Author Topic: FB Alpha 0.2.97.43 Bug Reports  (Read 478948 times)

Offline JacKc

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #465 on: November 08, 2014, 06:01:39 PM »
Today added correct color PROMs set for Super Punch-Out!! (Japan) :

Before :



After :



code :

Code: [Select]
// Super Punch-Out!! (Japan)

static struct BurnRomInfo spnchoutjRomDesc[] = {
{ "chs1c8la.bin", 0x2000, 0xdc2a592b, 1 | BRF_PRG | BRF_ESS }, //  0 Z80 Code
{ "chs1c8ka.bin", 0x2000, 0xce687182, 1 | BRF_PRG | BRF_ESS }, //  1
{ "chs1-c.8j", 0x2000, 0x1fa629e8, 1 | BRF_PRG | BRF_ESS }, //  2
{ "chs1-c.8h", 0x2000, 0x15a6c068, 1 | BRF_PRG | BRF_ESS }, //  3
{ "chs1c8fa.bin", 0x4000, 0xf745b5d5, 1 | BRF_PRG | BRF_ESS }, //  4

{ "chp1-c.4k", 0x2000, 0xcb6ef376, 2 | BRF_PRG | BRF_ESS }, //  5 N2A03 Code

{ "b_4c_01a.bin", 0x2000, 0xb017e1e9, 3 | BRF_GRA },           //  6 Top Screen Background Characters
{ "b_4d_01a.bin", 0x2000, 0xe3de9d18, 3 | BRF_GRA },           //  7

{ "chp1-b.4a", 0x2000, 0xc075f831, 4 | BRF_GRA },           //  8 Bottom Screen Background Characters
{ "chp1-b.4b", 0x2000, 0xc4cc2b5a, 4 | BRF_GRA },           //  9

{ "chs1-v.2r", 0x4000, 0xff33405d, 5 | BRF_GRA },           // 10 Big Sprite Characters
{ "chs1-v.2t", 0x4000, 0xf507818b, 5 | BRF_GRA },           // 11
{ "chs1-v.2u", 0x4000, 0x0995fc95, 5 | BRF_GRA },           // 12
{ "chs1-v.2v", 0x2000, 0xf44d9878, 5 | BRF_GRA },           // 13
{ "chs1-v.3r", 0x4000, 0x09570945, 5 | BRF_GRA },           // 14
{ "chs1-v.3t", 0x4000, 0x42c6861c, 5 | BRF_GRA },           // 15
{ "chs1-v.3u", 0x4000, 0xbf5d02dd, 5 | BRF_GRA },           // 16
{ "chs1-v.3v", 0x2000, 0x5673f4fc, 5 | BRF_GRA },           // 17
{ "chs1-v.4r", 0x4000, 0x8e155758, 5 | BRF_GRA },           // 18
{ "chs1-v.4t", 0x4000, 0xb4e43448, 5 | BRF_GRA },           // 19
{ "chs1-v.4u", 0x4000, 0x74e0d956, 5 | BRF_GRA },           // 20

{ "chp1-v.6p", 0x2000, 0x75be7aae, 6 | BRF_GRA },           // 21 Bottom Screen Big Sprite Characters
{ "chp1-v.6n", 0x2000, 0xdaf74de0, 6 | BRF_GRA },           // 22
{ "chp1-v.8p", 0x2000, 0x4cb7ea82, 6 | BRF_GRA },           // 23
{ "chp1-v.8n", 0x2000, 0x1c0d09aa, 6 | BRF_GRA },           // 24

{ "chs1-b-6e_white.6e", 0x0200, 0x8efd867f, 0 | BRF_GRA },       // 25 Color PROMS
{ "chs1-b-6f_white.6f", 0x0200, 0x279d6cbc, 0 | BRF_GRA },       // 26
{ "chs1-b-7f_white.7f", 0x0200, 0xcad6b7ad, 0 | BRF_GRA },       // 27
{ "chs1-b-7e_white.7e", 0x0200, 0x9e170f64, 7 | BRF_GRA },       // 28     
{ "chs1-b-8e_white.8e", 0x0200, 0x3a2e333b, 7 | BRF_GRA },       // 29   
{ "chs1-b-8f_white.8f", 0x0200, 0x1663eed7, 7 | BRF_GRA }, // 30

{ "chs1-v.2d", 0x0100, 0x71dc0d48, 0 | BRF_OPT },           // 31 Timing PROM

{ "chs1c6pa.bin", 0x4000, 0xd05fb730, 8 | BRF_SND },           // 32 VLM5030 Samples

{ "chs1-b-6e_pink.6e", 0x0200, 0x0ad4d727, 7 | BRF_OPT },           
{ "chs1-b-6f_pink.6f", 0x0200, 0x86f5cfdb, 7 | BRF_OPT },           
{ "chs1-b-7f_pink.7f", 0x0200, 0x8bd406f8, 7 | BRF_OPT },
{ "chs1-b-7e_pink.7e", 0x0200, 0x4c7e3a67, 0 | BRF_OPT },       
{ "chs1-b-8e_pink.8e", 0x0200, 0xec659313, 0 | BRF_OPT },       
{ "chs1-b-8f_pink.8f", 0x0200, 0x8b493c09, 0 | BRF_OPT },       
};

STD_ROM_PICK(spnchoutj)
STD_ROM_FN(spnchoutj)

