yoeddy |
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Checking in...Mario Bros. and DK Junior sound
#340994 - 06/03/15 12:53 AM
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Hi guys,
Great update with 0.162! Just curious if there are still plans to fix the sounds in the Mario Bros walking and Donkey Kong Junior jump sounds.
Thanks, Jason
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: yoeddy]
#341027 - 06/03/15 07:42 PM
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> Hi guys, > > Great update with 0.162! Just curious if there are still plans to fix the sounds in > the Mario Bros walking and Donkey Kong Junior jump sounds. > > Thanks, > Jason
As far as I'm concerned, the jump sounds are accurate for Donkey Kong Jr and I haven't seen proof to the contrary. Mario walking has been known and will be worked on when possible. Again, constantly mentioning something wrong that is known does not equate to results in getting it fixed.
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Tafoid]
#341035 - 06/03/15 11:05 PM
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> As far as I'm concerned, the jump sounds are accurate for Donkey Kong Jr and I haven't seen proof to the contrary. Mario walking has been known and will be worked on when possible. Again, constantly mentioning something wrong that is known does not equate to results in getting it fixed.
In short, he means that anything noted at MAMEtesters will be noticed by those who want it fixed.
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: yoeddy]
#341039 - 06/03/15 11:38 PM
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> > Great update with 0.162! Just curious if there are still plans to fix the sounds in > the Mario Bros walking and Donkey Kong Junior jump sounds. >
A quick look at the source may help from time to time. Change
#define OLD_SOUND (1)
to
#define OLD_SOUND (0)
in mame/include/mario.h and get netlist mario sound. The Luigi sound is still missing - that's why it is not yet enabled by default.
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yoeddy |
Sound perfectionist
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Reged: 12/27/03
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Posts: 239
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Loc: Boise, Idaho
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Traso]
#341056 - 06/04/15 06:05 AM
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No problem guys. I was just curious.
However, I'm curious what others think about the jump sound. I just played this in our local arcade the other day and then played it in MAME. The arcade jump sound is higher pitched for sure.
Do some comparisons in MAME compared to this video:
https://www.youtube.com/watch?v=yVKYjwePRS8
Thanks, Jason
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: yoeddy]
#341066 - 06/04/15 03:43 PM
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Maybe I don't hear very well, but from what I can tell, they sound exactly the same to me. Or if there is any difference, is to subtle to really notice. I remember this being brought up in a past topic and they said there can be several factors. Like using a modern pc with modern speakers & hardware compared to different older speakers in the arcade cab that can make the sounds seem different
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Envisaged0ne]
#341193 - 06/07/15 08:50 PM
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> Maybe I don't hear very well, but from what I can tell, they sound exactly the same to me. Or if there is any difference, is to subtle to really notice. I remember this being brought up in a past topic and they said there can be several factors. Like using a modern pc with modern speakers & hardware compared to different older speakers in the arcade cab that can make the sounds seem different
No, yoeddy is correct. I'd like these to be fixed, too. I just haven't said anything about it.
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Traso]
#341196 - 06/07/15 09:10 PM
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Sorry, but I'm gonna have to agree with Tafoid on this. I don't think there is any discernible difference. And no real proof that it's any different than the arcade. I think the only difference you hear is the difference between a pc speaker & sound card vs the speakers & board of an arcade cab. I think the devs want more proof than it just sounding different to you. So far no one can provide that.
Here is the original post about this issue from 2 years ago. Pretty much the same argument stated in this one. Ultimately, again, Tafoid explaining that it's pretty much perfect and no changes need to be made. And an explanation of the arcade vs a pc...
http://www.mameworld.info/ubbthreads/sho...part=1&vc=1
Edited by Envisaged0ne (06/07/15 09:20 PM)
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> Sorry, but I'm gonna have to agree with Tafoid on this. I don't think there is any discernible difference. And no real proof that it's any different than the arcade.
