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Miscellaneous => Projects => Topic started by: kenshiro on February 21, 2009, 08:26:08 PM

Title: Kenshiro's Stuff
Post by: kenshiro on February 21, 2009, 08:26:08 PM
Hi everyone  ;p

I start this thread to post various stuff i'm working or i've been working on, related to FBA or MAME (tools, Xbox drivers...) :)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on February 21, 2009, 08:34:51 PM
Quote
By Kenshiro (http://neosource.1emu.net)


Driver Generator for Final Burn Alpha (Version 1.0, 15/02/2009)
-----------

This tool can read drivers from a MAME driver file,
convert them to be use on FBA and finally write them in a new file.


To use it
-----------

type this command: drvgen [src_file_path] [option].   
   
For example, drvgen c:\cps1.c will generate a drv.c file in drvgen.exe directory.

You can also use the option -e: drvgen c:\cps1.c -e   
   
This option will store all BurnDriver struct at the end of the file.

NB: this tool doesn't work for Neogeo drivers!


To compile it
-------------

under GCC type the command : gcc drvgen.c -o drvgen.exe

Licence
-------

You're free to use and modify it in anyway you want, use it at your own risks.
You can't use it for monetary gain.

This tool can't of course get 100% of the infos automatically (which is impossible :redface:), but can process most of them ;p, the rest must be done by hand.

I'm currently working on a specific Neogeo drivers generator, and how i can get more game infos  :biggrin:
Title: Re: Kenshiro's Stuff
Post by: JacKc on February 21, 2009, 08:43:09 PM
Thanks Kenshiro...This tool saves me a lot of times and very usefull !!!
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 16, 2009, 05:53:52 PM
This is Cave drivers code from FBA 0.2.97.04, modified to run on both Xbox and PC builds :)

In previous FBA-XXX Pro beta builds, iq_132 wrote VMM for Power Instinct 2 and Power Instinct Legends, by using
his "universal VMM", like for his PGM Xbox drivers: http://neo-source.com/index.php?topic=980.0)

However, standard FBA-XXX VMM (wrote by Gogo Ackman) is faster for Cave games (especially Guwange), so i wrote a code which use that one, which result in a constant 60fps ^^, and also get Guwange code more simple as before.

I keep a part of iq's decryption code for Power Instinct 2 and Power Instinct Legends, credits to him :) 

Here's the VMM games:
 
    Guwange (Japan, Master Ver. 99/06/24)
    Power Instinct 2 (US, Ver. 94/04/08)
    Gouketsuji Ichizoku 2 (Japan, Ver. 94/04/08)
    Power Instinct Legends (US, Ver. 95/06/20)
    Gouketsuji Ichizoku Saikyou Densetsu (Japan, Ver. 95/06/20)
   
To compile it, comment / uncomment this line (on cave.h bottom):

Code: [Select]
//#define XBOX_CAVE       

It can be use with my c***** FBA-XXX Pro beta source you can find here :p :

http://www.4shared.com/file/82029884/d3ef8baa/fba_xxx_pro_src_beta_129b.html (http://www.4shared.com/file/82029884/d3ef8baa/fba_xxx_pro_src_beta_129b.html)
Title: Re: Kenshiro's Stuff
Post by: iq_132 on March 16, 2009, 06:42:16 PM
Beautiful. :)
Title: Re: Kenshiro's Stuff
Post by: KaNyErO on March 16, 2009, 08:41:44 PM
Nice kenshiro

Btw: Do you know if pgm games would be playable on xbox using the last improved iq's drivers?

Thanks
Title: Re: Kenshiro's Stuff
Post by: iq_132 on March 18, 2009, 12:25:21 AM
Nice kenshiro

Btw: Do you know if pgm games would be playable on xbox using the last improved iq's drivers?

