Skip to content

v1.0.8 — sound-command delivery fix

Choose a tag to compare

@mstan mstan released this 12 Jun 00:01
· 9 commits to main since this release

Fixes a class of silently dropped sound commands. A clock-domain race in the framework meant a sound command written to the APU ports could be overwritten before the SPC700 engine ever polled it — the engine advances in audio-callback bursts, and writes landed at wall-clock time. On SMW this dropped up to half of all sound effects in alternating runs; Mega Man X pushes its commands through the same path. Port writes are now scheduled on the APU's own sample clock with hardware-faithful spacing. Hand-verified: no missed sounds.

This may also improve the residual SFX-onset timing reported in #4 — the new always-on port-traffic diagnostics that found this bug now ship in the runtime, so if you still hear anything off, an issue report can be pinned to exact per-command evidence.

Install

Download MegaManXSNESRecomp-windows-1.0.8.zip, extract, and run mmx.exe. On first launch it asks for your legally-dumped Mega Man X (USA) (Rev 1) ROM. See the bundled README.md for controls.

Known: a music change can fail to start while holding Turbo — catches up at the next track change (framework ISSUES.md).


macOS (Apple Silicon) build — MegaManXSNESRecomp-macos-arm64.zip

Native arm64 .app (SDL2 bundled, ad-hoc signed). ROM not included.