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51
FBA Development / Re: input lag is too high on certain games?
« Last post by dink on April 03, 2018, 07:47:02 am »
the updated do/donpachi driver's w/2 frame reaction time have been sent to the libretro fba guy (barbudreadmon), if everything goes well they will be in the fba core in a few days.

best regards,
- dink
52
FBA Development / Re: Taking requests for megadrive
« Last post by klaus2018 on April 03, 2018, 04:33:18 am »
Hi.

Mortal Kombat II Unlimited
https://www.romhacking.net/hacks/596/

size:4136840
crc32:53206165

Thank you :biggrin:
53
FBA Development / Re: input lag is too high on certain games?
« Last post by furiadeoso on April 03, 2018, 03:08:28 am »
Your fears aren't without warrant, that's why I don't like messing with the timing of games that have been working great for years.  But don't worry, if something goes wrong we can just change it back :)

best regards,
- dink
Thanks, Dink :smilie:
54
FBA Development / Re: input lag is too high on certain games?
« Last post by dink on April 02, 2018, 09:05:45 pm »
I will be happy as long as it has no side effects in the netplay.
the word "desync" gives me a little fear. :eek:

Your fears aren't without warrant, that's why I don't like messing with the timing of games that have been working great for years.  But don't worry, if something goes wrong we can just change it back :)

best regards,
- dink
55
FBA Development / Re: input lag is too high on certain games?
« Last post by furiadeoso on April 02, 2018, 11:14:28 am »
I will be happy as long as it has no side effects in the netplay.
the word "desync" gives me a little fear. :eek:
56
FBA Development / Re: input lag is too high on certain games?
« Last post by dink on April 02, 2018, 08:57:26 am »
Don't worry, I didn't give up - I will not be beat.  I have just been collecting recon with rant's inbetween... :)

dp and ddp are very very timing sensitive when it comes to vbl and sprite buffering, I mean, just a couple cycles off and it will do one of 3 things:
1: go out of sync with sprite:tile layer (usually when getting close to the 2 frames of reaction time)
2: go between 2-4 frames of reaction time
3: explode!

if you get it exactly right, it will react in 2 frames with no bad side effects.  that being said, our dp / ddp now reacts in 2 frames. with no side effects.  tonight I'll do the ultimate playtest.

p.s. fba doesn't use drivers from mame :)

best regards,
- dink
57
FBA Development / Re: input lag is too high on certain games?
« Last post by Tatsuya79 on April 02, 2018, 08:15:40 am »
Well, the shorter input delay is always the best, as long as it doesn't break anything.

I thought it was some particular problem but perhaps FBA is just using and older driver for this game that was modified at a later date in MAME, and that gave better result on the input lag front.

Perhaps it's different for neogeo games?
As some like Last Resort or Viewpoint react in 3 frames vs 2 for MAME, while other games of the same driver like KOF98 don't?
58
FBA Development / Re: input lag is too high on certain games?
« Last post by dink on April 01, 2018, 10:14:53 pm »
Hmm, seems the best I can get so far is 3 frames in DonPachi / DoDonpachi.  I can bring it down to 2, the tile:sprite layers get desynched.  I'm not too convinced that these extra 1 or 2 frames faster response will help the games any - and I'm quite the master of both of them.  I'm also worried that the timing differences might cause problems down the line, because I've been playing DonPachi/DoDonPachi for years in fba without issue.  Anyhow.. my personal opinions aside - what do you guys think?

59
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Fulg0re on April 01, 2018, 03:12:13 pm »
so will be soon a updated version of FBA announced ?
60
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Gab75 on April 01, 2018, 02:32:21 pm »
dink's news for fba
x create c-chip device and hook up to all games w/a dumped c-chip
x fix a derp-load of bugs in the upd7810 core which caused issues with bonzeadv
x re-vamped priority system in Taito F2.
   -> fixes all sorts of priority bugs in PuLiRuLa
   -> fixes the cut-scene/story in Liquid Kids
   -> fixes missing moving letters right before the Metal Black titlescreen appears

Happy Hoppy-Bunny day!


Great work! Now also the Taito F2 emulation is almost perfect!

I would like to take this opportunity to wish you (and to the other DEVs and users) a Happy Easter! :)
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