Thanks


http://www.fbadev.info/iq_132/vmm_pgm.png

It really depends greatly on how fast the vmm in fba-xxx is, and if the xbox's 733mhz cpu is better or equal to 10-15% cpu usage on a 1.8 c2d (3.6ghz) [3600 * 0.12 = 432mhz]
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 18, 2009, 10:52:16 AM
Yup. I modified few weeks ago PGM drivers (from 0.2.97.01 i think) to get them run on Xbox, that was a very quick and preliminary work, and Oriental Legend was running between 45 - 60 fps.

As this b****** of iq definitly speed up the PGM code, i think it could be nice :)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 29, 2009, 12:28:13 PM
This is FBA 0.2.97.04 NeoGeo code, modified to run on Xbox :) (standard one with 64 Mo of RAM).

As in latest FBA-XXX and FBA-XXX Pro 1.28, this code use Gogo Ackman's VMM (so run games in a constant 60 fps). Here's what changes:

- Of course the romset, as FBA-XXX Pro 1.28 is 2 years old and there's changes in Neogeo every 15 days lol, hacks were  added / remove, more games revisions are playable (several sets tagged as "set 2" and AES, also PCB revisions, new bootlegs), so that's quite different :)
 
- In previous builds, all games were using VMM, which were slow cause for more than 50% of the games we can store all the sprite data in RAM. VMM is now required when sprite data are 32Mo or more (at least in non HD mode, i don't have an HD TV :p ), which speedup loading for a lot of games :).

- GFX decryption for games encryted with KOF99 - KOF2000 scheme is handling in a different way. the code is more simple and also 30% faster, it need 1 minute or a bit more to load a game with 64Mo of graphics ROM (still slow, but that's an Xbox lol). Check if a decrypted set of the game is available (loads 50% faster lol).Sdata extraction is also manage in a different way.

- I tried to keep the code as similar as in FBA 0.2.97.04, heavily modified stuff  is in NeoLoadSprites, NeoDecodeSprites, NeoGfxDecrypt and NeoExtractSData, also a bit in NeoInit. Some decryption routines are call at a different moment and were a bit modified (DoPerm, lans2004_cx_decode...). The code should be update easily in the future :)

- All romsets except those one are playable without issues (bit less than 230 + decrypted sets):
 
SNK vs. CAPCOM SVC CHAOS (JAMMA PCB, set 1) : code in progress :)
SNK vs. CAPCOM SVC CHAOS Plus (bootleg set 1) : does not draw
SNK vs. CAPCOM SVC CHAOS Plus (bootleg set 1) : does not draw
The King of Fighters 2003 (Japan, JAMMA PCB) : crash while loading
The King of Fighters 10th Anniversary (The King of Fighters 2002 bootleg) : does not boot
The King of Fighters 2003 (bootleg set 1) : hardware test screen
The King of Fighters 2003 (set 1) and The King of Fighters 2003 (set 2) : garbage on graphics
Samurai Shodown V / Samurai Spirits Zero (bootleg) : bank error.

Hope i will figure out this  :rolleyes: :smilie:(for svcpcb i currently trying your trick iq). This code will be in the next FBA-XXX Pro beta, you can use that sources to compile it : http://www.4shared.com/file/82029884/d3ef8baa/fba_xxx_pro_src_beta_129b.html (http://www.4shared.com/file/82029884/d3ef8baa/fba_xxx_pro_src_beta_129b.html) 
 
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 30, 2009, 02:30:59 PM
There's an GFX issue on mslug4nd.

Find this in mslug4Init() :

Code: [Select]
if (strcmp(BurnDrvGetTextA(DRV_NAME), "mslug4") == 0) {
nNeoTextROMSize = 0x080000;
}

Then replace it with:

Code: [Select]
if (strcmp(BurnDrvGetTextA(DRV_NAME), "ms4plus") != 0) {
nNeoTextROMSize = 0x080000;
}

Sorry :biggrin: lol
Title: Re: Kenshiro's Stuff
Post by: Skeletor on April 13, 2009, 07:56:38 AM
 I like this place :rolleyes:
Title: Re: Kenshiro's Stuff
Post by: kenshiro on April 24, 2009, 03:11:26 PM
Quote
Xbox NeoGeo drivers update (24/04/2009)

