Author Topic: FB Alpha 0.2.97.43 Bug Reports  (Read 479270 times)

Offline Arcadez

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Re: FB Alpha 0.2.97.26 Bugs Reports
« Reply #225 on: July 21, 2012, 04:16:10 PM »
there's usually a dat file that comes with each FBA release use the dat with romcentre and scan all your roms
romcentre will fix em for ya and make them compatable with FBA 0.2.97.26

Offline PlayerX

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Re: FB Alpha 0.2.97.26 Bugs Reports
« Reply #226 on: August 04, 2012, 08:44:18 AM »
Code: [Select]
{ "242-v5ae.bin", 0x400000, 0xafdd9660, 5 | BRF_SND },           // 20

KOF98AE sound is bad.
Maybe v5ae is not supported.

Offline niabi

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #227 on: August 29, 2012, 10:40:33 PM »
on 0.2.97.27 (and I think others) The sound on Gunsmoke is incorrect, and no sound FX :( working great on MAME

Offline SirVH

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #228 on: September 10, 2012, 11:04:32 PM »
Real Bout Fatal Fury Special with AES bios doesn't work. It just shows a black screen.

Offline iwakase

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #229 on: September 12, 2012, 02:33:59 AM »
- The Irritating Maze only shows black screen.
- X-Men crash after the big white boss (at the beginning of stage 3).

Offline zebrastripes

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #230 on: September 12, 2012, 11:19:36 AM »
Capcom Sport's Club (All Variants - CPS2 System) sound seems abnormally quieter compared to other games.

Offline -neoryu-

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #231 on: October 12, 2012, 01:09:02 AM »
Made a start on palette fade. Verified palette control register for all CPS-1/2 games (including non-MAME) and added config mapping for it. Will hook up the actual palette calculation tomorrow hopefully.


This sounds quite promising.  I'm wondering if there will be any way to sort out some nasty graphical bugs in certain CPS2 games.   Sadly, to many huge CPS2 fans, the games affected by the unemulated palette fade effect just so happen to be 2D works of art.  :redface: 

In the link below exists a thread I created which touches on what these graphical issues look like:

http://neo-source.com/index.php?topic=1695.0

Words can't express how amazing FBA is thanks to the extremely talented and generous team behind it.  It's truly remarkable. 
« Last Edit: October 12, 2012, 01:23:45 AM by -neoryu- »

Offline JacKc

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Re: FB Alpha 0.2.97.26 Bugs Reports
« Reply #232 on: October 21, 2012, 09:58:51 AM »
kov&kovplus and clone bug:

when play to stage 6, the game will skip back coin screen after character go to next level from snow level.
Thanks goes to iq_132, finally kov & kovplus and clone bug is now fixed :smilie:


Offline KaaMoS

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #233 on: October 29, 2012, 06:22:38 AM »
Custom macros not work for "street fighters" series.
I tested from 0.2.96.99~0.2.97.26
Custom macros never works on any of them.
Custom macros works for neo geo sets and others,but not for those with 3x macros buildin by fba.
Also I can only define only one custom macro.

I'm still having problems with Macros/Custom keys, even with 0.2.97.27.
I tried to create two custom input keys for Samurai Shodown IV (samsho4.ini)

This is what I added below "input" lines:
Code: [Select]
custom "P1 ABC" switch 0x10 "P1 Button A" 0x01 "P1 Button B" 0x01 "P1 Button C" 0x01
custom "P1 BCD" switch 0x11 "P1 Button B" 0x01 "P1 Button C" 0x01 "P1 Button D" 0x01


What's expected?
Quote
1. I should be able to see custom input names.
2. I should be able to see these 2 custom inputs I added.
3. Custom input keys should work


What I see:
Quote
1. Custom key for "P1 ABC" didn't appear, which means that emulator recognized the second custom key only (for "P1 BCD").
2. Custom input name for "P1 BCD" can't be seen, but letter "W" (which is switch 0x11) appears next to name space. Althought, this custom key is working as expected.
3. After closing emulator, and samsho4.ini is opened, I only see the key I made for "P1 BCD" and without a name.
Code: [Select]
custom "" switch 0x11 "P1 Button B" 0x01 "P1 Button C" 0x01 "P1 Button D" 0x01

Is there any way to fix this? What Am I doing wrong?

