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41
FBA Development / Re: Mortal Kombat II
« Last post by Fulg0re on December 31, 2018, 05:48:45 pm »
Cant wait !!!!! 2019 will be a great year !
42
Is there any plans to implement the building bot AppVeyor into the github source?
43
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on December 31, 2018, 09:17:17 am »
Vantier, thanks for the info :)
I actually didn't increase the music speed at all, the problem was the ym2151 sound chip - it was using an old/buggy method to sync to the sound buffers for the timers - which is why the rate change caused the difference in tempo.   A couple other DataEast games had this issue (Caveman Ninja, Rohga IIRC).  There really is no easy/elegant way to change the speed of the music without affecting other things.  Basically the soundcpu sends a command to the ym2151 sound chip to fire the timers at a specific rate, and these timers generate irq's (for the soundcpu) at that rate which controls the tempo of the music (and other things).  What I'm trying to say is, that's as good as it can get for now. 

best regards,
- dink
44
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Vantier on December 31, 2018, 05:10:17 am »
Hi Dink, Yes, now it's perfect at any rates. Very thank you!

I didn't test to change the sample rates cause it's normally sound quality related and not speed.
About how can you count the bpm without complications it's very simple. You can use this:
http://www.beatsperminuteonline.com/
If you have a little sense of rhythm you can tap with space key at tempo during a minute or less and see what's showing. (start tapping when you're sure of the rythym).
For me, using the first stage song, with your last fixes is 58bpm versus 60/61 with the korean video.
I don't want to be a pain in the ass, so for me it's ok. If you want perfection, increase just a little bit the sound speed.

BTW Very thank you, man and happy new year!!   
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FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on December 31, 2018, 12:50:42 am »
Vantier,
Here's a new test exe, now it should have the same tempo at any selected soundrate.
https://www.sendspace.com/file/qw82wm
now compiled with gcc 8.2.0 :)
& includes the eagleshot gfx fix c/o Haze (thanks!)

best regards,
- dink
46
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on December 30, 2018, 06:40:19 pm »
Yes, that help. Now with 48000hz in fba settings sound exactly the same as the pcb.
Thanks a lot. Keep up the good work!

Can you please tell me the rate you had selected before? :)

best regards,
- dink
47
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Vantier on December 30, 2018, 01:19:09 pm »
Can you please tell me how to get something to count the bpm, because I personally can't perceive the tempo differences.
also can you try setting your audio rate(hz) to 48000 in fbalpha, and see if that helps at all?

best regards,
- dink
Yes, that help. Now with 48000hz in fba settings sound exactly the same as the pcb.
Thanks a lot. Keep up the good work!
48
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on December 30, 2018, 10:46:38 am »
First of all, thanks for the efforts on this subjet, Dink
I've just test the debug exe you uploaded and it's still slower than the original :/
https://www.youtube.com/watch?v=0WzahQBA1RE&t=143s
Check this from 4:11. Compare that part where beats are more recognizable with the one you built.
Very Thank you, pal.

Can you please tell me how to get something to count the bpm, because I personally can't perceive the tempo differences.
also can you try setting your audio rate(hz) to 48000 in fbalpha, and see if that helps at all?

best regards,
- dink
49
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Vantier on December 30, 2018, 10:25:59 am »
First of all, thanks for the efforts on this subjet, Dink
I've just test the debug exe you uploaded and it's still slower than the original :/
https://www.youtube.com/watch?v=0WzahQBA1RE&t=143s
Check this from 4:11. Compare that part where beats are more recognizable with the one you built.
Very Thank you, pal. 
50
FBA Development / Re: [Guide] Build FB Alpha using MinGW/GCC-4.9.2 (x86 / x64) (rev. 2015)
« Last post by dink on December 30, 2018, 09:02:20 am »
For those who go the MingW route and like a custom installation (like me), and compile under the mingw shell; here are some tips:
Grab the latest MingW installer and install, at: https://osdn.net/projects/mingw/
While installing MingW: If you get an error on libisl, grab the libisl package directly from the page and unpack it with WinRAR into \mingw

See the attachments:
First expand the dx8 mingw headers and lib directory into \mingw\ - this allows compile of the basic/enhanced blitters

You'll also need the Official MS DirectX 9 headers. 
From the source:  https://www.microsoft.com/en-us/download/details.aspx?id=6812 (573MB)
an Easy route: open the installer exe with WinRAR and copy out the "includes" directory.
From attachment of this message (0.5MB)
Unpack this into c:\mingw and overwrite any .h files which were previously there.

Even though this MingW installs gcc 6.3.0, you'll use the "make mingw510" target, because that's just the target for 5.1.0 and above.

best regards,
- dink
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