Interesting. I looked on the technical docs but couldn't figure out how this feature worked just by looking at the block diagram, and I couldn't find any info about how tone channel 3 influences the noise channel, so thanks for the info. It all seems a bit weird but I guess the engineers just wanted to make the DCSG a bit more flexible. Or maybe it was the other way around, noise was always tied to channel 3 but they later decided they could separated them by adding two extra control bits for its frequency.
I just uploaded 1.3 release candidate 5. Contains a bugfix for OPNA drum and Neotron ADPCM-A channels which could rarely manifest on MSX turboR in R800 mode only, reported by ImATrackMan.
My TODO list for the final release:
- PlaySoniq issue reported by alexito
- Carnivore2 + MMM issue reported by Pencioner
- GR8NET Stereo SCC+ issue reported by Avkooi
- DalSoRi R2 issue reported by Avkooi
- A high pitch in Bombaman - Flooded Greek Gardens reported by Hydragon
A Neotron issue reported by alexito (can’t reproduce atm, inquiring further)- OPL2 hardware support by setting bit 5 “wave select enable” reported by Alexey
- An issue with CTRL-STOP causing pausing behaviour reported by l_oliveira
Very well.
Grauw is my circuit design OPL2. Alexey helped me to communicate with you.
OPM Light from me. I/O Ports $38, $37. BUS -> MSX-EXT.
Just uploaded my new NEOTRON Audio Cartridge Test Video and Thanks Supersoniq team for that kind of awesome MSX hardware.
https://www.youtube.com/watch?v=9Z4f50WWlmc
;)
PS: This VGMPLAY.COM (VN) is not the 1.3 release candidate 5 I'll be testing it tomorrow.
BTW: ALEKS where I can buy those 3.57954 Mhz Crystal Clock Chips? Because I need it desperately for modding some FRANKY VDP Cartridges?
I have tested VGMPLAY 1.3-RC5 and it is working very good with Neotron. Thanks, Grauw for your hard work making our MSX sound amazing with every release.
Good to hear!
By the way, if anyone owns one of the devices listed below and has the same issue, patches are welcome! Since I either don’t own or can’t reproduce these myself, it would be much quicker if someone who did would look into it.
I think all of these issues are in the detection code, so they should be quite contained and relatively easy to look into further without fully understanding the code base. It doesn’t need to be pretty but if you can at least determine the cause and possible fix for the issue, that would be of great help.
- PlaySoniq issue reported by alexito
- Carnivore2 + MMM issue reported by Pencioner
- GR8NET Stereo SCC+ issue reported by Avkooi
- DalSoRi R2 issue reported by Avkooi
I tried to reproduce the DalSoRi R2 issue but at my setup it is working fine in slotexpander, tried both Modulon and 8bit4ever one - all is good. But i don't have Turbo R - i tested on Sanyo Wavy 70FD. So might be that the issue is not related to either DalSoRi or VGMplay - it might be some hw related stuff
Could be, it wouldn’t be the first time it’s a hardware problem . Thanks for trying it!
Do you think you could look into what happens on the Carnivore2? VGMPlay does a simple “magic string” check to see if the MMM is detected in what’s really the C2 slot, it works in the emulator but not on the real device… Somehow the slot mapping or memory contents is different from what’s emulated?
I checked the DalSoRi R2 issue as well and can still reproduce the problem with RC5 (on a Turbo R with slot expander, using Ausra Blade as test). Earlier version of VGMPlay (1.2) detected also the DalSoRi 2 as Moonsound but did play correct. Directly in a slot there is no problem: detection is correct and also the songs play correct.
I'll see if i can find anything in the detection routine and try to patch it.
IIRC what we discussed about that on Nijmegen, it is because magic string is not found because C2 is boot with a slot configuration which is not the same as when you boot with F5 key pressed (as required for FW updates, where the code also look for this magic string). Which actually makes that detection code quite useless in real life. And since magic string is not detected, and the memory mapper works the same as one in MMM, it makes a false positive for it
I will ask Alexey for help with solving this issue btw, i guess I'm almost obliged to take it because i have C2 and i know a little bit the vgmplay's code