diff --git a/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/FDSAudio.cs b/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/FDSAudio.cs index f3e6692053..f823bd25d2 100644 --- a/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/FDSAudio.cs +++ b/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/FDSAudio.cs @@ -270,7 +270,7 @@ namespace BizHawk.Emulation.Consoles.Nintendo { // worst imaginable resampling int pos = i * samplebuffpos / samples.Length; - int samp = samplebuff[pos] * 20 - 20160; + int samp = samplebuff[pos] * 6 - 12096; samp += samples[i]; if (samp > 32767) samples[i] = 32767; diff --git a/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/RamAdapter.cs b/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/RamAdapter.cs index 33048e6d15..4f423b1723 100644 --- a/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/RamAdapter.cs +++ b/BizHawk.Emulation/Consoles/Nintendo/NES/FDS/RamAdapter.cs @@ -313,8 +313,14 @@ namespace BizHawk.Emulation.Consoles.Nintendo { if (state == RamAdapterState.IDLE && disk != null) // no spinup when no disk { - state = RamAdapterState.SPINUP; - SetCycles(); + // this isn't right, despite the fact that without it some games seem to cycle the disk needlessly?? + //if ((cached4025 & 1) != 0) + // Console.WriteLine("FDS: Ignoring spurious spinup"); + //else + //{ + state = RamAdapterState.SPINUP; + SetCycles(); + //} } } if ((value & 2) != 0)