Author Topic: FB Alpha 0.2.97.08 Bugs Reports  (Read 61582 times)

Offline iq_132

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #45 on: April 13, 2010, 12:13:37 AM »
Using the binary from Barry or one you compiled?


Offline BisonSAS

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #46 on: April 13, 2010, 12:25:38 AM »
Using the binary from Barry or one you compiled?
I tested in Barry binary and in my compilation. :S

Barry binary crash:

« Last Edit: April 13, 2010, 12:59:28 AM by BisonSAS »

Offline BisonSAS

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #47 on: April 13, 2010, 12:53:51 AM »
Sorry. :p I found the problem. :eek:

The cheat.  :eek:

My fault, sorry. :p

Offline doomking

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #48 on: April 13, 2010, 10:07:57 AM »
conc.cpp
Quote
static int ConfigParseFile(TCHAR* pszFilename)
{
#define INSIDE_NOTHING (0xFFFF & (1 << ((sizeof(TCHAR) * B) - 1)))

   TCHAR szLine[1024];
   TCHAR* s;
   TCHAR* t;
   int nLen;
replace with:
Quote
static int ConfigParseFile(TCHAR* pszFilename)
{
#define INSIDE_NOTHING (0xFFFF & (1 << ((sizeof(TCHAR) * B) - 1)))

   TCHAR szLine[4096];
   TCHAR* s;
   TCHAR* t;
   int nLen;

Offline BisonSAS

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #49 on: April 14, 2010, 12:19:37 AM »
Thanks doomking and oak2003. :smilie: Now the cheat in drtomy work fine. :biggrin:

Quote from: oak2003
Found to cheat the definition content, more than 1024 characters, FBA loading error occurs,

The greatest use of characters drtomy.ini = 3052

This solution may need to modify the driving simulator FBA,
Or informed more than 1024 characters CHEAT definition method, further amendments to ...

Offline James33

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #50 on: April 14, 2010, 06:37:10 AM »
Strange, here work fine:



Missing some menus in your screenshot. :confused:

Please, post your "System information".

Help -> System information


The menu is there, it only done that when I took a screenshot...   My OS is windows 7 ulimate, video card is a Geforce 9500 GT,  and the ram is 3 gig.....
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Offline James33

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #51 on: April 14, 2010, 06:41:26 AM »
Which blitter are you using? I don't think the basic blitter supports flipping which Galaga needs.


Ok that was the reason for the problem Thanks,  I am used to Mame lol.
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Offline BisonSAS

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Psikyo Sh2 Bug Report
« Reply #52 on: April 21, 2010, 11:08:46 PM »
src\burn\psikyo\d_psikyosh.cpp

Missing mahjong inputs in mjgtaste.

Offline Gab75

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #53 on: April 22, 2010, 08:05:19 AM »
Trojan - music too slow

I Tried the complete romset...

Offline IPLA

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #54 on: April 22, 2010, 11:04:33 AM »
Double Dragon - slow music

kev

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #55 on: April 22, 2010, 02:23:43 PM »
Double Dragon - slow music

also, i've no idea what sound cores ddragon uses but it seems to crash if the burn sound buffer is null. I can't be sure tho, it was crashing in the 360 port until I added lantus's sound code.

Offline iq_132

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #56 on: April 22, 2010, 02:39:50 PM »
we (I), really need to go through and make sure that the sound cores are not allowed to run if the sound buffer is null or incorrectly sized.  This would save a lot of crashes I think.


kev

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #57 on: April 23, 2010, 06:59:06 AM »
Agreed IQ. I've also started work on something of a memory manager using linked lists. Should just be a case of replacing all the mallocs in Burn with BurnMalloc and everything will be free'd when the driver exits, just to make sure there are no memory leaks left anywhere.

Offline BisonSAS

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Toaplan Service Mode bug
« Reply #58 on: April 24, 2010, 06:49:28 PM »
Missing the red color in fireshrk Service Mode:

FBA:


MAME:


Missing the "OFF" / "ON" in Input check:

FBA:


MAME:

Offline iq_132

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Re: FB Alpha 0.2.97.08 Bugs Reports
« Reply #59 on: April 24, 2010, 08:29:41 PM »
I'm fairly certain I've tracked down that bug to the fact that the toa sprite chip's "ram size" ram isn't buffered currently (I think...)