-Get SNK vs. CAPCOM SVC CHAOS (JAMMA PCB, set 1) working (Dedicated to iq_132 ^^)
-Fixed GFX issue on mslug4nd

Except some PGM games like kov, this is probably one of the biggest romset loaded on an Xbox.
He has 2 C-roms of 32Mo, 2 V-roms of 8Mo, 1 M1 of 512k and a P-rom of 32Mo! Only the first 8 Mo of the P-rom are really use, so the code load the Prom temporary, write the first 8 Mo into a file, then read it after processing GFX.

Thank you iq to suggest me that trick :biggrin: ;p

Sources are in attachment  :smilie:
Title: Re: Kenshiro's Stuff
Post by: Skeletor on April 25, 2009, 04:29:49 AM
Yay, now it overpasses the biggest romset  ...

Sounds like great news. Hooray! Smile
Title: Re: Kenshiro's Stuff
Post by: iq_132 on April 26, 2009, 02:26:10 AM
Except some PGM games like kov, this is probably one of the biggest romset loaded on an Xbox.
He has 2 C-roms of 32Mo, 2 V-roms of 8Mo, 1 M1 of 512k and a P-rom of 32Mo! Only the first 8 Mo of the P-rom are really use, so the code load the Prom temporary, write the first 8 Mo into a file, then read it after processing GFX.


Great :) I thought that might work. :)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on April 28, 2009, 11:22:53 AM
No work today :cool:, so here's an update :smilie:

Quote
Xbox NeoGeo drivers update (28/04/2009)

Entiere code update with changes from FBA 02.97.05:
Quote
Added support for the Neo-Geo Deck BIOS [Barry]
Fixed an issue with the Neo-Geo driver flags, fixing Memory Cards and Button Macros [Barry]

Via dipswitches there's now an amazing number of differents bios you can select :eek: Nice work Treble winner, i really enjoy that stuff :biggrin:

Sources in attachment ;p
Title: Re: Kenshiro's Stuff
Post by: kenshiro on April 30, 2009, 11:45:09 AM
I forgot to clean up some variables in NeoExit(). Here's a fix :)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on May 02, 2009, 10:57:51 AM
- Fixed svcpcba (hardware test screen), sorry! Also corrected few others mistakes :p
Title: Re: Kenshiro's Stuff
Post by: kenshiro on May 06, 2009, 04:38:20 PM
Fixed the following games:

SNK vs. CAPCOM SVC CHAOS Plus (bootleg set 1)
SNK vs. CAPCOM SVC CHAOS Plus (bootleg set 2)
The King of Fighters 10th Anniversary (The King of Fighters 2002 bootleg)
The King of Fighters 2003 (bootleg set 1)
The King of Fighters 2003 (set 1) and The King of Fighters 2003 (set 2) :
Samurai Shodown V / Samurai Spirits Zero (bootleg)

The King of Fighters 2003 (Japan, JAMMA PCB) is the only non working game :biggrin: :eek:, all the rest is playable!

Thanks iq to help me catch that issues ;p

Title: Re: Kenshiro's Stuff
Post by: Skeletor on May 08, 2009, 04:59:21 PM
Code: [Select]
memcpy (Neo68KROM + 0x100000, Neo68KROM, 0x700000);
becomes
Code: [Select]
for (i = 7; i > 0; i--) {
    memcpy (Neo68KROM + (i * 0x100000), Neo68KROM + ((i - 1) * 0x100000), 0x100000);


Nice tweak :idiot:
Title: Re: Kenshiro's Stuff
Post by: kenshiro on May 26, 2009, 07:46:36 PM
This is CPS1 - CPS2 drivers from FBA 02.97.05 modified to run on Xbox.

All CPS2 games have a VMM. In non HD mode only hsf2 and clones really need it.
I think it will work in 480 and 720P, need to be tested lol.

