Author Topic: dink's FBN Development & Fixes thread  (Read 760394 times)

Offline Barry Harris

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WILOWAR, not very many - the ones I can think of... donkey kong, dk jr, galaga, rally-x, space invaders, ghox, fireshark/samesamesame.  The last 2 games because of encryption, the rest because certain sounds are generated by non-digital electronics.

best regards,
- dink

Galaga and Rally X use one sample for the bang effect which is generated by discrete electronics. The rest of the sound is emulated "normally".

The Toaplan ones (Ghox, Same Same, Teki Paki and Virmana) as you say use samples as that's the best available at this time.
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Offline WILOWAR

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Hi. Where Can I get these samples for FBA ??

Offline iq_132

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Hi. Where Can I get these samples for FBA ??
Twisty's is THE place for samples. :)
http://samples.mameworld.info/


Offline Barry Harris

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Offline Barry Harris

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All the links in there are dead.

If you follow the Sound Samples link in the second post they are alive for me.....
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Offline WILOWAR

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Thx for samples, but I have problems with two samples for FIRE SHARK/ SAME SAME SAME and VIMANA, they don't work - I do everything.

Offline dink

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Hi WILOWAR,
Take samesame.zip and rename it to fireshrk.zip, and put it in fbadir/support/samples

For vimana, unrar both rars into a new folder, then zip all the .wavs up and name it vimana.zip - put in the same place as fireshrk.zip

best regards,
- dink

Offline dink

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The other day when I was giving the Irem m72 driver a bit of a makeover, (re: Ken-go) I had forgot to mention -
Armed Police Unit Gallop / Cosmic Cop plays a lot better now, too :)
Next up (and a self-reminder): get Pound for Pound working right.

best regards,
- dink

Offline dink

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This one was tricky...
R-Type Leo, halfway through level 2 the background layer would jitter every once in a while.  I think I might have lost a little bit of hair while debugging this one.  I'm happy to say its fixed now... :)

best regards,
- dink

Offline dink

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Fixed a bug in the rf5c68 pcm core, the sound buffer wasn't being incremented properly - this caused samples to get cut short / clobbered / etc in Hammer Away and possibly other games that use this core.

best regards,
- dink

Offline iq_132

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Fixed a bug in the rf5c68 pcm core, the sound buffer wasn't being incremented properly - this caused samples to get cut short / clobbered / etc in Hammer Away and possibly other games that use this core.

best regards,
- dink
Same as with the dac?


Offline dink

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iq_132, it was only incrementing the sound buffer once per sample, instead of twice (l+r samples).

Offline dink

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It turns out that there were 2 separate issues contributing to the bad/broken drums in level 2+ of Hammer Away, now I feel bad I didn't notice / fix them before the last release - sorry guys!  Things will be perfect in the next one, though.  :)





Offline WILOWAR

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Contra ( US Set 1) (contra) - graphic glitch on Waterfall stage 2.

Offline dink

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WILOWAR,  This one is actually due to a bug in the game itself - after game over: it counts down to 0 (for continue), and after 0 is displayed (or continued), it leaves a little piece of the number behind. 

best regards,
- dink
« Last Edit: December 16, 2014, 04:41:34 PM by dink »