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8675309
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MAME Donkey Kong and Donkey Kong Jr.
#371032 - 11/17/17 07:37 PM


The MAME versions I have for both Donkey Kong and Donkey Kong Jr. sound a little different than the original arcade versions. The sound of Mario (Jumpman) walking/climbing to rescue Pauline, is different - lower in tone. How can I fix this issue with both games for MAME? I am using MAMEUIFX32 0.152.



Envisaged0ne
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: 8675309]
#371034 - 11/17/17 08:06 PM


a) that's a very old version of MAME. You should be using the most recent build (.191)

b) this has been discussed before, in length. Ultimately the MAME devs have found the sounds to be emulated correctly. It can sound different on one system vs the original arcade cabinet. Several other factors can contribute to it sounding differently too. So, thus, no changes are needed within the emulation itself

There's a guy (can't remember the username off the top of my head), that occasionally would post the same complaint, then disappear for about a year, then complain about it again. The responses have been pretty much the same

Edited by Envisaged0ne (11/17/17 08:09 PM)



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8675309
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: Envisaged0ne]
#371035 - 11/17/17 08:15 PM


Thank you for the answer. Much appreciated.

Which MAME emulator do you recommend I use for my Hyperspin Barcade since mine is very outdated?



R. Belmont
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: 8675309]
#371036 - 11/17/17 09:44 PM


> Thank you for the answer. Much appreciated.
>
> Which MAME emulator do you recommend I use for my Hyperspin Barcade since mine is
> very outdated?

0.152 is from 4 years ago. 0.191 is current, and 0.192 should be out in a bit under 2 weeks.



TServo2049
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: Envisaged0ne]
#371053 - 11/18/17 05:02 PM


From what I can gather, discrete sound emulation might not sound like the real thing despite being a direct 1:1 emulation of the discrete logic, because there could be all sorts of additional variables from the analog sound playback and amplification equipment that aren't factored in. Did I get that right?

I just know that sometimes the accurate discrete sound in MAME sounds more muffled to my ears than a real machine, Donkey Kong is a good example. It sounds richer and fuller coming out of a real cabinet, is this just a difference in EQ? It's technically accurate but maybe more work could go into simulating whatever comes between the raw output from the board, and what comes out of the speaker on a real machine? Or am I incorrect here?



Envisaged0ne
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: TServo2049]
#371057 - 11/18/17 08:56 PM


That'd be up to the devs. Since their goal is perfect 1:1 emulation, I don't see them trying to simulate the sounds to what people think should be more accurate to what they heard. They want to make sure they're emulated correct and leave it at that. But who knows, maybe someday they'll implement something. They did implement HLSL and BGFX so you can simulate how they looked on an old arcade monitor, so anything is possible



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Dullaron
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: R. Belmont]
#371064 - 11/19/17 09:48 AM


> 0.152 is from 4 years ago. 0.191 is current, and 0.192 should be out in a bit under 2
> weeks.

Wow versions sure do update very well. I thought it longer than that.



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MooglyGuy
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: TServo2049]
#371066 - 11/19/17 12:45 PM


> From what I can gather, discrete sound emulation might not sound like the real thing
> despite being a direct 1:1 emulation of the discrete logic, because there could be
> all sorts of additional variables from the analog sound playback and amplification
> equipment that aren't factored in. Did I get that right?

Pretty much, yeah. In a lot of cases, I expect MAME emulates the analog circuitry of the sound generation portion of the PCB, but not always every last bit of discrete analog circuitry between that part and the speakers in the cabinet.

Then, as you mention, there's the amplifier in the arcade machine itself, and any environmental effects like the speakers tending to have more bass due to being a bit bigger than your average compiler speaker, and the resonance of the cabinet itself. Things a dedicated audio programmer could spend months working on replicating, none of which really have to do with emulating the arcade game, and most of which (I imagine) go away if you drop a PC into an actual cabinet.

EDIT: Then there's the very real fact that analog components tend to drift with multiple factors, including both age and ambient temperature. Early analog synthesizers like the Moog Modular were notoriously difficult to keep in tune for the latter reason, and would even drift noticeably out of tune over the course of a single day. MAME is based on an idealized model that uses the exact component values found in the schematic and verified against component markings on a real board (since schematics can be wrong). You can verify this yourself by looking up different videos of actual Donkey Kong cabinets and observing the variance in sounds.



anikom15
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Re: MAME Donkey Kong and Donkey Kong Jr. new [Re: MooglyGuy]
#371074 - 11/20/17 01:49 AM


Ideally we would want a way to tweak variable parameters to an extent, but it’s not critical right now.


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