Yesterday I spent too much time taking screenshots of Saturn Virtua Fighter 2. I hope these observations add a little more insight into what's going on and how to possibly go about resolving the issue. There was also one instance in where I changed the region (I don't remember which one) and the attract cutscene played a different song than previously mentioned, but I could not reproduce this again. Both the correct music play and the sound effect "SD_COMPUTER_1" does not continue to loop. On a cold boot of "schamp" or "sfight" set to "EXPORT" region, bizarrely, none of these issues occur. A soft reset (F3) or entering and exiting the service menu will play the music normally and not loop the sound effect. Again here, if the game is allowed to run to show the attract cutscene again, the correct music plays and the "SD_COMPUTER_1" stops correctly. However, certain sounds within the demo fights may be repeated more than usual. The looping sound does stop when the attract mode reaches it's first demo fight. The sound id that stops this sound, id "68" "SD_COMPUTER_1_OFF" code "0xAE1405" is never executed correctly, so the sound does not stop. In this case the looping sound is "SD_COMPUTER_1", the sound that did not play previously with the Japan region set. On a cold boot of "schamp" (or a USA set region of "sfight), the attract mode will play no music and, and will exhibit behavior similar to the vf2 issue where the punch sound continues to loop. "SD_COMPUTER_1" will also play at it's appropriate time in both of these cases as well. It should also be noted that allowing the game to continue running until the attract intro loops again, the correct music will also play that time around. A soft reboot (F3) or entering and exiting the service menu will play the correct track in the attract mode labeled as "ADVERTISE ~ K.I.Y.O." which is index number "16" with with a code of "0xAE1010". Also, sound id "67" known as "SD_COMPUTER_1" with a code of "0xAE113D" will not play when it is supposed to. The music that plays is labeled on the official soundtrack as "CHARACTER SELECT ~ BONUS TRACK" or "GET INTO THE WAVE" and it's official index number in the game is "0" with a code of "0xAE1000". On a cold boot of "sfight" (or a Japan set region of "schamp"), the attract mode will play the incorrect music. I just thought the difference was interesting and worth sharing to show that the MAME team is advancing in their Model2 emulation, and this, while glitchy, may be more correct emulation that we previously had.įor posterity's sake, I would like to document the odd behavior in the vf2 clone set for "sfight" and parent "schamp" In either case, we have two seperate results under emulation, and are likely to have a 3rd result of real hardware soon once a mode to inject debug mode into a retail cabinet is produced. While MAME also can not produce the menu, it's unclear if it's a bug in emulation or program code. I haven't fully investigated why that is, but I have a sneaking suspicion it has to do with specific opcodes which tell the code to pull menu items from a list. Here is the same menu, activated at the same time as ElSemi's emulator, but we can see the menu produces different results. While 90% of the Debug functions in StF work in ElSemi's emulator (some may be broken at the code level), this menu does not. The code, theoretically, shows many "simplified" debug functions with English labeling. This is a window of debug mode in Sonic the Fighters called "EN COMMAND". However, many recent additions to the Model2 code in the last year have vastly improved playability for Model2 emulation in MAME.Įxhibit A in "ElSemi never had this to implement": So much so MAME devs lost drive to even pursue it further in their own software. Since it's release, it's directx api and assembly optimization have made ElSemi's emulator the king in the Model2 area. Because I'd like to keep things interesting, I'd like to share a discovery I made in a difference found between ElSemi's emulator, sometimes mistaken as "Nebula2", and MAME.
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