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41
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by dink on October 06, 2018, 09:07:34 am »
When I first saw it, I wasn't expecting much.. but, it surprized me: there's a lot of fun to be had in Cloud9, despite it being a prototype and looking quite simple :)

best regards,
- dink
42
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on October 06, 2018, 09:04:33 am »
The office of internal FBA affairs (aka Gab75) is taking care of replaying gradius II to get me a state.  :)

Regarding the hz: leaving some games at 60hz was intentional on my part.  Also, iq_132 leaves some games at 60hz also, for either the same or different reason than me.  Is this a big deal?  if it is, I'll change them, but probably a good 80% of the drivers run at a solid 60hz which means a lot of dull work...

best regards,
- dink
43
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by barbudreadmon on October 06, 2018, 07:00:54 am »
Wardner is running at 60hz while it is at 54.877858Hz in MAME.

Yes, most likely the value at https://github.com/libretro/fbalpha/blob/4b5c569447dd245995e7d071787d5083dd7322c1/src/burn/drv/toaplan/d_wardner.cpp#L997 is wrong, is that supposed to be
Code: [Select]
INT32 nCyclesTotal[3] = { 5487785.8 / 60, 3500000 / 60, 14000000 / 60 };
?

If so, i can probably take care of those kind of issues and send the diff to dink later.

Edit : i did some tests and i guess it is trickier than this...
44
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Tatsuya79 on October 06, 2018, 05:26:58 am »
A different one that should be easier to check:
Wardner is running at 60hz while it is at 54.877858Hz in MAME.

Also games on the Burger Time Data East machine are at 60 instead of 57.444853Hz.
Tested with Burger Time and Burnin' Rubber.
Same for Break Thru.
Same for games on Deco casette System it seems (tested Lock'n'Chase and Super Astro Fighter).
45
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by barbudreadmon on October 06, 2018, 05:23:55 am »
Btw, savestates in the libretro port are only the result of the BurnAreaScan call (no deflate applied), reason for this being performance (we are using savestates for netplay, the no input lag thingy called "read ahead", and the rewind feature which i guess helped a lot to finish this game ?). Knowing this, i hope it's somehow possible to convert them ?
46
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Tatsuya79 on October 06, 2018, 05:17:44 am »
The one I got is from retroarch, which isn't compatible with fba stand-alone it seems.
Attaching it anyway.
47
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Gab75 on October 06, 2018, 04:24:54 am »
@Tatsuya79: as dink wrote, a savestate (just before the game ending screen appears) will be very useful... :)
If I'm not wrong, Gradius 2 Japanese release hasn't the continue option and finish the game isn't an easy task! (I suck with the shoot'em ups! :P )
48
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by Gab75 on October 06, 2018, 04:11:24 am »
Other two Atari's games are emulated by FBA... a big thanks to iq_132 and dink! :)
Cloud 9 (prototype)
Firebeast (prototype)
49
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on October 05, 2018, 10:20:58 pm »
Tatsuya79, thanks for the report!
Can you please send me a savestate for this game ending?  If you have one, right before this screen appears is preferred.

best regards,
- dink
50
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Tatsuya79 on October 05, 2018, 08:08:19 pm »
Tiles priority issue at the end of Gradius II - GOFER no Yabou (Japan New ver.).
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