The KLOV kids are becoming MAME-friendly, so maybe yoeddy could appeal to some of them. I think the UK/Euro collectors don't have a high horse to ride, so they'd be a good bet to try. Or just ask any of the arcade owners around the country..... Attached is a folder of site links.
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yoeddy |
Sound perfectionist
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Reged: 12/27/03
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Posts: 239
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Loc: Boise, Idaho
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Traso]
#341308 - 06/10/15 08:28 AM
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> > Sorry, but I'm gonna have to agree with Tafoid on this. I don't think there is any > discernible difference. And no real proof that it's any different than the arcade. > > > The KLOV kids are becoming MAME-friendly, so maybe yoeddy could appeal to some of > them. I think the UK/Euro collectors don't have a high horse to ride, so they'd be a > good bet to try. Or just ask any of the arcade owners around the country..... > Attached is a folder of site links.
Grinker's Grand Palace in Boise, Idaho definitely needs to be added to that zip file.
https://www.youtube.com/watch?v=MU6OG3R3txU
This is where I go to compare sounds between arcade machines and MAME.
Thanks, Jason
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: couriersud]
#344144 - 08/18/15 05:14 AM
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> > > > Great update with 0.162! Just curious if there are still plans to fix the sounds in > > the Mario Bros walking and Donkey Kong Junior jump sounds. > > > > A quick look at the source may help from time to time. Change > > #define OLD_SOUND (1) > > to > > #define OLD_SOUND (0) > > in mame/include/mario.h and get netlist mario sound. The Luigi sound is still missing > - that's why it is not yet enabled by default.
I'm sorry but I'm not following how to do this. I REALLY want to get the real run sound to play and although there are samples on websites, my current mame 163 doesn't seem to recognize them. Can you explain how to enable the true run sound (or at least another option) as noted above? Would it require me to recompile mame?
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Sune |
Connected
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Reged: 09/21/03
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: delt31]
#344147 - 08/18/15 07:15 AM
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> Can you explain how to enable the true run sound (or at least > another option) as noted above? Would it require me to recompile mame?
Yes of course, changing stuff in the source code doesn't do anything if you don't compile a binary.
Open mario.h in any text-editor (for this, notepad will do), make the change as instructed and compile.
S
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Sune]
#344173 - 08/19/15 03:44 AM
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Ok that is what I thought. Too bad. Am I no longer able to use samples for this? I tried but no dice (added samples in sample folder). Basically is there any other way to fix the run sound myself without recompiling?
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: delt31]
#344174 - 08/19/15 03:57 AM
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> Ok that is what I thought. Too bad. Am I no longer able to use samples for this? I > tried but no dice (added samples in sample folder). Basically is there any other way > to fix the run sound myself without recompiling?
Samples stopped being used starting with the release version 0.123. You could download 0.122 or earlier and use your samples with that MAME binary. http://new.mamedev.org/oldrel.html
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yoeddy |
Sound perfectionist
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Reged: 12/27/03
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Posts: 239
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Loc: Boise, Idaho
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: Tafoid]
#344182 - 08/19/15 07:40 AM
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If the samples sound true to the original game, wouldn't the goal be to integrate the sound of the sample permanently into the code?
Thanks, Jason
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Reged: 04/19/06
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Posts: 3138
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Loc: USA
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Re: Checking in...Mario Bros. and DK Junior sound
[Re: yoeddy]
#344186 - 08/19/15 08:03 AM
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> If the samples sound true to the original game, wouldn't the goal be to integrate the > sound of the sample permanently into the code? > > Thanks, > Jason
No. Samples are not perfect and never will be. Considering many of the available sample packs were recorded from a cabinet speaker output (not directly from PCB's sound output) and may have been post processed with noise filters or enhanced in other ways to make them sound cleaner, they are not considered acceptable when emulation is an option. This is why all games that are currently in source which still have samples attached are flagged as having imperfect sound. In the end, emulation is the ultimate goal for all things even if something is known to have known flaws which may be fixed someday soon.
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