DaveC posted on Feb 16 2006 at 12:41 AM said:
Greenchili posted on Feb 15 2006 at 09:54 PM said:
Turning on the samples would not be too hard and would open up sound on several games. Including most of the ones mentioned. I say go that route. Because even the modern mame relies on samples for those games.
I think some games like Space invaders and Asteroids still use samples as the sound was not code driven it was done with audio synthesizers.
I know Donkey kong, Zaxxon, Phoenix, PepperII etc. use emulated sound in newer versions.
If you listen carefully to the sounds in the PSP version of MAME the same exact sounds are missing when no samples are present that the GP2X version missing. On the PSP version when the samples are placed in the sample directory, wala, all sounds are present and accounted for. Same goes for the Zodiac Tapwave version.
If the PSP can do it. I'm pretty sure the GP2X can handle it.
Most likely the sample code was turned off because the GP32 could not handle it.
Heck I think even the dreamcast mamepak release can do samples!
Samples for berserk and zaxxon were added in mame .31
Samples for the nintendo games like donkey kong in .30 (some were eventually simulated, but not all)
Simulated sound for phoenix and asteroids were not added until .36
Using newer drivers would not serve much purpose and considering all the changes to the MAME core that seem to occur from version to version all the code wouldn't just "plug-in".
The only bad thing though is the sample names are completely different. For example on Dkong they are effect00-effect03. But in more current versions of mame they are run01-03, dkstomp, and jump. I don't think I've seen any place that has rollbacks for samples. :lol: