zerohour: update notes

This commit is contained in:
hap 2022-08-30 15:42:01 +02:00
parent 1e98661620
commit 42333c9702

View File

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