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Old 22 February 2011, 07:43   #1
Zosite
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Risky Woods sound garbage

Just a quick one to link a thread from support.Games. It obviously doesn't belong to the 2.3.1 beta testing one, for this problem has been confirmed on 2.3.0 as well, but IMHO the thread definitely deserves to be here; using WinUAE 2.0.0 this problem disappears.

http://eab.abime.net/showthread.php?t=54838
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Old 22 February 2011, 08:47   #2
Toni Wilen
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I already said I can't duplicate and nothing happens until someone finds out how to duplicate it near-100% using default a500 quickstart setup.

It isn't even confirmed if it is a game bug, it would not be the first time emulation improvements appears to "break" programs..
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Old 22 February 2011, 09:02   #3
Zosite
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Yeah, it's very strange... I already provided you the MD5s for my disks and they're the only version released by SPS for this particular game so I assume our disks are exactly the same; let alone the fact that I also tried some ADF versions and it also happens with those.

Anyways, I can duplicate this one using the default a500 quickstart no matter what. In fact: I can duplicate it no matter the settings nor if they're default quickstarts or custom ones 100% of the time. TBH, I've been playing around with this one trying to find what's wrong there since I read when you said it works well for you...

Well, I'll just use the 2.0.0 executable for this particular one 'till someone finds out what the hell is going on or it gets eventually fixed on its own (it wouldn't be the first time)
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Old 22 February 2011, 10:29   #4
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Ok, in case someone finds it useful, I've been doing some tests and I found this issue started happening somewhere between these two beta releases:

WinUAE 2.1.0 beta 7 <--- doesn't happen, everything OK.
WinUAE 2.1.0 beta 8 <--- trouble starts here.

If you listen carefully you'll also notice there're some missing tunes on the intro music (title screen).
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Old 22 February 2011, 13:11   #5
BippyM
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Zosite what is with the larger letter at the start of your replies????
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Old 22 February 2011, 14:31   #6
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Must be his trademark. Lmao!
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Old 22 February 2011, 14:39   #7
TCD
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Zosite what is with the larger letter at the start of your replies????
Initially I thought it was a typo, but nwo I think someone is trying to be special
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Old 22 February 2011, 15:59   #8
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He probably writes a lot and enjoys making his posts look good and well formatted, nothing wrong with that.
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Old 22 February 2011, 16:14   #9
Zosite
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Exactly!! It's just as Leffmann says, and it comes (free) with my mania of writing names in blue, trying hardly to avoid typos and other nasty habits, heritage of years writing on several different forums.

- I'll be always there making ye to remember why reading through the net sucks or your money back!
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Old 22 February 2011, 18:05   #10
Toni Wilen
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Finally getting somewhere. There is at least 2 different versions of Risky Woods, one does not have background music and does not have any sound glitches, another has the problem.

Of course I used this (first I found) because no one said anything about used disk images or checksums or background music (or lack of it).. Unfortunately ipf is useless due to manual protection and I am not interested in cracking it myself.

About the sound glitch, it does not seem to have anything to do with sound emulation, new sound emulation (DMAL delays) only makes this bug possible.

More information later..
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Old 22 February 2011, 18:07   #11
mr.vince
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Toni... might have the original locked in the basement, could go down and fetch the manual for you... Does it ask for random words from page / paragraph / line, or is there a code table I could scan?
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Old 22 February 2011, 19:35   #12
StingRay
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Originally Posted by Toni Wilen View Post
Unfortunately ipf is useless due to manual protection and I am not interested in cracking it myself.
I have cracked the IPF version for you, you can find it in The Zone! (disk 1 only, use disk 2 from the IPF). Good luck fixing the sound bug (if it is a WinUAE bug that is).
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Old 22 February 2011, 20:05   #13
Toni Wilen
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I already found the problem:

0002886C 13fc 0003 00bf d400 MOVE.B #$03,$00bfd400
00028874 13fc 0000 00bf d500 MOVE.B #$00,$00bfd500
0002887C 08f9 0000 00bf de00 BSET.B #$0000,$00bfde00
00028884 0839 0000 00bf dd00 BTST.B #$0000,$00bfdd00
0002888C 67f6 BEQ.B #$fffffff6 == $00028884

I am not sure what programmer originally planned to do but waiting for 3 e-clock cycles can't be what he/she wanted, it takes less time than complete delay loop..

Anyway, because timer is in one-shot mode, move to bfd500 starts the timer. Timer finishes just before bset sets the timer bit again -> following interrupt register check detects interrupt bit set (and clears it), but because timer was started again, interrupt bit is set again after another 3 e-clock cycles.

Game uses identical timer loops everywhere including audio code (I guess it has to be some kind of macro) with different delay values.

Quick trivia: What happens in following timer loops and why?

Emulation bug is very simple, timer startup should take 1 e-clock, it isn't instant. (latch to timer register transfer cycle?)
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Old 23 February 2011, 04:29   #14
Zosite
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Ah, there you got it! See? It's not about been annoying enough but more about providing detailed information on your annoyances.

Thanks for your attention, Toni!

Now I'm going to test T-Zero, for it seems it should work perfect since 2.3.1 beta 8.
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Old 23 February 2011, 17:38   #15
Toni Wilen
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Unfortunately this is also non-trivial fix, delayed until 2.3.1 has been released.
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Old 23 February 2011, 23:14   #16
Zosite
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Well, as long as it serves to improve emulation itself it's worth the waiting, and if it only fixes a couple of issues here and there... yeah, it's worth the waiting.

Until then I'll keep using 2.1.0 beta 7 for this particular game.
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