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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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07399 | Gameplay | Minor | Always | Aug 23, 2019, 08:11 | Aug 31, 2019, 04:35 |
Tester | Augusto | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows 10 (64-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.212 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 07399: Machines using MC68705 in taitosj.cpp: Unlikely Watchdog Reset shortly after game start | ||||
Description | After starting the machine there is a Watchdog Reset which cause an audible sound. PCB doesn't appear to show this happening. | ||||
Steps To Reproduce | |||||
Additional Information |
elevator example video, no watchdog when starting |
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Github Commit | |||||
Flags | |||||
Regression Version | 0.187 | ||||
Affected Sets / Systems | Machines using MC68705 in taitosj.cpp | ||||
Attached Files
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elevator_000.m4a (17,072 bytes) Aug 26, 2019, 03:58 Uploaded by Augusto | ||||
Relationships
There are no relationship linked to this issue. |
Notes
9
No.16783
Tafoid Administrator
Aug 23, 2019, 14:10
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I can't duplicate this. I tried different -sound options (dsound, portaudio) and different -audio_latency values from default. Even tried various forms of -waitvsync and -refreshspeed and I couldn't hear any repeating noise every 2 seconds. |
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No.16784
MetalGod Senior Tester
Aug 23, 2019, 16:10
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Neither do I |
No.16803
Tafoid Administrator
Aug 25, 2019, 22:29
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Augusto: Everyone I've asked to try to replicate cannot do so. Is this a sudden issue or did other binaries before this malfunction too? If you can identify a 'last working version', that would go to helping out the case for a bug. There is some idea that if there is any cause, it might be some work done in 0.198 and exhibiting in Jungle Hunt DAC issues: https://mametesters.org/view.php?id=7036 Also, is it a random happening, or does it happen only with 0.212 64-bit release? |
No.16804
Augusto Tester
Aug 26, 2019, 03:56
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Hello Tafoid. "Is this a sudden issue or did other binaries before this malfunction too?" 0.211 64 bits too. "Also, is it a random happening, or does it happen only with 0.212 64-bit release? " All times. Just tested 0.212 64 bit. I have posted an sound file about the issue. In each 2 seconds has the "pop" fx. MAME WAV commandline not record that "pop" fx. Any video output (d3d, bgfx etc) and sound output has the same issue. Strange detail is that if BGFX folder not is in MAME folder the game run without sound issues. I saw it when configuring a frontend, but my post is about running in official MAME. Tested Jungle Hunt and all clones has the same issue. |
No.16805
Tafoid Administrator
Aug 26, 2019, 08:10
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So it isn't "each 2 seconds" like you mentioned in your title? (I'm sure it is a language translation thing). That statement gave the impression that during the game and playing the game the sound would show up every 2 seconds. This issue starts in 0.187 - when the machine is forcibly placed in WATCHDOG RESET, restarting the already expected 'pop' in sound when the pcb starts and the white screen stays on longer. As near as I can tell, the WATCHDOG RESET doesn't happen in the actual arcade PCB, so I would consider this a bug, less in audio but more in gameplay/function in all machines/clones using an MC68705. Issue traced to one of 2 commits on June 21, 2017: https://github.com/mamedev/mame/commit/a716e677875da0bfbc239b4a95ba9c93bfb6700b https://github.com/mamedev/mame/commit/0422077dbd519b1b7a52ff6a5f92c4e16f23e9bb I've adjusted the wording on the bug to reflect the findings. |
No.16806
Augusto Tester
Aug 26, 2019, 10:30
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Exactly in each 2 seconds has the issue all time. Thanks for edit the post =) |
No.16813
AJR Developer
Aug 27, 2019, 04:20
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The proximate cause of the watchdog reset is a deadlock between the Z80 and MCU each trying to send each other data at the same time, when the MCU has already sent one byte of data it is waiting for the Z80 to read. |
No.16819
Augusto Tester
Aug 29, 2019, 06:49
edited on: Aug 31, 2019, 04:23 |
When I had started elevator and few others games just elevator had the whatchdog sound pop fx and sounds how being an issue in taito taitosj.cpp ? Problem is BGFX. Others games has the same issue : Acrobatic Dog-Fight - whatchdog sound pop fx in each 2 seconds King & Balloon - whatchdog sound pop fx in each 0,5 second. and possible more others. If selecting the options below has whatchdog sound pop fx # OSD VIDEO OPTIONS # video bgfx # OSD SOUND OPTIONS # sound portaudio audio_latency 2 Portaudio settings in "PORTAUDIO OPTIONS" not is documented. If selecting pa_api "Windows WDM-KS" or "Windows WASAPI" Is fine for several games and whatchdog sound pop fx in others games. If selecting d3d and portaudio the whatchdog sound pop fx is random and has a long interval between sound pops. BGFX is an very good renderer. Portaudio is much better than dsound and xaudio2. More two issues are present if using BGFX and Portaudio. If has an program using sound (video play) and start MAME with Portaudio not sound output. Audio Sync not work if using BGFX. In MAME several previous versions was added Audio Sync being an good feature that is being used in others emulators. Audio Sync changes the playback rate of the soundbuffer based on the emulations speed. If Pac-Man runs with a speed of 98%, the soundbuffer playback gets slowed down to 98% also eliminating the stuttering. Audiosync settings was removed from user settings and enabled internally thus how was resample audio too for good. The feature work if using d3d, but not with BGFX. Possibily not implemented in BGFX when was added in MAME. |
No.16824
Augusto Tester
Aug 31, 2019, 04:35
edited on: Aug 31, 2019, 04:38 |
Selecting BGFX with xaudio2 or portaudio the whatchdog sound pop fx not happen in same way. The whatchdog sound pop fx happen with some games using sound CPU Z80 with the sound CIs in test list below. Here an list of few games with whatchdog sound pop fx. 4 bit binary weighted DAC grobda - repeat in miliseconds 4 bit R-R2 DAC kingball - repeat in miliseconds starfc - random interval 6 bit R-R2 DAC equites - random interval 8 bit R-R2 DAC bolw3d - in each 2 seconds terracren - random interval timesold - repeat in miliseconds trackfld - in each 2 seconds vigilant - random interval yiear - random interval AY-3-8910A 1942 dogfgt - in each 2 seconds elevator - in each 2 seconds exerion - repeat in miliseconds kchamp - in each 2 seconds junglek - in each 2 seconds pbaction -in each 2 seconds popeye - in each 2 seconds in low volume slapfigh - in each 2 seconds spyhunt - random interval tigerh - in each 2 seconds AY-3-8912A bwings - repeat in miliseconds zektor - random interval AY-3-8913 3stooges - - repeat in miliseconds If selecting BGFX and portaudio starting elevator after of few seconds started has sound pop in each 2 seconds. If selecting BGFX and xaudio2 starting elevator the sound pop happen just when has an pause in sound. Game start and begin the music and fx. When the player lose a life have a interval without sound between the next life. Exactly in interval start the whatchdog sound pop fx that stop in few seconds or continue in each 2 seconds being random. Is a problem when using BGFX. |