Sound bug in Zombies Ate My Neighbors
Moderator: ZSNES Mods
Sound bug in Zombies Ate My Neighbors
I've noticed that ZSNES is still carrying an old sound bug that prevents certain sounds stop when they should, in all versions of "Zombies".
You can notice it at the Konami screen, after choosing your character, when the "evil dolls" laugh after being released, and other places. The last part of the sound gets repeated over and over for a couple of seconds after it should have stopped.
I can't believe nobody has noticed it before, any chances of getting it fixed?
You can notice it at the Konami screen, after choosing your character, when the "evil dolls" laugh after being released, and other places. The last part of the sound gets repeated over and over for a couple of seconds after it should have stopped.
I can't believe nobody has noticed it before, any chances of getting it fixed?
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- Devil's Advocate
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I was getting that info right now. You beat me to it. =P
---------------------Internal ROM Info----------------------
File: zombies.smc
Name: ZOMBIES ATE MY NEIGHB Company: Konami
Header: SWC Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xF50C CRC32: 7CFC0C7C
--------------------------Database--------------------------
Name: Zombies Ate My Neighbors
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Shooter Genre 2: 360
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- ZSNES Developer
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I also think it's difficult to notice something like this when.
a. laughter isn't a word, it's a repeating of "ha," and since this is a repeating bug... derrr.
b. it doesn't affect gameplay.
So, yeah, let's not skip the obvious stuff and be like "omg, i can't believe no one reports it!" or "it's obscure."
a. laughter isn't a word, it's a repeating of "ha," and since this is a repeating bug... derrr.
b. it doesn't affect gameplay.
So, yeah, let's not skip the obvious stuff and be like "omg, i can't believe no one reports it!" or "it's obscure."
www.zapatabase.com
I have tested this on my SNES, and I don't think there is any difference. The sound effect sounds like "mua-ha-ha-ha" on both ZSNES and my SNES. I did, however, notice another bug in the process (sorry if this is already known):
When the Konami music in the intro plays, the last note is supposed to fade out. However, when you play the game with ZSNES, the note "sustains" the same volume, then suddenly drops out. This happens with both the March 29 WIP and ZSNES 1.42. Unless I've missed something, you can't get rid of the bug by changing any sound settings. I have made a recording through my E-MU 0404 of what it's supposed to sound like. bsnes has the correct behavior, if that helps any.
ROM INFO:
When the Konami music in the intro plays, the last note is supposed to fade out. However, when you play the game with ZSNES, the note "sustains" the same volume, then suddenly drops out. This happens with both the March 29 WIP and ZSNES 1.42. Unless I've missed something, you can't get rid of the bug by changing any sound settings. I have made a recording through my E-MU 0404 of what it's supposed to sound like. bsnes has the correct behavior, if that helps any.
ROM INFO:
Code: Select all
---------------------Internal ROM Info----------------------
File: Zombies Ate My Neighbors (U).SFC
Name: ZOMBIES ATE MY NEIGHB Company: Konami
Header: None Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xF50C CRC32: 7CFC0C7C
--------------------------Database--------------------------
Name: Zombies Ate My Neighbors
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Shooter Genre 2: 360
Thank you, zidanax.
As for the konami logo fade bug, that is indeed genuine. I personally was aware of it, and anyone who reads the bsnes thread should be, as we recently compared wavs from most major emus using the first 3:30 of castlevania iv as reference.
As for the konami logo fade bug, that is indeed genuine. I personally was aware of it, and anyone who reads the bsnes thread should be, as we recently compared wavs from most major emus using the first 3:30 of castlevania iv as reference.
FitzRoy wrote: I used a digital loopback for both recordings. ZSNES is with latest wip and default sound settings. Snes9x 1.43 needed to be set from 22khz (default) to 32khz.
I'm not sure if you were hoping for zsnes or snes9x to show you something, but prepare to be disappointed. Things to look for:
-konami logo fade gets cut off
-bats and lightning very wrong (should we call this "konami rape" now?)
-some sfx from "game demo" part are affected.
www.zapatabase.com
http://zsnes.game-host.org/~pagefault/zsnesw.zip
Extremely alpha test of what I have been working on since CVS has been down.
NMI timing improvements (music sync issues in some games)
ADSR improvements (fixes for Konami sound and improvments in overall sound quality)
Noise emulation improvements for games that do not use pitch modulation.
DMA ruleset updates (fixes for Krusty)
Other minor bugs
Anything else not listed here has not been changed so please don't complain if <insert something> has not been fixed yet.
Extremely alpha test of what I have been working on since CVS has been down.
NMI timing improvements (music sync issues in some games)
ADSR improvements (fixes for Konami sound and improvments in overall sound quality)
Noise emulation improvements for games that do not use pitch modulation.
DMA ruleset updates (fixes for Krusty)
Other minor bugs
Anything else not listed here has not been changed so please don't complain if <insert something> has not been fixed yet.
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- ZSNES Developer
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- Joined: Tue Dec 28, 2004 6:47 am
This binary appears to have changed the sound for saving in FF2/4... and not in a good way. I probably should record the sound ZSNES produces between the latest WIP and this current build.
This also changes the save spot sound in FF5 as well...
This also changes the save spot sound in FF5 as well...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...