Update trkfldch.cpp - add notes about where sample playback request is in abl4play (#12972)

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mamehaze 2024-11-13 22:46:05 +00:00 committed by GitHub
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@ -25,7 +25,7 @@ DDR & TF PCBs look identical, all the parts are in the same place, the traces ar
Some of m_unkregs must retain value (or return certain things) or RAM containing vectors gets blanked and game crashes.
The G65816 code on these is VERY ugly and difficult to follow, many redundant statements, excessive mode switching, accessing things via pointers to pointers etc.
One of the vectors points to 0x6000, there is nothing mapped there, could it be a small internal ROM or some debug trap for development?
One of the vectors points to 0x6000, there is nothing mapped there, could it be a small internal ROM (sound related?) or some debug trap for development?
---
@ -37,6 +37,20 @@ Turn and Whack (cards) game runs far too quickly (might show us where timer conf
The Power Game game also appears to run far too quickly
Territory Pursuit uses y-flipped sprites
The code to play/request a sample from ROM is at 0D:FB7B
It is called after pushing 3 words onto the stack containing the sample address
eg.
05:85B6: pea $0000
05:85B9: pea $0005
05:85BC: pea $f8bc
05:85BF: jsl $0dfb7b --- play sample
Samples appear to be terminated with 0x8000
The game also has some terrible PSG-like music, is this coming from a secondary MCU as there is an additional glob on
each of the units using the tech, and the audio quality varies significantly.
*/
#include "emu.h"