Closed raziel2001au closed 2 years ago
Hi everyone, love the work done so far on this core - it's awesome. :)
I have the same issue that can happen while playing any game in my collection however I can get this to reproduce almost 100% of the time using Art Of Fighting 3 by letting attract mode play with these steps.
Hardware I/O Board USB Hub 128MB SDRAM Connected to PC monitor via HDMI
Core Setup System Type: Arcade MVS BIOS: UniBIOS 3.3 Video Mode: NTSC
Glad I'm not the only one that has noticed this issue. I tried reproducing it using your steps without much luck. I do believe there's an issue there, but believe it's just random, so you may or may not run into it. I do think some games are worse than others though.
Still cannot reproduce the issue. May be it's related to SDRAM module.
It is unfortunately really random, just something that seemed to have started recently. If it helps, my SDRAM module is the 128GB version and hits 140mhz stable. The other thing I didn't mention is that I set up a new SD card using your latest SD card installer (mostly as I wasn't sure if things had changed recently). So everything is running on the latest version. I.e. I upgraded more than just the NeoGeo core.
@sorgelig as discussed in the forum, I have the same issue, easily reproducible in the first level of Metal Slug. Is there any specific test I can perform with my 32MB SDRAM module? Maybe testing with the memtest at a specific speed?
I am unfortunately getting the same issue as @raziel2001au. Drop outs seems to be random. Also, sometimes the roms load with no sound at all (although doing a quick reset of the ROM fixes this most of the time) Again, no specific games this affects although I've found a lot of shoot 'em ups don't load with sound on first try. KOF 2003 and Metal Slug X are also games where it seems to happen quite frequently.
I'm running audio directly out through the IO board (bought from Ricardo at ultimatemister). Using 128mb RAM module from Nat at misterfpgauk.
Probably it's general core instability. Core uses many async clocks which is unstable. Basically code needs big refactoring to be more compatible with FPGA nature.
Around the game starting without sound, that's been a rare problem for quite a long time, but usually restarting the game fixes it. But the sound dropping out mid-game when it was working wasn't an issue until the latest release of the core. I can't comment on whether it's async clocks as I simply don't know enough about FPGAs (only started reading up on Verilog recently and I have a lot to learn). But yeah, I'm sure this wasn't a problem on earlier builds.
Async clocks gives instabilities, so one build may work solidly while other build with minor changes unrelated to problem may misbehave.
That makes sense... If you believe there definitely wasn't a bug introduced somehow in the latest core version and that it definitely comes down to these instabilities, then feel free to close the issue. I just hope we're not overlooking anything.
I'm not sure. But since i can't reproduce it i believe it's the case.
NeoGeo_20191205 hides the issue for me as well but I'll keep an eye out for future releases and see if the issues shows up again. For now I'll stick to this version of the core. :)
Yes, I guess reverting to the older core seems to be the only option for now.
Yes, can confirm reverting back to NeoGeo_20191205 fixes all audio issues I was having
Same here, the sound randomly stop with various games. This is with Antonio Villena I/O Board + 128 ram module. I personaly had to revert back to NeoGeo_20191125.
Has anyone had problems on the latest NeoGeo core?
Is this the same issue as this one?
https://www.youtube.com/watch?v=-sa1Em8fp7s&t=545s
Check at 9 minutes and 10 seconds.
https://www.youtube.com/watch?v=EsrcRq-0log&t=250s
Or here at 4 minutes and 10 seconds.
It looks like the same issue.
I can't remember the music getting stuck on a specific tone like that, but that is basically the behaviour people seem to be seeing. Just like in your examples: no sound effects play once the issue occurs and it seems to be completely random in when it occurs. Music seems to do what it wants to do, sometimes it keeps playing without switching tracks again, sometimes it stops playing...
I assume this is on the latest core?
This one is with the latest release:
https://www.youtube.com/watch?v=mkMZDu4jnLE&t=1490s
Check after 24 minutes and 50 seconds.
https://www.youtube.com/watch?v=cMA-hmCEw6M&t=375s
This one is latest release too, 6 minutes 15 seconds.
I've messaged sorgelig to ask if he can maybe take another crack at this one.
I read all issues. No need message me separately. I'm not sorcerer. so i can't magically fix everything. furrtek announced he will improve the core timings. So may be it will be fixed too.
Copying duplicate issue report from ticket #105 here, for another example of this glitch:
" Aero Fighters 3 drops sound" tcapetanakis opened this issue on Aug 29
During the boss fight music, sound will sometimes drop out completely. Sound comes back after the developer splash screen plays. Issue is relatively easy to replicate and is on the current release.
Copying duplicate issue report from ticket #96 here, for another example of this glitch:
"Last Blade 2 Sound Glitch" Manulegil opened this issue on Jul 9
Hello,
I would like to report a sound bug I noticed in Last Blade 2 (great game btw). The game has been tested in AES version (japanese). I was able to compare with a genuine game on my AES.
In training mode, pick any character in speed mode, launch a custom mode (down down A or B) and as soon as you stop moving do it again, you will notice that the activation starts with no fx at all except for the voice.
Hello you all. First of all I want you to apreciate the wonderfull job you’re doing. You’re amazing. Same issue sounds stops randomly in some games I played a lot with aero fighters 2 an it issue happens. I’m now checking with an old core NeoGeo_20191125 . As some users told, and nowadays it works with this core.
Hello again after testing with NeoGeo_20191125 same error occurs and it happens random in aero fighters 2.
I find a solution for sound error in Aero fighters 2. I tested only in Aero fighters 2. Use the oficial bios. I’m using now neo-epo.sp1 (AES) an it works fine.
That's interesting. Has anyone else tried using the official BIOS? This reminds me of a Modern Vintage Gamer video where he experienced issues with some Sega CD titles on the Polymega until he started using the official BIOS rather than the in-house custom one. https://youtu.be/NyCyIqnQ27k?t=689
I've not run into this issue for around a year and a half now, while nothing was done to specifically fix it, there was a lot of general code refactoring within the NeoGeo core. So I'm going to close this issue. If anyone runs into any further sound-hanging issues, please create a separate issue with more details on how to reproduce that issue.
I've recently switched to NeoGeo_20200123.rbf and since then I've noticed a some issues around audio. The most notable of these is that the sound just seems to completely stop processing (music doesn't switch and sound effects stop playing). This happens a lot in SNK vs Capcom, but seems completely random as to when or if you'll run into it. In short, the current music track just keeps playing and the sound effects do not play at all.
I've tried reproducing this on the older NeoGeo_20191205.rbf but haven't been able to trigger the same issue.
I originally thought it was a problem in a specific stage (the power generator stage where I've had it happen several times), but I just had it happen going from the intro to the character select screen where the intro music just kept playing (i.e. it didn't switch to the character select screen music) and it stopped playing sound effects. I have had another game (might have been one of the latter KOF games or Garou) do something similar, but it seems to happen a lot in SVC.
EDIT: Just adding a few extra notes: