Difference between revisions of "OutRun/Bugs"

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==Arcade version==
 
===Corrupted percussion samples===
 
===Corrupted percussion samples===
 
{{Bug
 
{{Bug
 
| image=OutRun bugs corruptsamples waveformcomparison.png
 
| image=OutRun bugs corruptsamples waveformcomparison.png
| desc=The original arcade release of ''OutRun'' shipped with its opr-10188.71 ROM containing bit6 stuck high (xx1xxxxx), which results in slight distortion of the game's samples.{{ref|http://reassembler.blogspot.com/2013/01/outrun-original-game-shipped-with.html}} Sound programmer [[Shigeharu Isoda]] noticed the corruption during the mastering of ''[[OutRun 20th Anniversary Box]]''{{ref|http://web.archive.org/web/20071217030416/http://outrun2sp.sega.jp/a_b/home.html}}, and with [[Hiroshi Kawaguchi]] was able to extract the original samples from a CP/M 8" floppy disk used during development.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}} All older ports of the game, like ''[[Sega Ages OutRun]]'', retain this corruption{{ref|http://reassembler.blogspot.com/2013/01/outrun-original-game-shipped-with.html}}, as do all previous published soundtrack albums.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}}
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| desc=The original arcade release of ''OutRun'' shipped with its opr-10188.71 ROM containing bit6 stuck high (xx1xxxxx), which results in slight distortion of the game's samples.{{ref|http://reassembler.blogspot.com/2013/01/outrun-original-game-shipped-with.html}} Sound programmer [[Shigeharu Isoda]] noticed the corruption during the mastering of ''[[OutRun 20th Anniversary Box]]''{{ref|http://web.archive.org/web/20071217030416/http://outrun2sp.sega.jp/a_b/home.html}}, and with [[Hiroshi Kawaguchi]] was able to extract the original samples from one of the CP/M 8" floppy disks used during development.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}} All older ports of the game, like ''[[Sega Ages OutRun]]'', retain this corruption{{ref|http://reassembler.blogspot.com/2013/01/outrun-original-game-shipped-with.html}}, as do all previous published soundtrack albums.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}}
  
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The above image compares one of the samples' intended waveform (top) with the corrupted version that shipped with the final release (bottom).
The above image compares one of the samples' intended waveform (top) with the corrupted version that shipped with the final release (bottom.){{fileref|OutRun bugs corruptsamples waveformcomparison.png}}
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| fixed=''[[3D OutRun]]''
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}}
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==="Splash Wave" desync===
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{{Bug
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| image=no
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| desc=The melody of the song "Splash Wave" begins to slightly desync during the song's latter half, which results from the value that determines note length being set six counts over its intended value (48 milliseconds too long.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}}) This desync was discovered by [[M2]] sound programmer [[Manabu Namiki]] during the development of ''[[3D OutRun]]'', and was subsequently fixed; however, all previous versions of the game and all previous soundtracks retain this error. [[Galaxy Force II/Bugs#"Defeat" desync|An identical desync]] occurs in the song "Defeat" from ''[[Galaxy Force II]]'', which was discovered and fixed in the same way.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}}
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| fixed=''[[3D OutRun]]''
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}}
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==="Splash Wave" instrument error===
 +
{{Bug
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| image=no
 +
| desc=The intro of the song "Splash Wave" contains ride cymbals in the PCM's rhythm palette which sometimes cancel playback of other instruments like snare drums and bass. As the game reserves a certain number of channels for sound playback, and the song's intro is heard at the beginning of a race (where numerous sound effects are being played, like the car peeling out), the ride cymbals will begin to take over channels normally reserved for other instruments. This error was discovered by [[M2]] sound programmer [[Manabu Namiki]] during the development of ''[[3D OutRun]]'', and was subsequently fixed; however, all previous versions of the game and all previous soundtracks retain this error.{{ref|https://web.archive.org/web/20170313215430/http://blogs.sega.com/2015/03/09/sega-3d-classics-3d-out-run-part-3/}}
 
| fixed=''[[3D OutRun]]''
 
| fixed=''[[3D OutRun]]''
 
}}
 
}}
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==References==
 
==References==
 
<references/>
 
<references/>
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{{OutRunOmni}}

Latest revision as of 00:12, 16 January 2022

Back to: OutRun.

Arcade version

Corrupted percussion samples

OutRun bugs corruptsamples waveformcomparison.png

The original arcade release of OutRun shipped with its opr-10188.71 ROM containing bit6 stuck high (xx1xxxxx), which results in slight distortion of the game's samples.[1] Sound programmer Shigeharu Isoda noticed the corruption during the mastering of OutRun 20th Anniversary Box[2], and with Hiroshi Kawaguchi was able to extract the original samples from one of the CP/M 8" floppy disks used during development.[3] All older ports of the game, like Sega Ages OutRun, retain this corruption[1], as do all previous published soundtrack albums.[3]

The above image compares one of the samples' intended waveform (top) with the corrupted version that shipped with the final release (bottom).

Fixed in 3D OutRun.

"Splash Wave" desync

The melody of the song "Splash Wave" begins to slightly desync during the song's latter half, which results from the value that determines note length being set six counts over its intended value (48 milliseconds too long.[3]) This desync was discovered by M2 sound programmer Manabu Namiki during the development of 3D OutRun, and was subsequently fixed; however, all previous versions of the game and all previous soundtracks retain this error. An identical desync occurs in the song "Defeat" from Galaxy Force II, which was discovered and fixed in the same way.[3]

Fixed in 3D OutRun.

"Splash Wave" instrument error

The intro of the song "Splash Wave" contains ride cymbals in the PCM's rhythm palette which sometimes cancel playback of other instruments like snare drums and bass. As the game reserves a certain number of channels for sound playback, and the song's intro is heard at the beginning of a race (where numerous sound effects are being played, like the car peeling out), the ride cymbals will begin to take over channels normally reserved for other instruments. This error was discovered by M2 sound programmer Manabu Namiki during the development of 3D OutRun, and was subsequently fixed; however, all previous versions of the game and all previous soundtracks retain this error.[3]

Fixed in 3D OutRun.

References


OutRun

Out Run Title.png

Main page | Comparisons | Credits | Hidden content | Bugs | Development | Magazine articles | Reception | Promotional material | Region coding | Technical information | Bootlegs


Music: OutRun (1992) | Yu Suzuki Produce OutRun (1997) | OutRun (2016) | OutRun (2022)
Videos: OutRun (1987) | OutRun (1988)
Events: OutRun Challenge Cup (1986)

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