On my old crappy TV, all the games i tested seems working fine.

There's an really funny and nasty issue.
The first CPS2 launched draws a black screen, just exit the game, relaunch it and it will works. Then launch whatever CPS2 game you want it will work... lol :biggrin: It doesn't happen with CPS1 games, and if you launch a CPS1 game, then have a play with a CPS2 one, the CPS2 game will work on first try... :idiot:

Seems dumbass issue but can't catch it ATM :biggrin:, at least the games works fine. Sources in attachment :smilie:
Title: Re: Kenshiro's Stuff
Post by: kenshiro on June 18, 2009, 06:03:56 PM
A Cave update :smilie:

Quote
18/06/2009

    Updated Cave drivers code to FBA 0.2.97.05
   
   "Supposed" support for 720P (need to be tested!).
    Setup a VMM on the following games:
       ESP Ra.De. (International, Ver. 98/04/22)
       ESP Ra.De. (Japan, Ver. 98/04/14)
       ESP Ra.De. (Japan, Ver. 98/04/21)
       Gaia Crusaders
       Pretty Soldier Sailor Moon (JUEHTK, Ver. 95/03/22)
       Pretty Soldier Sailor Moon (JUEHTK, Ver. 95/03/22B)
       Thunder Heroes
      
       Removed the ability to compile the code for PC and for Xbox (useless)   

16/05/2009

    Port of Cave drivers code from FBA 0.2.97.04 to Xbox.
   
    Setup a VMM on the following games:
        Guwange (Japan, Master Ver. 99/06/24)
        Power Instinct 2 (US, Ver. 94/04/08)
        Gouketsuji Ichizoku 2 (Japan, Ver. 94/04/08)
        Power Instinct Legends (US, Ver. 95/06/20)
        Gouketsuji Ichizoku Saikyou Densetsu (Japan, Ver. 95/06/20)
   
Title: Re: Kenshiro's Stuff
Post by: master_system on June 22, 2009, 03:41:51 PM
hi kenshiro

ive contacted you about this before as an issue on fbaxxx, and i know your probably busy getting new stuff in / 720p issues. but as i use fba in an arcade cab the romlist view uses analog control only, but i have a digital joystick so the rom selection flys and skips 5-10 rom names at a time.  This is the only emu on xbox that has analog control on romlist - can you change it so it accepts digital (dpad) or slow it down a bit

thanks
Title: Re: Kenshiro's Stuff
Post by: kenshiro on June 24, 2009, 09:46:21 AM
Yeah that's an issue from previous FBA-XXX, honestly i'm not motivated as much to track this issue, i'm already very busy with drivers code. Will see...
Title: Re: Kenshiro's Stuff
Post by: kenshiro on June 27, 2009, 04:26:48 PM
This is port of iq_132 Asura Blade and Asura Buster drivers :) for Xbox. It has a VMM, runs mostly full speed with some little slowdowns, in standard 480i and no filters.

I modified a few the generics drawing routines of FBA (include in attachments). This stuff could be used in the future to run anothers VMM on games which use generic drawing stuff. 

Dedicated to my friend iq_132 ;) :biggrin:

Title: Re: Kenshiro's Stuff
Post by: iq_132 on June 27, 2009, 07:37:10 PM
Oh that's fantastic!  :biggrin:
Title: Re: Kenshiro's Stuff
Post by: JacKc on June 29, 2009, 05:27:23 PM
Great great work Kenshiro ;p
Title: Re: Kenshiro's Stuff
Post by: kenshiro on August 05, 2009, 01:38:29 PM
The first CPS2 launched draws a black screen, just exit the game, relaunch it and it will works. Then launch whatever CPS2 game you want it will work... lol :biggrin: It doesn't happen with CPS1 games, and if you launch a CPS1 game, then have a play with a CPS2 one, the CPS2 game will work on first try... :idiot:

Catched and fixed. All works well now, no known issues :)
Title: Re: Kenshiro's Stuff
Post by: iq_132 on August 05, 2009, 01:39:26 PM
Catched and fixed. All works well now, no known issues :)

