Author Topic: dink's FBA Development & Fixes thread  (Read 197765 times)

Offline dma

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Re: dink's FBA Development & Fixes thread
« Reply #1365 on: August 31, 2017, 01:22:11 pm »
I hope it's the good place to post this.
It seems that Special Criminal Investigation doesn't progressively turn left on analog steering control (when it does correctly to the right). It only turns left on full left.
Steering control working fine in Top Speed, Chase HQ, and Super Chase Criminal Termination (some other Taito driving titles).

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1366 on: August 31, 2017, 06:30:01 pm »
I hope it's the good place to post this.
It seems that Special Criminal Investigation doesn't progressively turn left on analog steering control (when it does correctly to the right). It only turns left on full left.
Steering control working fine in Top Speed, Chase HQ, and Super Chase Criminal Termination (some other Taito driving titles).

Nice find! thanks for the bugreport :)

best regards,
- dink

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1367 on: September 01, 2017, 05:08:34 pm »
The priority issue of countdown signs is solved (1000 Miglia: Great 1000 Miles Rally, parent and clones ROMs)... a big thanks to dink! :)

Hereunder some explanatory snapshots...

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1368 on: September 14, 2017, 11:59:12 pm »
Some misc fixes from the past couple days:
Time Pilot '84: fixed some bad/distorted sounds
Wonder Boy in Monster Land: graphics corruption in 2player mode, coinage issues
Fixed leaks in dynhuff compression, which is used for input/replay recordings
Sync'd autofire to the frame#.  There are certain games [which I forgot atm, d'oh!] where the autofire acts differently depending on when you load a savestate, its funny when it happens, and this will hopefully prevent that from happening.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1369 on: September 18, 2017, 12:04:30 am »
more fix news:
a: fixed illegal inst. crash in arbalester if playing w/keyboard and opposite directions simultaneously pressed.
b: fixed distorted sounds in time pilot, tutanham and commando sega
c: integrated iq_132's wrally2 code into the gaelco2 driver & added a nice single-screen mode
d: fixed v-scrolling in sega system e driver, vbt says he'll add the rest of the games now :)
e: added single screen mode to Data East's Backfire, changeable via dips.  Service mode now accessible via F2 instead of dips.

dink's recommended game of the week, platform gaming awesomeness at its best:
New Adventure Island on Turbogfx-16 (tg_advislnd)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1370 on: October 16, 2017, 12:30:22 am »
Hi friends of FBA!  2 small modifications to the search box in the game lister have been made:
1: the search text will stay there between game loads, so playing all games on a certain system is now a lot more fun.
2: search has been made slightly more flexible, now one can search for "namco system 1" to bring up all Namco System 1 games.  Previously only "namco" or "system 1" worked, but that would either bring up every game by namco -or- all "system 1" games, including Sega System 1.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1371 on: October 25, 2017, 12:45:52 am »
dink's fbalpha fixnews:
1: rewrite the paddle code in Bomb Bee, Gee Bee and CutiqQ.  Now these games play quite nicely :)
2: increase the volume for taitof3 games
3: fixed the savestates when playing Phoenix - the music would sometimes break.
4: Madgear/Led Storm: Fixed a couple color & transparency issues - it went unnoticed because the issues didn't start until level 3+.  oops!

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1372 on: October 26, 2017, 12:12:44 am »
Next day...  "Still working on the Led Storm/MadGear/Last Duel driver"
part 1: graphics problems in Last Duel
Fixed a couple bugs which made the game unplayable past level 1:  The track would almost completely dissapear when traversing through the part of level 2 where you have to "shoot your way through".  This was fixed by implimenting transmask/group code instead of a simple priority-hack.  The stage 2 boss (and possibly other stages) would disapear as the boss scrolled down the screen, this was caused by incorrect masking of the scroll registers. 
part 2: sfx balancing and cleanup
Balanced out the sfx a bit so that the music can still be heard during heavy shooting and explosions :)

I'm not sure how or why these went broken and unnoticed for so long, but, I'm happy that the games on this classic Capcom hardware are now fully working / playable and fun to play... in our favorite emulator :)

best regards,
- dink


Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1373 on: October 26, 2017, 12:37:14 am »
As usual, really good job dink! :)

Offline Bad Dude

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Re: dink's FBA Development & Fixes thread
« Reply #1374 on: October 26, 2017, 06:20:23 pm »
Hi Dink. Nice work with MD, this amazing console, wich is based on arcade, because Sega made MD to be a home arcade. But I miss one of the greatness shut em up of all time, which is The Adventure of Batman and Robin. Is there some plan to emulate this game on the future: Thanks.




Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1375 on: October 26, 2017, 06:44:47 pm »
Hi, thanks!
We support this game of course, look for "advbatr" in the search box :)

best regards,
- dink

Hi Dink. Nice work with MD, this amazing console, wich is based on arcade, because Sega made MD to be a home arcade. But I miss one of the greatness shut em up of all time, which is The Adventure of Batman and Robin. Is there some plan to emulate this game on the future: Thanks.

Offline Bad Dude

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Re: dink's FBA Development & Fixes thread
« Reply #1376 on: October 27, 2017, 10:00:43 pm »
Hi, thanks!
We support this game of course, look for "advbatr" in the search box :)

best regards,
- dink

I found the game... and man, I just tested the last release of FBA. Just amazing. The best version ever. You guys are doing a great job.  Thank you, my friend.
« Last Edit: October 28, 2017, 07:50:37 am by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1377 on: October 29, 2017, 09:27:39 am »
While playing Magic Crystals last night I realized there was a missing sprite framebuffer effect.  This game recently became one of my favorite games, so, something must be done about that!

Notes: the effect happens very fast and is part of an animation, so, the effect might look weird, but when combined with the animation, its great!  Also fixed, but not reflected in the below images were a few tiny issues with this game.  Timing was improved, to fix some rare but ugly single-frame sprite glitches, and proper sprite-tile-sprite priorities were implimented to fix an issue with the player falling off a moving platform.
« Last Edit: October 29, 2017, 09:29:39 am by dink »

Offline gamez fan

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Re: dink's FBA Development & Fixes thread
« Reply #1378 on: October 29, 2017, 03:02:30 pm »
@dink nice job on Magical Crystals

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1379 on: November 21, 2017, 09:38:27 am »
So, iq_132 did an amazing job on the deco32 emulation :)
I always heard about Night Slashers, but never played it until it was emulated in FBAlpha.
At first I was kinda bummed out about all of the video bugs, but then this turned into a real
fun project.  Also, it was something to do while the forum was down....
Pics of the new video emulation follow.... If you know Night Slashers, then you know how horribly broken these scenes were in emulation..... until now!

NEW vs. old.
« Last Edit: November 21, 2017, 09:42:17 am by dink »