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41
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Treble Winner on June 18, 2018, 11:01:47 am »
Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

kabukiz is only in debug builds (both for the game list and the dat).
42
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on June 18, 2018, 10:09:22 am »
Hi,

I found 3 new bugs (tested all of them in fba standalone) :

1. P2 can't join in monster maulers and its clone

2. Most games in Taito "The NewZealand Story" driver are broken (fba crash). Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

3. In megadrive's general chaos, it seems multitap is detected, but either i don't understand how to move P2/P3/P4, or their controls are broken

Thanks for the reports!  I fixed up tnzs a bit, but need to do some quick testing tonight when I get home. 

General Chaos, select 4 players from the title screen, then theres a tricky part about squad selection, I forget how to get past that other than random button presses :)   But once the game finally starts I can control all 4 players.

best regards,
- dink
43
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by barbudreadmon on June 18, 2018, 08:06:14 am »
Hi,

I found 3 new bugs (tested all of them in fba standalone) :

1. P2 can't join in monster maulers and its clone

2. Most games in Taito "The NewZealand Story" driver are broken (fba crash). Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

3. In megadrive's general chaos, it seems multitap is detected, but either i don't understand how to move P2/P3/P4, or their controls are broken
44
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on June 14, 2018, 08:57:03 pm »
Hi,
wofch and wofchdx will play fine: but its a weird game, you have to wait until the game starts demo play before you can start.  I think because its a CPS Changer game, so its on FreePlay mode. 

best regards,
- dink
45
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by gxb on June 14, 2018, 06:54:44 pm »
It seems there's an input issue in Sangokushi III Gaiden: Kakou-On's Revenge DX (a hack of wofch, and its ROM name is wofchdx). This game is unplayable since START button does not work. Is it a known issue?
46
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by barbudreadmon on June 12, 2018, 03:20:35 am »
Hi,

it seems there is a color issue in dkong, here is the original pcb :


current mame is close to those colors, i guess it is related to this change :
Code: [Select]
0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
fba is a lot more redish.

I'm not 100% sure but i guess it is related to one (or both) of those changes in mame :
Code: [Select]
diff -Naur mame-mame0141u1/src/emu/video/resnet.c mame-mame0141u2/src/emu/video/resnet.c
--- mame-mame0141u1/src/emu/video/resnet.c 2011-01-24 06:09:05.000000000 +0100
+++ mame-mame0141u2/src/emu/video/resnet.c 2011-02-09 16:01:01.000000000 +0100
@@ -564,7 +564,7 @@
  cut = 0.0;
  break;
  case RES_NET_AMP_DARLINGTON:
- minout = 0.9;
+ minout = 0.7;
  cut = 0.0;
  break;
  case RES_NET_AMP_EMITTER:
@@ -685,13 +685,15 @@
  v = vcc - v;
  v = MAX(0, v-0.7);
  v = MIN(v, vcc - 2 * 0.7);
+ v = v / (vcc-1.4);
+ v = v * vcc;
  break;
  case RES_NET_MONITOR_ELECTROHOME_G07:
  /* Nothing */
  break;
  }
 
- return (int) (v *255 / vcc + 0.4);
+ return (int) (v * 255 / vcc + 0.4);
 }
 
 rgb_t *compute_res_net_all(running_machine *machine, const UINT8 *prom, const res_net_decode_info *rdi, const res_net_info *di)
diff -Naur mame-mame0141u1/src/lib/util/palette.c mame-mame0141u2/src/lib/util/palette.c
--- mame-mame0141u1/src/lib/util/palette.c 2011-01-24 06:09:05.000000000 +0100
+++ mame-mame0141u2/src/lib/util/palette.c 2011-02-09 16:01:01.000000000 +0100
@@ -682,8 +682,8 @@
 
 void palette_normalize_range(palette_t *palette, UINT32 start, UINT32 end, int lum_min, int lum_max)
 {
- UINT32 ymin = 1000 * 255, ymax = 0;
- UINT32 tmin, tmax;
+ INT32 ymin = 1000 * 255, ymax = 0;
+ INT32 tmin, tmax;
  UINT32 index;
 
  /* clamp within range */
@@ -707,11 +707,13 @@
  for (index = start; index <= end; index++)
  {
  rgb_t rgb = palette->entry_color[index];
- UINT32 y = 299 * RGB_RED(rgb) + 587 * RGB_GREEN(rgb) + 114 * RGB_BLUE(rgb);
- UINT32 target = tmin + ((y - ymin) * (tmax - tmin + 1)) / (ymax - ymin);
- UINT8 r = (y == 0) ? 0 : rgb_clamp(RGB_RED(rgb) * 1000 * target / y);
- UINT8 g = (y == 0) ? 0 : rgb_clamp(RGB_GREEN(rgb) * 1000 * target / y);
- UINT8 b = (y == 0) ? 0 : rgb_clamp(RGB_BLUE(rgb) * 1000 * target / y);
+ INT32 y = 299 * RGB_RED(rgb) + 587 * RGB_GREEN(rgb) + 114 * RGB_BLUE(rgb);
+ INT32 u = ((INT32)RGB_BLUE(rgb)-y /1000)*492 / 1000;
+ INT32 v = ((INT32)RGB_RED(rgb)-y / 1000)*877 / 1000;
+ INT32 target = tmin + ((y - ymin) * (tmax - tmin + 1)) / (ymax - ymin);
+ UINT8 r = rgb_clamp(target + 1140 * v / 1000);
+ UINT8 g = rgb_clamp(target -  395 * u / 1000 - 581 * v / 1000);
+ UINT8 b = rgb_clamp(target + 2032 * u / 1000);
  palette_entry_set_color(palette, index, MAKE_RGB(r, g, b));
  }
 }

Do you think this change is somehow appliable to fba ?

Best regards :).
47
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on June 09, 2018, 08:52:16 am »
Thanks, I'll try to figure out whats going wrong with bilinear filtering.
It's alright!

Here's the ini. As I expected, the full-screen color bleeding goes away if I disable bi-linear filtering.

About the buggy tiles... Never mind, I'm stupid. They're just badly-drawn dollar bills. :\
48
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Stifu on June 09, 2018, 08:38:35 am »
Here's the ini. As I expected, the full-screen color bleeding goes away if I disable bi-linear filtering.

About the buggy tiles... Never mind, I'm stupid. They're just badly-drawn dollar bills. :\
49
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on June 09, 2018, 08:32:50 am »
I can't reproduce either issue - please also post your ini file so I can investigate.  I think you might be using a scaler or fx that has the bug in it (a couple are buggy and actually cause the bleeding issue which depends on the game's screen size). 

Also try with all effects disabled and let me know how it looks?
 
oops, I mean with the ending scene, I don't see what the bad tiles are in the video or in the state.  Are you talking about the money that is sorta "floating" out of his bag? :)

best regards,
- dink
50
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Stifu on June 09, 2018, 08:16:46 am »
Here you go. Thanks for having a look.
  • cbuster_bullboss: color bleeding in full screen mode. It actually happens all the time, not just here, but that particular scene makes the problem more obvious due to the colors used. Go in full screen mode, and move your character either to the far left or far right side.
  • cbuster_ending: second punk buggy tile issue (took the save just a few seconds before the bug occurs).
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