Donkey Kong: Walking Sound Hack?
-
- Core Developer
- Posts: 20
- Joined: Tue Mar 29, 2022 10:07 pm
- Has thanked: 14 times
- Been thanked: 61 times
Re: Donkey Kong: Walking Sound Hack?
-
- Core Developer
- Posts: 20
- Joined: Tue Mar 29, 2022 10:07 pm
- Has thanked: 14 times
- Been thanked: 61 times
Re: Donkey Kong: Walking Sound Hack?
https://github.com/MiSTer-devel/Arcade- ... eyKong.rbf
I forgot to set the name correctly with the date in my pull request, that'll be fixed with a new pull request. My apologies for that.
It is going to be 05/02
Re: Donkey Kong: Walking Sound Hack?
Thanks again for all your help. I fixed the problem by deleting the existing nvram filelagomorph wrote: ↑Mon May 02, 2022 4:02 pmI'm not sure what the issue is as the current MRAs should work. You could try editing Donkey Kong (US, Set 1).mra or making a copy and editing the line <rbf>donkeykong</rbf> replacing donkeykong with the full name of your rbf that you placed in cores/ to make sure it's using the correct core.
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
I also think that maybe the rom version is off? Old versions of MAME had very red girders like the FPGA implementation. This is just a thought on why it may be so different.
-
- Core Developer
- Posts: 547
- Joined: Sun May 24, 2020 9:30 pm
- Has thanked: 20 times
- Been thanked: 145 times
Re: Donkey Kong: Walking Sound Hack?
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
Sure I can do that, this was quicker to capture. I have a direct capture card (Mr Video) on the PCB so will do that today.
As a player that plays this game daily on PCB, I can assume you the MAME sounds are the similar if not identical to the PCB, but let me prove that right or wrong!
As Arnie would say…. I’ll be back.
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
Hopefully it can help some smart person fix the problem?
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
- aberu
- Core Developer
- Posts: 1192
- Joined: Tue Jun 09, 2020 8:34 pm
- Location: Longmont, CO
- Has thanked: 247 times
- Been thanked: 411 times
- Contact:
Re: Donkey Kong: Walking Sound Hack?
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
It’s a lot more than just in the jingle, it’s off everywhere. Running, jumps, hammer hits, music. I do wonder if it’s a simple incorrect resistor/capacitor assignment the code (not that i know how that works.)
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
A challenge for soemone.
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
FPGA sound increased by 6db to play at the same level.
In general the PCB has a deeper more resonating sound, the FPGA is 'tinny' and higher pitched.
Intro (Kong Climb) Jingle - Very similar except the high pitch of FPGA.
Stomp Sound - Very similar except the high pitch of FPGA.
Pre Start sound - Similar but the high pitch of FPGA seems higher than previous sounds.
Start Jingle - PCB sounds like bells/xylophone, FPGA sounds like high pitch digital beeps.
Run sound - PCB sound more like heaver shoes, FPGA sound like squeeky sneakers.
Jump Sound - Very similar except the high pitch of FPGA.
Run Climb - Same as running
Jump Sound - Very similar except the high pitch of FPGA.
Barrel Smash then score - Very similar except the high pitch of FPGA.
Barrel Board completion - Similar to other jingles, very beep/scratchy/digital on FPGA.
Rivet Board (level) completion - Similar to other jingles, very beep/scratchy/digital on FPGA.
Death Sound - Very similar except the high pitch of FPGA.
Seems to be two constant issues, the pitch of overall sound, and the jingles (digital not analog?) are very beepy and scratchy.
I'm cross posting with the discord as I'm not sure the people who could fix this are frequentling one or the other.
Re: Donkey Kong: Walking Sound Hack?
That sounds hopeful. I’ve read somewhere that it is difficult to get the right analog sound.80sArcadeKid wrote: ↑Mon Oct 31, 2022 6:16 am Sorry I’m incorrect on the jump s, low level ttl work was done and it is accurate listening to them PCB then FPGA (will a little off pitch), it’s just there is so much going on differently around it. From discord chat it seems this stuff is possible to fix just a lot of work and knowhow on what TTL circuits (correct terminology?) are for what sounds.
A challenge for soemone.
But is it possible to get closer to the pcb sounds?
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: Donkey Kong: Walking Sound Hack?
Also, you need to use filters in the core menu and the walking sound should sound correct. This is by design, although I am not sure I agree with it because how is anyone supposed to know which filter to choose, and it doesn't choose one by default. Anyway, if you read through this whole thread, I think all the details are there to be found.
