diff --git a/src/mame/universal/zerohour.cpp b/src/mame/universal/zerohour.cpp index d44b4ea30c5..51a553d40ab 100644 --- a/src/mame/universal/zerohour.cpp +++ b/src/mame/universal/zerohour.cpp @@ -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: