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Update trkfldch.cpp - add notes about where sample playback request is in abl4play (#12972)
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@ -25,7 +25,7 @@ DDR & TF PCBs look identical, all the parts are in the same place, the traces ar
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Some of m_unkregs must retain value (or return certain things) or RAM containing vectors gets blanked and game crashes.
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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.
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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?
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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?
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---
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@ -37,6 +37,20 @@ Turn and Whack (cards) game runs far too quickly (might show us where timer conf
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The Power Game game also appears to run far too quickly
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Territory Pursuit uses y-flipped sprites
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The code to play/request a sample from ROM is at 0D:FB7B
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It is called after pushing 3 words onto the stack containing the sample address
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eg.
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05:85B6: pea $0000
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05:85B9: pea $0005
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05:85BC: pea $f8bc
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05:85BF: jsl $0dfb7b --- play sample
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Samples appear to be terminated with 0x8000
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The game also has some terrible PSG-like music, is this coming from a secondary MCU as there is an additional glob on
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each of the units using the tech, and the audio quality varies significantly.
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*/
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#include "emu.h"
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