Re: Donkey Kong: Walking Sound Hack?
Does anyone think the current walking sound was an improvement over the samples though? To me that change was a serious regression in accuracy.thorr wrote: ↑Mon Oct 31, 2022 6:55 pm I am pretty sure that most of the sounds you are hearing from the MiSTer are still samples. The walking sound is not a sample anymore. We just need to get the rest of the sounds converted and it will be a lot better.
Also, you need to use filters in the core menu. This is by design, although I am not sure I agree with it because how is anyone supposed to know which filter to choose, and it doesn't choose one by default. Anyway, if you read through this whole thread, I think all the details are there to be found.
- LamerDeluxe
- Top Contributor
- Posts: 1239
- Joined: Sun May 24, 2020 10:25 pm
- Has thanked: 887 times
- Been thanked: 284 times
Re: Donkey Kong: Walking Sound Hack?
EDIT: Lowering volume levels in the core menu (one step down from maximum still has good bass) seems to help to make the audio less harsh (maybe something is clipping?).
- Chilli_Vibes
- Posts: 129
- Joined: Sat Mar 12, 2022 4:47 pm
- Has thanked: 53 times
- Been thanked: 33 times
Re: Donkey Kong: Walking Sound Hack?
Also, the musical notes on the Mister are not short notes that stop, before the next note is played. On the Mister, the notes are just one long note that lasts until the next note is played. Listen to the PCB "Start Jingle" at 0:26, and keep listening to hear the Mister version, totally different. Same pitch and notes, but longer notes.
Can we not get really high quality samples from Geoff Suttor's PCB ?
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: Donkey Kong: Walking Sound Hack?
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: Donkey Kong: Walking Sound Hack?
See the top post of this page (page 6). jopdorp released a louder version which is the latest version. On page five, there is a link to the previous .rbf that is quieter. I wonder if that one works better.LamerDeluxe wrote: ↑Mon Oct 31, 2022 7:06 pm Indeed clearly an amplitude envelope is missing. And even the 2nd order 2khz low pass audio filter still passes too much high frequency audio.
EDIT: Lowering volume levels in the core menu (one step down from maximum still has good bass) seems to help to make the audio less harsh (maybe something is clipping?).
- LamerDeluxe
- Top Contributor
- Posts: 1239
- Joined: Sun May 24, 2020 10:25 pm
- Has thanked: 887 times
- Been thanked: 284 times
Re: Donkey Kong: Walking Sound Hack?
That one does actually seem to sound more smooth with more bass, with the filter in the core menu turned off. EDIT: And volumes at 100%thorr wrote: ↑Mon Oct 31, 2022 8:09 pmSee the top post of this page (page 6). jopdorp released a louder version which is the latest version. On page five, there is a link to the previous .rbf that is quieter. I wonder if that one works better.LamerDeluxe wrote: ↑Mon Oct 31, 2022 7:06 pm Indeed clearly an amplitude envelope is missing. And even the 2nd order 2khz low pass audio filter still passes too much high frequency audio.
EDIT: Lowering volume levels in the core menu (one step down from maximum still has good bass) seems to help to make the audio less harsh (maybe something is clipping?).
EDIT2: Overal volume is much lower though
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: Donkey Kong: Walking Sound Hack?
Thanks for checking. Also, he suggested a 1-pole 2kHz filter. Maybe submit an issue to the github with your findings and this might get picked up again to be worked on further.LamerDeluxe wrote: ↑Mon Oct 31, 2022 8:18 pm That one does actually seem to sound more smooth with more bass, with the filter in the core menu turned off. EDIT: And volumes at 100%
EDIT2: Overal volume is much lower though
-
- Posts: 48
- Joined: Thu Feb 11, 2021 10:59 pm
- Has thanked: 27 times
- Been thanked: 31 times
Re: Donkey Kong: Walking Sound Hack?
I can't capture any higher quality than the video I posted. And it comes in 'mixed' during gameplay.Chilli_Vibes wrote: ↑Mon Oct 31, 2022 7:11 pm None of the Mister sounds sound anything like the PCB.
Also, the musical notes on the Mister are not short notes that stop, before the next note is played. On the Mister, the notes are just one long note that lasts until the next note is played. Listen to the PCB "Start Jingle" at 0:26, and keep listening to hear the Mister version, totally different. Same pitch and notes, but longer notes.