Sadly Punch-Out !! have some GFX glitches since it was added in FBA 0.2.97.30 :



According to MAME, it seems Punch-Out!! has a different GFX loading routine than Punch-Out!! (Japan) :redface:


Offline JacKc

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #466 on: November 14, 2014, 01:05:22 PM »
Punch-Out !! Fixed  :smilie:





Offline iq_132

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #467 on: November 14, 2014, 01:12:45 PM »
Punch-Out !! Fixed  :smilie:




Nice work! (I meant to say that when you added the fix to the svn)


Offline JacKc

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #468 on: November 14, 2014, 01:21:58 PM »
Thanks iq_132 :smilie:

Fix will be commit soon to SVN but before trying to add punchouta and spnchouta clones to the driver ;p

EDIT : Fix submitted to SVN with Punch-Out!! (Rev A) and Super Punch-Out!! (Rev A) added !!!


Punch-Out!! (Rev A)


Super Punch-Out!! (Rev A)

Best regards,
JacKc.





« Last Edit: November 14, 2014, 01:56:30 PM by JacKc »


Offline Barry Harris

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #469 on: November 14, 2014, 01:55:11 PM »
Thanks iq_132 :smilie:

Fix will be commit soon to SVN but before trying to add punchouta and spnchouta clones to the driver ;p

Nice work Jack. :)
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Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.

Offline WILOWAR

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #470 on: November 14, 2014, 02:02:19 PM »
Battle Shark (World) (bshark) - game freeze after stage 2.
Dragonball Z (rev B) (dbz)- game freeze
Testing on 64 bit version of FBA
« Last Edit: November 14, 2014, 02:19:33 PM by WILOWAR »

Offline iq_132

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #471 on: November 14, 2014, 07:16:42 PM »
Battle Shark (World) (bshark) - game freeze after stage 2.
Dragonball Z (rev B) (dbz)- game freeze
Testing on 64 bit version of FBA

Would you be able to give me save states for these (before the freezes happen?)


Offline Arcadez

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #472 on: November 14, 2014, 08:29:33 PM »
Would you be able to give me save states for these (before the freezes happen?)

Battle Sharks guaranteed to stall during the mission screen right after level 1 which is quite short i can do ya a savestate
if you want though

Offline Arcadez

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #473 on: November 14, 2014, 08:45:13 PM »
Battle Shark save on the mission screen it should freeze shortly afterwards


Offline dink

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #474 on: November 15, 2014, 01:33:48 AM »
gamez fan, bad news re: that savestate, check your pm!

Offline dink

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #475 on: November 15, 2014, 12:10:20 PM »
Hmm, something has gone horribly wrong with Battle Shark, its locking up now before the game even starts.  weird, eh? :)
When I say lock up, I mean, the screen freezes or goes blank, and in the debug window, the cpu#1 spazzes out with "68K #1 Read byte => F00000" and it counts upwards.

Any ideas, guys?
EDIT: things are looking good - I got it to stop hanging! :D

best regards,
- dink
« Last Edit: November 15, 2014, 05:17:01 PM by dink »

Offline WILOWAR

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #476 on: November 19, 2014, 12:39:22 AM »
FBA 64 BIT version has bad, muffled sound compared to 32 bit - all games.  :redface:

Offline dink

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #477 on: November 23, 2014, 05:55:08 AM »
EDIT: nevermind, see note below!

Avengers (us set 1/parent) in d_lwings.cpp:
Right after beating the last boss, the congratulatory screen is kinda scrambled with the wrong image in FBA.  I found a longplay video (by M.Janet) played in MAME, and the screen is OK.  Need a little help with this one :)
p.s. after the savestate loads, wait for 2 screens to see what I mean.

From the MAME source:
Code: [Select]
Notes:

  avengers061gre2: corrupted graphics in Avengers' ending not fixed.
  This bug is not in the Japanese set "Buraiken".
  It might just be a bug in the original: the tiles for the character
  image are just not present in the US version, replaced by more tiles
  for the title animation. The tile map ROM is the same between the two
  versions.

EDIT2: more proof there's nothing wrong, here's a screencap of Buraiken's (Japanese Avengers) ending...

best regards,
- dink
« Last Edit: November 23, 2014, 06:10:39 AM by dink »

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #478 on: December 02, 2014, 03:14:36 PM »
well lets see,

Art of Fighting 2
Football Frenzy

are 2 games I noticed it in , it seems to happen at random in the emulator.

In AOF 2 it was when YOU WON or YOU LOST appeared on the screen and with the high pitched TING noise, the noise was crackly.

In Football Frenzy it happened when you were picking out a play.

This happened a few times before with other neogeo games with high pitched noises , cant seem to make it happen at will .

Sorry dink, I'm very bad at describing things well :(

Edit: I THINK I found the problem.........4 point 3rd order FM interpolation was on.........

I finally found the solution to this problem, sorry for taking so long!!  Technical info: it didn't check for clipping in the first stage of the PSG mixing with interpolation on.

best regards,
- dink

Offline dink

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Re: FB Alpha 0.2.97.33 Bugs Reports
« Reply #479 on: December 04, 2014, 02:56:26 AM »
Glitch for Dink- Bad priority sprites on Thunder Dragon 2

Fixed, thanks for reporting!
EDIT: bonus: Fixed the music up a bit, the lead instrument was missing!


best regards,
- dink
« Last Edit: December 04, 2014, 03:51:35 AM by dink »