Author Topic: dink's FBN Development & Fixes thread  (Read 760835 times)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1470 on: August 11, 2018, 11:12:28 PM »
Asteroids and Asteroids Deluxe, a dink and iq_132 endeavor

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1471 on: August 12, 2018, 04:30:54 PM »
Moreover you added an anti-aliasing vector drawing too... excellent work! ;)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1472 on: August 22, 2018, 10:13:37 PM »
Some great news: Caps0ff successfully dumped Operation Wolf's C-Chip!
With that, I hooked it up to our Operation Wolf and it runs great :)

From the "I need vacation. Hmmm."* department:
Star Wars and Empire Strikes back really played hard to get.  My buddies know how frustrated I was towards the end there with Empire Strikes Back - the game would boot into service mode w/ no errors, but I couldn't get it to boot at all into the game.  I think it was maybe 3 solid days of poking around, and then finally the answer was right in front of me.  I thoroughly played both games later on and then realized it was worth every second.

* bonus points if you can guess where this quote came from :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1473 on: August 29, 2018, 10:03:44 AM »
In recent happenings:
Sega G80v is finally done, yay! :)  Lots of work on iq_132 and my behalf to get this one complete and awesome.

Gab75 found some nice bugs, one of them relating to a change made to the tilemap system which had negatively affected Sigma's Submarine.  The other being some offset issues in Konami's Finalizer.  Excellent work!

Maybe I forgot to mention, all of the Taito C-Chip games simulation code has been completely removed now that all of the games using the C-Chip have been dumped.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1474 on: September 25, 2018, 10:07:06 AM »
Wow, it's been a while since I posted anything here..

Been working very hard on new drivers w/iq_132, so the normal bugfix/improvement stuff had been on hold, but a couple things got in:
* added a feature/option to bring up the gamelist on launch of fbalpha
* added a hotfix for Sega Mastersystem's Rainbow Islands that causes the ending scene to crash.  This happens on real HW w/cart, too.
* fixed a state problems in upd7759 sound chip, which can cause horrible distortion in games that use it if the state is saved/loaded while its playing something. (altered beast and probably a few other Sega-16 games use this)
* added an analog paddle emulation w/velocity to the burn_gun device, this is good for certain trackball and spinner games.
* fixed several video bugs in pac-land, mostly due to video offsets and flipping
* added service coin button to donkey kong 3 - when held at boot this brings into a service mode
* added a fix for gun positioning issues in laser ghost (fix from mame)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1475 on: September 28, 2018, 08:25:16 AM »
JoJo's Bizarre Adventure / CPS3 had some bugs:
I noticed a few gfx-wise bugs in JoJoba, which all stem from the same thing.  Basically the first sprite in the character ram was getting ignored.  D'oh!  Sometimes the bug wouldn't happen, because the first sprite was behind something, but most of the time it would look like...

Before/after pics:

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1476 on: September 28, 2018, 10:57:41 AM »
Sometimes the bug wouldn't happen

Funny thing, i noticed this bug months ago in the libretro port, but wasn't able to reproduce it on standalone, so i thought it was specific to the port...

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1477 on: October 03, 2018, 07:42:42 PM »
P2 Hit Counter is fixed in JoJo's Venture / Bizarre Adventure, big thanks to Haze for sharing the fix with us :)

Read about it on Haze's blog @ https://mamedev.emulab.it/haze/

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1478 on: October 05, 2018, 12:35:31 AM »
Argus.  A game this legendary deserves a proper title screen.
Video Clip: https://www.youtube.com/watch?v=8Kejc5Y4NFw

after / before piccys:
« Last Edit: October 05, 2018, 12:38:37 AM by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1479 on: October 08, 2018, 10:30:59 AM »
Konami's Devil World HW (twin16) has a nice feature in which sprites can create a shadow by darkening the background layer below it.  The hardware presumably is incapable of shadowing ontop of another sprite.  So, what happens when the background layer is a lake of lava, and the platform is a sprite?   Unfortunately, the shadow looks like darkened lava, which is really ugly. (first pic).

To take care of this issue, I created a new priority tag for background tilemap mode 0 layer 1 (lava):
   TWIN16_BG_DEF_SHADOW   = 0x08  // BG pixel can't be shadowed, use a default shadow  -dink
... and draw the first layer of mode 0 w/that priority.

Then take care of the rest in the shadow handling section of the sprites drawing function:
Code: [Select]
    if (pdest[sx] & TWIN16_BG_DEF_SHADOW)
        dest[sx] = 0x801; // this is the palette index for the default shadow, rgb 0x282828.
    else // normal shadow handling check here

How does it look?
First pic: before - FBA (dev build) and MAME. (it looks much worse when animating)
Second pic: after - note, the small platforms are sprites, and the large platform is the background tilemap.
Third pic: when the platform below the characters is a tilemap.
« Last Edit: October 08, 2018, 10:37:26 AM by dink »

Offline Arcadez

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Re: dink's FBA Development & Fixes thread
« Reply #1480 on: October 12, 2018, 09:17:33 AM »
@dink nice work!!!

Offline Haze

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Re: dink's FBA Development & Fixes thread
« Reply #1481 on: October 12, 2018, 09:52:45 AM »
I think this was an intentional effect in the game to make it look like you're walking on something that's burning hot?

Don't think this is a fix so much as injecting personal preference into the emulation?

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1482 on: October 12, 2018, 10:03:55 AM »
Re: Devilw: when it animates it looks absolutely horrible, like a gfx bug.   Also watch when the player dies, he comes back as a shadow - it looks even more wrong.   I can see it being right if they were walking on the actual lava, though.  Either way we'll know for sure when a pcb recording surfaces :)  Until then...

best regards,
- dink
« Last Edit: October 12, 2018, 10:05:35 AM by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1483 on: October 12, 2018, 10:06:18 AM »
FBAlpha finally gets Crystal Castles!

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1484 on: October 23, 2018, 07:17:58 PM »
Since the we're now working with a public GIT repo, I'll periodically post my current development .exe for win32 here in this thread.
This exe is:
x my personal debug exe, compiled with debug support
x has all the latest features, fixes, drivers, etc on par with the git repo
x not to be confused with a release build - some things may be work-in-progress / unfinished

If you enjoy this stuff, please take the time to report any problems you may have...
here in this forum: http://neo-source.com/index.php?topic=1731.msg12476#msg12476
on the git repository: https://github.com/barry65536/FBAlpha

best regards,
- dink
« Last Edit: October 23, 2018, 07:21:26 PM by dink »