Can we not get really high quality samples from Geoff Suttor's PCB ?
The thing is, the sound is seperated into digital and analog parts. The digital sounds are stored on eproms(?) on the PCB (see video). This is the melodies. The rest is analog and requires (accurate) analog simulation of the circuits. This is apparently what MAME does for the analog sounds (walk, jump, stomp,etc)
There is a bit of info around on this.
https://www.brasington.org/arcade/tech/dk/
https://www.brasington.org/arcade/tech/dkj/
- aberu
- Core Developer
- Posts: 1192
- Joined: Tue Jun 09, 2020 8:34 pm
- Location: Longmont, CO
- Has thanked: 247 times
- Been thanked: 411 times
- Contact:
Re: Donkey Kong: Walking Sound Hack?
thorr wrote: ↑Mon Oct 31, 2022 7:43 pmIt should be super easy to get perfect quality samples from Mame assuming each sound can be heard by itself and clipped into a sample file. Not saying Mame is perfect, but it is all digital and can be copied exactly. This would be an improvement over the current samples. I still vote for replacing samples with the generated ones like the walking sound is now. More work may need to be done to get them to sound better, but they are better than samples because there may be some randomness to the analog sound that would not be possible with samples.
I wouldn't suggest relying on MAME's to secure samples but instead doing it the right way and reimplementing the sound chip system inside the core so we don't need to use samples. Better to not waste effort on doing it with the workaround, and instead do it right, if someone with the skills wants to take a stab at it.
80sArcadeKid wrote: ↑Tue Nov 01, 2022 3:27 amChilli_Vibes wrote: ↑Mon Oct 31, 2022 7:11 pmNone of the Mister sounds sound anything like the PCB.
Also, the musical notes on the Mister are not short notes that stop, before the next note is played. On the Mister, the notes are just one long note that lasts until the next note is played. Listen to the PCB "Start Jingle" at 0:26, and keep listening to hear the Mister version, totally different. Same pitch and notes, but longer notes.
Can we not get really high quality samples from Geoff Suttor's PCB ?I can't capture any higher quality than the video I posted. And it comes in 'mixed' during gameplay.
The thing is, the sound is seperated into digital and analog parts. The digital sounds are stored on eproms(?) on the PCB (see video). This is the melodies. The rest is analog and requires (accurate) analog simulation of the circuits. This is apparently what MAME does for the analog sounds (walk, jump, stomp,etc)There is a bit of info around on this.
Yes, it would be preferable to simulate it the correct way. It would also be nice if it were written in a way that is portable because there may be similarities with other arcade systems from the same time period which could be ported over.
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: Donkey Kong: Walking Sound Hack?
So far that someone with the skills is @jopdorp. He gets it and he already said the current implementation is temporary and has a plan to make a more robust version and bring it back to Donkey Kong at some point. I just hope he follows through. There are two things that need to happen here as was already pointed out. The digital side needs to be properly implemented. This part of it should be relatively easy since it is digital and in the ROM's. The analog side of it is more complicated, but not impossible. The analog waveforms need to be "modeled" using math functions and there needs to be FPGA space dedicated to the calculator that can do this. From what I am hearing in the walking sound, jopdorp is on the right track, but some low pass filters need to be added to hide the high frequency sounds. His new version may end up being a lot better, but who knows. He is essentially taking intelligent short cuts to make the math easier and faster from what I understand. He talked about this in the previous pages of this thread.aberu wrote: ↑Tue Nov 01, 2022 4:02 pm I wouldn't suggest relying on MAME's to secure samples but instead doing it the right way and reimplementing the sound chip system inside the core so we don't need to use samples. Better to not waste effort on doing it with the workaround, and instead do it right, if someone with the skills wants to take a stab at it.
I think part of what is happening is the analog and digital sound in the real arcade cabinet are getting mixed together by chips that are affecting the sound and filtering out the high frequencies of both. So if we had clean analog and clean digital coming from the MiSTer (this is how part of it sounds to me even though it is still wrong sounding in general), it will sound wrong because of all the high frequency sound not getting properly filtered. Also, the bass needs to be boosted I think.
- aberu
- Core Developer
- Posts: 1192
- Joined: Tue Jun 09, 2020 8:34 pm
- Location: Longmont, CO
- Has thanked: 247 times
- Been thanked: 411 times
- Contact:
Re: Donkey Kong: Walking Sound Hack?
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times