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91
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by Gab75 on October 12, 2018, 12:29:15 am »
Great news! There are a lot of Atari's amazing games! :)
92
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by iq_132 on October 11, 2018, 10:59:45 pm »
Starting down a rabbit hole...
93
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on October 11, 2018, 08:35:04 am »
Thanks :)  I'll have a fix soon.  It looks like we were only playing the drums out of one channel - oops.
94
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Tatsuya79 on October 10, 2018, 10:24:45 am »
There's a problem with Darius bgm, drums in particular can go really loud and sound bad.
The 1st stage doesn't exhibit that, you have to reach zone B (up after 1st boss) to hear what it is about.
It's really awful at the sea stage (I think it was zone K when going always up after bosses).

It sounds better in Mame, hard to find a real arcade video with great audio.

I was playing Darius (Extra) (Japan).

edit: I did a video capture in the sea zone, 1st boss down, 2nd boss up way.
https://youtu.be/1joQzuT_Ehg
95
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by dink on October 09, 2018, 11:01:26 pm »
Tatsuya79, thanks for the excellent bug reports :)

best regards,
- dink
96
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Tatsuya79 on October 09, 2018, 07:52:11 pm »
Thank you the world is a better place now!
You don't want a giant sun going through your planet.
97
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by syncmaster on October 09, 2018, 03:40:37 pm »
Oh my bad, I didn't know about that
the arcade craze was so high in these days that
even buggy games were released
98
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by dink on October 08, 2018, 06:25:19 pm »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you

Thanks :)
Regarding Argus and sprite:bg lag:
The sprite:bg lag which happens when the screen scrolls sideways isn't an emulation bug, its actually how the game works.  The PCB does exactly the same thing I'm afraid. :(
Here's a recording from PCB: https://www.youtube.com/watch?v=aSgRfAgd7yU for proof.

best regards,
- dink
99
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by syncmaster on October 08, 2018, 04:19:30 pm »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you
100
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on October 08, 2018, 10:30:59 am »
Konami's Devil World HW (twin16) has a nice feature in which sprites can create a shadow by darkening the background layer below it.  The hardware presumably is incapable of shadowing ontop of another sprite.  So, what happens when the background layer is a lake of lava, and the platform is a sprite?   Unfortunately, the shadow looks like darkened lava, which is really ugly. (first pic).

To take care of this issue, I created a new priority tag for background tilemap mode 0 layer 1 (lava):
   TWIN16_BG_DEF_SHADOW   = 0x08  // BG pixel can't be shadowed, use a default shadow  -dink
... and draw the first layer of mode 0 w/that priority.

Then take care of the rest in the shadow handling section of the sprites drawing function:
Code: [Select]
    if (pdest[sx] & TWIN16_BG_DEF_SHADOW)
        dest[sx] = 0x801; // this is the palette index for the default shadow, rgb 0x282828.
    else // normal shadow handling check here

How does it look?
First pic: before - FBA (dev build) and MAME. (it looks much worse when animating)
Second pic: after - note, the small platforms are sprites, and the large platform is the background tilemap.
Third pic: when the platform below the characters is a tilemap.
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