Beautiful! :) HSF2 ffs.
Title: Re: Kenshiro's Stuff
Post by: Skeletor on August 05, 2009, 05:30:06 PM
Kensho is back for more, :rolleyes: well done m8 !
Title: Re: Kenshiro's Stuff
Post by: kenshiro on August 29, 2009, 05:11:00 PM
Updated CPS1 - CPS2 drivers to FBA 0.2.97.06 code, to support latest iq_132 eeprom code :)

No issues on my Xbox ^^  :biggrin:


Title: Re: Kenshiro's Stuff
Post by: Blood Fetish on August 30, 2009, 01:00:04 AM
FBA is looking good since I checked it out last (5 or 6 years ago). Glad to see some things still kicking with emulation.
Title: Re: Kenshiro's Stuff
Post by: kenshiro on September 18, 2009, 06:38:40 PM
After a hard week :p i worked a bit on this tonight. This is port of Psikyo drivers (from FBA 0.2.97.06) for Xbox, with a VMM ^^

I noticed two problems in the original FBA code for Tengai:

Code: [Select]
static int tengaiLoadRoms()
{
// Load 68000 ROM
unsigned char* pTemp = (unsigned char*)malloc(0x100000);
if (pTemp == NULL) {
return 1;
}

BurnLoadRom(pTemp + 0x000000, 0, 1);
BurnLoadRom(pTemp + 0x080000, 1, 1);

for (int i = 0; i < 0x040000; i++) {
((unsigned short*)Psikyo68KROM)[2 * i + 0] = ((unsigned short*)pTemp)[0x000000 + i];
((unsigned short*)Psikyo68KROM)[2 * i + 1] = ((unsigned short*)pTemp)[0x040000 + i];
}
       
BurnLoadRom(PsikyoSpriteROM + 0x000000, 2, 1);
BurnLoadRom(PsikyoSpriteROM + 0x200000, 3, 1);
BurnLoadRom(PsikyoSpriteROM + 0x400000, 4, 1);
tengaiNibbleswap(PsikyoSpriteROM, 0x800000);

BurnLoadRom(PsikyoSpriteLUT, 5, 1);

BurnLoadRom(PsikyoTileROM, 6, 1);
tengaiNibbleswap(PsikyoTileROM, 0x400000);

BurnLoadRom(PsikyoZ80ROM, 7, 1);

BurnLoadRom(PsikyoSampleROM02 + 0x000000, 8, 1);
BurnLoadRom(PsikyoSampleROM02 + 0x200000, 9, 1);

return 0;
}

You can notice that Ptemp buffer is not free.

On this line the size seems to be wrong : tengaiNibbleswap(PsikyoSpriteROM, 0x800000);
I replaced it by tengaiNibbleswap(PsikyoSpriteROM, 0x600000);

Sources in attachment :)

Title: Re: Kenshiro's Stuff
Post by: kenshiro on October 30, 2009, 06:34:46 AM
A while without posting something here. I wanna post two things.

Start with an Neogeo update (port on the 0.2.97.06 drivers, haven't take a look at the latest release ATM :p) The code is mostly manage in the same way as the previous one, but there is a special support to decrypt the sound roms of the NeoPCM2 games.

In fact running Neogeo games on a Xbox in 480P and 720P is extremely RAM consumer, and the sound roms will be not decrypted properly (need 16Mo of RAM for the sound roms themselves + an extra buffer of 16Mo). The sound roms are now process before everything else; it simply allocate 32 Mo of RAM, decrypt the roms, write them into a file, free the RAM and put the data in RAM later during gameinit. This way there is no more sound issues :)

It concerned the following games:

