FM chip) ?
Because i think this is one of the instrument that sounds much louder on model 2 for unknown reason. I think it's similar instrument that is used in Shaq Fu, Flashback, Ariel, etc, all these games whose suffered for years from the infamous blip blip sound on anything else than Kega until Nemesis figured the detune overflow that was occuring.
It was discussed some years ago on spritesmind and there is at least one game (Battletech track 5 i think) that uses similar instrument but still sound as "blip blip" on MD2. I think it's the same happening here and it's very likely caused by very high frequency sound being filtered differently on different models and being somehow amplified (you can actually hear the sound in emulators, just that it is very attenuated).
Original comment by ekeeke31@gmail.com
on 28 Jul 2012 at 12:43
It was recorded from a model 1 PAL system with no TMSS and with EXT port.
Came with Altered Beast, I believe it was the first European run of Mega Drives.
Original comment by superballena
on 28 Jul 2012 at 2:21
Ok, it must be something else then, a bug somewhere in Ym2612 core. I tested
the game on my MD2 ane it sounds the same. It also seems to sound find in other
emus (did not test Regen though).
Original comment by ekeeke31@gmail.com
on 29 Jul 2012 at 7:30
Original comment by ekeeke31@gmail.com
on 29 Jul 2012 at 7:31
Actually, only Kega got this one right. It sound wrong in all other emulators
(Gens, Regen, etc). It's like the pitch is not correctly emulated.
Original comment by ekeeke31@gmail.com
on 29 Jul 2012 at 10:08
Original comment by ekeeke31@gmail.com
on 29 Jul 2012 at 8:23
It appeared to be an issue with LFO emulation, from the original core.
It seems only Kega got this sound right, other emus will make it sound a little louder but with an incorrect tone.
Fixing it also makes Spiderman & Venom: Separation Anxiety intro even sounds
better now and I suspect it could affect some other games that disable LFO but
still leave amplitude modulation active on a channel/operator basis.
Original comment by ekeeke31@gmail.com
on 1 Aug 2012 at 7:11
Original comment by ekeeke31@gmail.com
on 1 Aug 2012 at 7:12
fixed in r707
Original comment by ekeeke31@gmail.com
on 2 Aug 2012 at 9:08
Original issue reported on code.google.com by
superballena
on 27 Jul 2012 at 11:06Attachments: