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zerohour: update notes
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@ -17,14 +17,17 @@ TODO:
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scrolling at the same speed as the stars, it's used in canyon parts and during the
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big ufo explosion
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- redclash canyon level, a gap sometimes appears on the right side, maybe BTANB
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- Sound (analog, schematics available for Zero Hour), redclash sound is not the same
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- redclash beeper frequency range should be higher, but it doesn't really matter
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since it can't be solved with a simple multiply calculation. Besides, anything more
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than right now and ears will be destroyed, so maybe the sound is softer(filtered)
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- replace zerohour samples with netlist audio (schematics available but bad quality)
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- add redclash samples or netlist audio (eg. player shot sound, explosions)
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- redclash beeper frequency range should be higher, but it can't be solved with a
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simple multiply calculation. Besides, anything more than right now and ears will
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be destroyed, so maybe the sound is softer(filtered)
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BTANB:
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- redclash gameplay tempo is erratic (many slowdowns)
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- redclash beeper sound stops abruptly at the canyon parts
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- other than the pitch being inaccurate (see TODO), redclash beeper really does
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sound like garbage, the only time it sounds pleasing is during the boss fight
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***************************************************************************/
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@ -105,7 +108,7 @@ protected:
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int m_gfxbank = 0; // redclash only
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};
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// redclash, adds background layer
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// redclash, adds background layer, one extra sound channel
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class redclash_state : public zerohour_state
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{
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public:
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