The King of Fighters 2002
The King of Fighters 2002 Plus (bootleg set 1)
The King of Fighters 2002 Plus (bootleg set 2)
The King of Fighters 2002 Magic Plus (bootleg)
The King of Fighters 2002 Magic Plus II (bootleg)
Matrimelee / Shin Gouketsuji Ichizoku Toukon
Metal Slug 5
Metal Slug 5 (AES Cart)
Metal Slug 5 (JAMMA PCB)
Metal Slug 5 Plus (bootleg)
SNK vs. CAPCOM SVC CHAOS (JAMMA PCB, set 1)
SNK vs. CAPCOM SVC CHAOS (JAMMA PCB, set 2)
SNK vs. CAPCOM SVC CHAOS
Samurai Shodown V / Samurai Spirits Zero (set 1)
Samurai Shodown V / Samurai Spirits Zero (set 2)
The King of Fighters 2003 (World / US, MVS)
The King of Fighters 2003 (bootleg set 1)
The King of Fighters 2003 (bootleg set 2)
The King of Fighters 2004 Ultra Plus (The King of Fighters 2003 bootleg)
The King of Fighters 2004 Plus / Hero (The King of Fighters 2003 bootleg)
Samurai Shodown V Special / Samurai Spirits Zero Special (set 1, uncensored)
Samurai Shodown V Special / Samurai Spirits Zero Special (set 2, censored)
Samurai Shodown V Special / Samurai Spirits Zero Special (set 3, less censored)



Title: Re: Kenshiro's Stuff
Post by: kenshiro on October 30, 2009, 06:39:34 AM
This is the Psikyo SH drivers with VMM. Alpha blending has been removed, like some others drawing stuff, and SH2 has been underclocked. As iq_132 said me he will not be credited for that, i will respect his decision by giving him 95% of the credits lol, the work i did on my part is simply set up a VMM and process GFX loading in a different way, which is trivial comparing to iq's work, really  :smilie:
Title: Re: Kenshiro's Stuff
Post by: kenshiro on November 19, 2009, 06:11:59 PM
Fixed crash during loading for those 4 games:

Gunbarich
Mahjong G-Taste
Tetris the Absolute The Grand Master 2
Tetris the Absolute The Grand Master 2 Plus


Title: Re: Kenshiro's Stuff
Post by: kenshiro on December 13, 2009, 03:06:03 PM
This port of FBA 0.2.97.07 Neogeo drivers for Xbox. You can see it in action by using Final Burn Legend, I just realize i never post it here lol :idiot:
here is the latest (last?) adjustements i did.

Quote
Speed up a bit more loading time
Reduce the amount of RAM on some P-X decrypting routines
Get svcpcbnd working (need a special graphic routine for the 2 * 32Mo C-X)
Remove the support for the PCB version of KOF2003. It will never work unless to rewrite completly the VMM support
Added samsho4k: Pae Wang Jeon Seol / Legend of a Warrior (Korean censored Samurai Shodown IV)
Added samsho2k: Saulabi Spirits / Jin Saulabi Tu Hon (Korean release of Samurai Shodown II)
Added a function to select the bios you want. Unibios 2.3 is the default one.
Fixed wrong name in mslug4nd set: 263-pg1.bin ---> should be 263-p1.bin
Fixed game title of mslug3hd: Metal Slug 3 (not encrypted, decrpyted C) ---> Metal Slug 3 (not encrypted, decrypted C)
Various source cleanup

To use it:

Grab Final Burn Legend sources here: http://www.megaupload.com/?d=NQNQQFRC (http://www.megaupload.com/?d=NQNQQFRC)
Go to source/core/Neogeo/src/burn, delete the neogeo folder and replace it with the folder in attachments.
Then recompile :)


All games are playable full speed in any resolution :)

Title: Re: Kenshiro's Stuff
Post by: kenshiro on January 20, 2010, 07:16:30 AM
Finally the PCB revision of KOF2003 (aka the monster) works  on Xbox: http://maws.mameworld.info/maws/romset/kf2k3pcb

96 Mo of C-X, 16 Mo of V-X, 9 Mo of P-X, a 512 KB M1 ----> ~ 122 Mo. Most of the decryption routines have been modified to use less RAM, and also special handling to extract S-data. The problem was the size of the sprite data, too big for a VMM, which get the Xbox crashes.

