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Gen 3 Pokemon Inaccurate healing Sound Effect #142
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What is your core version? Latest? |
Yes the one released a few days ago, though it's always seemed to have the issue |
How did you record from GB? |
Via the headphone out, recording software was audacity, but the sound is clearly different even if you were to listen by yourself no matter if it was headphone or speaker |
Sounds like the duty cycle is wrong. This sound effect happens on PSG channel 1. |
the march 17th build didn't fix this |
the mGBA emulator had the same sound glitch reported by me but was fixed today, any ideas on how to implement something similar? mgba-emu/mgba#3086 |
Yes, looks possible to implement. Best would be for me: loading savestate -> press a -> sound happens. Sorry, I'm very bad at hearing these differences, so i must be sure I'm researching the right thing. |
savestates.zip |
TLDR: not fixed yet. Explanation below. So the sound effect consists of 3 independent parts. Each part is starting with a frequency and then ramps it up using the sweep functionality. I found a mistake in the code in that the freuency register is updated, even when only the lower 8 bit are written and even if the "Start" bit (initial) is not set, so I changed it. |
As title says the sound effect for using a healing item like potions in a Gen 3 Pokemon game is inaccurate compared to real hardware, MiSTer audio was tested on both HDMI and IO board.
Sound effect comparison.zip
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