>Namco's "Tank Battalion" now has netlist audio as well.
>The sample support for it was particularly bad, since the engine sound was implemented as a >looping sample, and the sample itself didn't loop cleanly,
Good teamwork with your audio work and AJR's partial rewrite of late 1990s era code to get the game emulation updated to .22x standards.
And also to Colin's Midway 280zzap 'engine noise' fix/update.
As for already emulated cpu controlled Exidy games, although Car Polo is the ultimate Exidy analog audio challenge, I can see either Star Fire, Fire One, or Circus getting applause if any are able to be fixed. Of those Exidy games, I remember playing the cabs/cockpits of Star Fire and Circus. I believe Disneyland (Anaheim,CA) had a Exidy Car Polo cab on upper level of Star Cade arcade in late 1970s (never played it). I don't recall ever seeing a Exidy Fire One cab.
Good luck with whichever game gets next analog audio work updated.
I was wondering about Star Cruiser status and now see why the game still has Imperfect sound status. Still an improvement compared to relying on external audio sample recordings.
- -starcrus: Added netlist sound
audio/nl_starcrus.cpp
Netlist for Star Cruiser
+// Derived from the schematics in the Star Cruiser manual. +// Known problems/issues: +// * Uses HLE noise due to abusing a 2N4124 in breakdown as a noise source. -