So iq_132 gave me a nice info: after the sprite data has been decrypted, the chunk from 64Mo to 96 Mo contains only the S-data, so there is 31 Mo of useless data. I just keep the 64 first Mo for the VMM. So it works ^^

I suggest to use the decrypted set instead of the encrypted one. I assume it should work even in 1080i mode, but i can't test it :(

If you need some Neogeo advices, ask iq_132! lol. Thanks dude.

To use the code, you need to grab Final Burn Lengend 1.3 sources, then go to source/core/Neogeo/src/burn, delete the neogeo folder and replace it with the folder in attachments. Then recompile.






Title: Re: Kenshiro's Stuff
Post by: kenshiro on January 20, 2010, 07:22:06 AM
Also updated CPS2 sets to match MAME 0.136.

Darkstalkers: The Night Warriors (Hispanic 940818)
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223)
Hyper Street Fighter 2: The Anniversary Edition (USA 040202)
Mega Man 2: The Power Fighters (Hispanic 960712)
Super Puzzle Fighter II Turbo (Hispanic 960531)
Super Street Fighter II: The New Challengers (Hispanic 930911)

To use the code, you need to grab Final Burn Lengend 1.3 sources, then go to source/core/Neogeo/src/burn/capcom, overwrite cps2.cpp with the file in attachment. Then recompile.

Thanks to my friend JackC, as always he gave me the latest dumps ;)

Title: Re: Kenshiro's Stuff
Post by: kenshiro on February 01, 2010, 07:08:46 AM
A small mistake in the latest Neogeo code. Here's a fix.
Title: Re: Kenshiro's Stuff
Post by: kenshiro on February 16, 2010, 04:01:40 PM
Here a VMM for most of Seta 2 drivers: http://maws.mameworld.info/maws/driverinfo/seta2.c

Quote
   Guardians / Denjin Makai II
   Mobile Suit Gundam EX Revue
   Deer Hunting USA V4.3
   Deer Hunting USA V4.2
   Deer Hunting USA V4.0
   Deer Hunting USA V2
   Turkey Hunting USA V1.0
   Wakakusamonogatari Mahjong Yonshimai (Japan)
   Wing Shooting Championship V2.00
   Wing Shooting Championship V1.01
   Trophy Hunting - Bear & Moose V1.0
   
       

The games works full speed even in 1080i on Final Burn Legend 1.3 ^^ And most of them are really crappy lol  :p

Thanks to Franck Morris for testing and to RX for made a list of non working games ;)

Title: Re: Kenshiro's Stuff
Post by: iq_132 on February 16, 2010, 04:56:23 PM
Nice work buddy! :D
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 15, 2010, 11:59:16 AM
Here is a WIP, a Marine boy driver, my first port of a MAME driver to FBA :) , with the help of iq_132.

It still have scroll issues, some glitches, no sound, but start to look at something lol  :eek: :rolleyes:

 :biggrin:
Title: Re: Kenshiro's Stuff
Post by: CaptainCPS on March 15, 2010, 03:28:30 PM
Woot! Nice progress and congrats on porting a driver! I have been trying to port a few drivers but get stuck on some parts that I don't have a clue how they would be in FBA, but with time I believe I will finally will be able to port something :p

Oh and IQ is my master as well! ^^ I wanna be like him when I grow up LOL! xD

SeeYaa!
 :biggrin:
Title: Re: Kenshiro's Stuff
Post by: Barry Harris on March 15, 2010, 04:08:06 PM
Nice work kenshiro. Can't beat the feeling when you first see some graphics on the screen from your first driver. :)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 15, 2010, 04:11:54 PM
Can't beat the feeling when you first see some graphics on the screen from your first driver. :)

Yeah lol. I was happy to see the background, but when i saw the first sprite in action it was really a good feeling :)
Title: Re: Kenshiro's Stuff
Post by: iq_132 on March 15, 2010, 06:00:06 PM
with the help of iq_132.

