Closed inactive123 closed 12 years ago
Figured out what is the cause behind this -
'Voice Type' set in the Service menu -
OFF - All sorts of extra voice samples will be missing in Street Fighter III: New Generation and Street Fighter III: Second Impact (Ibuki introduction voice sample, Ryu/Ken Hadoken, Hugo introductory voice sample SFIII3n) NORMAL - All these voice samples will be activated.
So it had to do with the standard default DIP switch settings. It's not some endianness problem or a bug in the code somewhere that only affects PS3/360.
It must also be due to libsnes' inability to set DIP switches right now that a lot of games currently do not work in the libsnes port - due to inproper DIP switch settings - it seems Gunbird 2 by default is stuck in Service mode (DIP setting is ON for this one) and it needs to be taken out of this mode.
This is an issue that has only recently been discovered while porting FBA to libsnes/SSNES. It seems that Street Fighter III: 2nd Impact on PC has lots of voice samples that the PS3/360 versions seem to be entirely missing - instead, they seem to have basic grunt samples in place of these voice samples.
Good examples of this are Ibuki's introductory quip and Sean's win voice sample - both seem to be entirely missing on PS3/360, yet they are there on PC. The same with Ryu and Ken's 'Hadoken' and 'Shoryuken' voice samples - entirely missing on PS3/360.
The libsnes version currently uses the old PC versions of cps3run.cpp, cps3snd.cpp and d_cps3.cpp along with the old PC SH-2 core (sh2.cpp) from the original FBA version - so it seems while these drivers got speedhacked, some change was made that causes these voice samples to be omitted in sfiii2.
I would like to investigate this issue and possibly bring these missing voice samples back on PS3/360 as well (hopefully without a speed hit). Also, the separate x86 / big-endian console versions of the CPS3 source files should be eventually streamlined into one version that works for PC (little-endian) and 360/PS3 (big-endian).