Or, better... could you add, Barry, at least 3-Button keys such as "ABC" and "BCD" for Neo-Geo games, please?
I'm not asking for 2-Button keys like "AB", "CD" since they aren't needed, and could be help for "unfair gaming".

The thing is, in my case... my keyboard, as in the most of the cases, just doesn't allow user to press 3 buttons at the same time.
So that's the only limitation I have at playing this game in particular.


Thanks in advance.
« Last Edit: October 29, 2012, 06:26:14 AM by KaaMoS »

Offline cristfc

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Re: FB Alpha 0.2.97.27 Bugs Reports
« Reply #234 on: December 09, 2012, 08:39:24 AM »
error loading replays in kof2001.zip
the strange thing is: replays load fine, but when I restart PC I got guru meditation.... =[
x64 version

Error log file attached

Offline zebrastripes

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Re: FB Alpha 0.2.97.28 Bugs Reports
« Reply #235 on: December 18, 2012, 05:56:19 PM »
The Irritating Maze (Neo-Geo) still hangs on a black screen upon loading.  Using version FB Alpha 0.2.97.28 (XP Binary) OS:XP SP3.
« Last Edit: December 18, 2012, 06:15:29 PM by zebrastripes »

Offline Samurai Fox

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Re: FB Alpha 0.2.97.28 Bugs Reports
« Reply #236 on: December 18, 2012, 06:17:28 PM »
Strikers 1945 Plus (Neo Geo) lags pretty hard most of the time when it shouldn't be in comparison to the real thing (on the actual MVS/AES, slowdowns are minimal).  Setting the CPU setting higher seems to fix it, but is not ideal if you want speed closer to its true form.

Iron Clad (Neo Geo) has issues where playing on European settings causes the screen to black out.  Normally on MAME and presumably on real hardware, this would only cause the screen to dim a little.

Ninja Commando (Neo Geo) has an issue where the screen blacks out in the Prehistoric stage when you fight the first mid-boss.  Behavior does not match how it should be  running on MAME and a real Neo-Geo system.

Truxton 2 has some desync issues in recording playbacks, and varius other Toaplan games seem to have issues with dipswitch changes (for example, you cannot change the region in Batsugun and Dogyuun).

For Batsugun, voices on the character select screen are very high-pitched.  Applies to Special as well.
« Last Edit: December 18, 2012, 06:26:59 PM by Samurai Fox »

Offline Lucar77

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Error when run in full screen.
« Reply #237 on: December 25, 2012, 08:24:12 PM »
Displays the following error when I run full screen. 

Anyone know a solution? Previous versions did not have this error, and this ever happens with any filter.




Offline Twinaphex

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Re: FB Alpha 0.2.97.28 Bugs Reports
« Reply #238 on: December 26, 2012, 01:17:18 PM »
I've just encountered a regression in Gunbird 1 on FBA 0.2.97.28.

This happens when you play as Marion and when you press and hold the fire button and then release.

The 'attack' animation will become 'stuck' to the screen and there's a very annoying sound pop/bug that will not go away.

I can confirm that this didn't happen with previous versions (I can be certain about FBA 0.2.97.26 at the very least). I tested with both the Win32 version and my own libretro version.

Here's a screenshot of what the bug looks like -

http://i.imgur.com/ahIFe.png

note how all the 'sprites' stick glued to the screen and never disappear (the attack sprite is cut in half as well). You can't hear the bad sound it makes either.
« Last Edit: December 26, 2012, 01:18:49 PM by Twinaphex »

Offline Barry Harris

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Re: FB Alpha 0.2.97.28 Bugs Reports
« Reply #239 on: December 26, 2012, 04:17:12 PM »
I've just encountered a regression in Gunbird 1 on FBA 0.2.97.28.

This happens when you play as Marion and when you press and hold the fire button and then release.

The 'attack' animation will become 'stuck' to the screen and there's a very annoying sound pop/bug that will not go away.

I can confirm that this didn't happen with previous versions (I can be certain about FBA 0.2.97.26 at the very least). I tested with both the Win32 version and my own libretro version.

Here's a screenshot of what the bug looks like -

http://i.imgur.com/ahIFe.png

note how all the 'sprites' stick glued to the screen and never disappear (the attack sprite is cut in half as well). You can't hear the bad sound it makes either.

It's related to changeset 891. Looks like the opcode hack should only be applied to 68000 and 68008 only? Any thoughts iq?
Account of Barry Harris; the traitor.
Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.