Nice work, but I have no idea why you're crediting me lol

Woot! Nice progress and congrats on porting a driver! I have been trying to port a few drivers but get stuck on some parts that I don't have a clue how they would be in FBA, but with time I believe I will finally will be able to port something :p

Oh and IQ is my master as well! ^^ I wanna be like him when I grow up LOL! xD

SeeYaa!
 :biggrin:

If you'd get on msn more we would remedy that. ;)
Title: Re: Kenshiro's Stuff
Post by: kenshiro on March 28, 2010, 02:59:28 PM
Get working another game from Marine Boy driver, Springer :)

Title: Re: Kenshiro's Stuff
Post by: philexile on March 12, 2011, 01:07:18 PM
Hey Ken,

I was just curious if you'd be willing to do another small update (I think) to FINAL BURN LEGENDS.

Cospefogo and I have been creating perfect pixel INIs for all the games supported by FBL. 480i/p modes only. (I've found that 720p mode doesn't really matter unless you want a pretty menu)

Its been going really well, although, we've discovered a slight bug. When you rotate a game by 90 or 270 degrees - it makes it impossible to find the correct perfect pixel ration. It appears that instead of rotating the game 270 degrees, it rotates it 271 (or 269) instead. This makes the screen very slightly crooked and its impossible to calibrate it properly.

Is this something you could maybe take a look at? If you want, I could supply my custom INIs with the release for those perfect pixel nerds out there.

Thanks (and kisses)


Title: Re: Kenshiro's Stuff
Post by: kenshiro on April 11, 2011, 04:25:09 PM
Sorry for the late repply :p

I don't manage to release a 1.4, since i lost most of my interest for emulation, especially for Xbox related stuff. I haven't touch or coded something related to emulation since more than one year, i'm really out of it now.

For your pixel problem, i'm not really sure to understand what you mean. Moo.

Title: Re: Kenshiro's Stuff
Post by: philexile on April 12, 2011, 09:43:07 AM
No problem, I still moo you, Kenshiro!

Its funny you messaged back today, because JUST last night a friend of mine that knows how to code a bit, made a tweak and fixed the problem. More on that soon.

Also, do you know if FBL supports 128 RAM upgrades? If not, how hard would that be to add?

What have you been up to by the way?

Title: Re: Kenshiro's Stuff
Post by: kenshiro on April 16, 2011, 04:52:33 PM
No problem, I still moo you, Kenshiro!

Its funny you messaged back today, because JUST last night a friend of mine that knows how to code a bit, made a tweak and fixed the problem. More on that soon.

Cool. :)

Quote
Also, do you know if FBL supports 128 RAM upgrades? If not, how hard would that be to add?

Probably easy to do. Check the XDK documentation to see which API would do it nicely.However, If you wanna take advantages of the 128MB of RAM you have to rewrite some pieces of code, i mean all the games who uses VMM code.

Because VMM code will slowdown loading time a lot, cause sprites data are writen to the HDD and sometimes with a very few RAM. So it could be very slow.

For CPS2 for example (also Cave, Psykio...), you can safely remove all VMM code. You have definitely to rewrite the Neogeo code from scratch (i mean take the original FBA code), cause almost every sprites routine has been rewriten to run with 64Mo (that was a real pain! :wink:). This way the Neogeo games will load very fast :biggrin: Watch out, some huges sets like KOF2003 PCB will probably crash and still need a VMM.

Quote
What have you been up to by the way?

Work and my son takes almost all time, i have been busy with Linux exams too :)

Kiss,
Title: Re: Kenshiro's Stuff
Post by: Bigby on April 24, 2011, 08:03:47 PM
Hey Kenshiro, good to hear from you.

This might interest you, I dunno  :wink:

EmuXtras.net - FBL Xtras (http://www.emuxtras.net/forum/viewtopic.php?f=64&t=992)