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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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03798 | Sound | Minor | Always | Mar 27, 2010, 21:40 | Mar 31, 2010, 09:01 |
Tester | zoroasterisk | View Status | Public | Platform | |
Assigned To | stephh | Resolution | Bugs That Aren't Bugs | OS | |
Status [?] | Resolved | Driver | |||
Version | 0.137u1 | Fixed in Version | 0.137u1 | Build | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 03798: gng, gnga, gngc, gngblita: Music does not return after 15 second alarm starts. | ||||
Description | In ghosts n goblins when you reach under 15 secs and the alarm music starts to play it should turn off and resume the storyline music once you reach a certain stage. Instead it keeps playing and then runs out (game continues, but in silence). | ||||
Steps To Reproduce | Ghosts n goblins has done the <15 secs alarm sound about 10 times since I've played it and it does it every time. | ||||
Additional Information | |||||
Github Commit | |||||
Flags | Verified with Code | ||||
Regression Version | |||||
Affected Sets / Systems | gng, gnga, gngc, gngblita | ||||
Attached Files
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1.zip (4,222 bytes) Mar 29, 2010, 12:04
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gng_notbug.txt (1,663 bytes) Mar 29, 2010, 18:09 [Show Content] [Hide Content]gng --- part 1 : ED64: D6 72 LDB $72 ED66: 58 ASLB ED67: 8E ED 88 LDX #$ED88 ED6A: 30 85 LEAX B,X ED6C: DC 9C LDD $9C ED6E: 10 A3 84 CMPD ,X ED71: 23 14 BLS $ED87 part 2 : ED73: 8E 6E BB LDX #$6EBB ED76: D6 72 LDB $72 ED78: 58 ASLB ED79: EC 85 LDD B,X ED7B: DD AA STD $AA ED7D: C6 01 LDB #$01 ED7F: D7 81 STB $81 ED81: CC 0D 00 LDD #$0D00 ED84: 7E 69 09 JMP $6909 ED87: 39 RTS makaimur -------- part 1 : ECA4: D6 72 LDB $72 ECA6: 58 ASLB ECA7: 8E EC D8 LDX #$ECD8 ECAA: 30 85 LEAX B,X ECAC: DC 9C LDD $9C ECAE: 10 A3 84 CMPD ,X ECB1: 23 24 BLS $ECD7 extra code : ECB3: DC AA LDD $AA load timer ECB5: 10 83 00 0F CMPD #$000F compare timer with 15 (when "alarm" sound starts) ECB9: 22 08 BHI $ECC3 if greater, go to part 2 ECBB: BD 78 BD JSR $78BD play "blank" sound (0x3f) to stop the "alarm" sound ECBE: D6 BD LDB $BD load level sound (0x2b for level 1) ECC0: BD 77 61 JSR $7761 play this sound part 2 : ECC3: 8E 6E B7 LDX #$6EB7 ECC6: D6 72 LDB $72 ECC8: 58 ASLB ECC9: EC 85 LDD B,X ECCB: DD AA STD $AA ECCD: C6 01 LDB #$01 ECCF: D7 81 STB $81 ECD1: CC 0D 00 LDD #$0D00 ECD4: 7E 68 FD JMP $68FD | |||||
Relationships
There are no relationship linked to this issue. |
Notes
6
No.05918
Haze Senior Tester
Mar 27, 2010, 22:10
edited on: Mar 27, 2010, 22:11 |
ms5pcb has no program roms dumped. It should be marked as not working. as for gng, somebody with the original PCB will have to comment. btw this report is a bit of a mess..setting the wrong flags all over the place, 2 completely unrelated issues in one report.... |
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No.05919
Tafoid Administrator
Mar 27, 2010, 23:21
edited on: Mar 29, 2010, 12:01 |
I took care of the ms5pcb. Not really a bug, but it wasn't properly flagged in source as not working. If the OP could please provide an .INP recording of a game in which he can duplicate it, that would be the best. I'm not certain if, once the alarm sound you move to the next part of the stage if the music is supposed to suddenly go back to normal. As Haze said, some PCB verification would be needed to verify that behavior. Also, I noticed you are using UI build.. are you also using cheats? If so, such bugs might be caused by cheat usage and are not valid. It's best to try to duplicate this with a command-line version without any cheats active or present. |
No.05928
Tafoid Administrator
Mar 29, 2010, 12:00
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I provided a save state (for 0.137) to the point in the first level just before the alarm sounds and the timer resets to 2:00 in the 2nd half of the level. The alarm keeps playing for a short time, then stops. We need some PCB verification, so I'll confirm, but label possible. |
No.05929
Mamesick Senior Tester
Mar 29, 2010, 14:51
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I've done some tests on all GNG sets and discovered this: - gng, gnga, gngc, gngblita : the bug is present - gngt, makaimur, makaimurc, makaimurg : the bug is _not_ present, the music resets correctly with the timer. - gngbl : the bug is _not_ present because the alarm sounds never starts! Timer reaches to zero without any changes in music. So my guesses are that is an original game bug or better, since it happens only in sets which are not really verified as originals (they are labeled as "World?") a bug created by bootleggers? In the Japanese and US versions as I said the issue is not present. |
No.05930
stephh Developer
Mar 29, 2010, 18:07
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I've only tested 'gng', 'gnga' and all 'makaimur*' (I don't have the other sets), and a quick look at the M6809 code tells what the problem is. I've attached the assembly code for 'gng' and 'makaimur' for those who want to have a look at what happens when timer is updated at the end of a (sub-)level, but to sum up, there is no code in 'gng' to reset the "alarm" sound. So I flag this bug as BTANB and "resolve" it. Thanks to Mamesick for telling which were the "good" and the "bad" sets ! Now I'd be curious to have a look at 'gngbl' to understand why there is no "alarm" sound ;) |
No.05931
stephh Developer
Mar 31, 2010, 09:01
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I've been able to test 'gngbl' and I've discovered that there is the same bug as in 'gng'. However, as "alarm" sound (0x18) has been replaced by an empty sound (which is not the same as the "blank" sound because it doesn't stop "level" sound), you don't notice anything at the end of a (sub)-level. |