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Rampart : not a spam :)

Posted: Sat Jan 06, 2007 2:51 am
by Chad
http://marp.retrogames.com/r/rampart
http://marp.retrogames.com/inp/6/c/9/wa ... olf101.zip

I think a newbie issue of not reading the special rules is to blame. Doesn't playback for me, need two more verifications if playback doesn't work to zero.

Posted: Sat Jan 06, 2007 5:26 am
by mahlemiut
The special rule probably ought to be revised with mention that disabling sound in a recent version of MAME isn't going to help anyway.

Posted: Sat Jan 06, 2007 7:51 am
by Zwaxy
What's the situation here? It used to be that rampart only worked with sound disabled, and now it doesn't work whether sound is enabled or not?

Posted: Sat Jan 06, 2007 1:28 pm
by Weehawk
Zwaxy wrote:What's the situation here? It used to be that rampart only worked with sound disabled, and now it doesn't work whether sound is enabled or not?
-nosound no longer disables the sound hardware emulation, so any playback problems caused by it are not avoided by using that option.

For this game WolfMAME .83 with -nosound is probably the way to go.

Wonder why the pokey fix didn't help this game?

Posted: Tue Mar 06, 2007 1:02 am
by welby1
Is the sound still an issue? I submitted with sound a couple years ago, and it had no problem getting confirmed. I couldn't imagine playing without sound for the drums/time warning.

Posted: Tue Mar 06, 2007 3:02 am
by Chad
sound apparently wont be an issue in wolf113, but still sound affecting playback is still a problem in official wolf112 (unless someone compiled another version that includes haze's mentioned sound rework for wolf112u3.)

Posted: Tue Mar 06, 2007 8:36 am
by Haze
you'll still have to do some testing, but the goal is obviously to have MAME as deterministic as possible, and the new sound system should help there.

no promises, but certainly worth running over the usual suspects with 113 to see if there has been an improvement. (games which fail due to rand / time issues may still fail tho)