Author Topic: dink's FBN Development & Fixes thread  (Read 762428 times)

Offline dink

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Big thanks to Zazzone for this one:
Marine Boy can now be played past level 4 with uncorrupted graphics :)

best regards,
- dink

Offline dink

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Another for my good friend Zazzone (and everyone else, of course): Hooked up the filters to Pooyan and also got the background music to work. :)
I learned a few tricks while working on Time Pilot - Pooyan uses the same sound system.

best regards,
- dink

Offline iq_132

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Nice work. I'm planning on putting the sound system into its own shared file. It'll make improvements across games easier.
BTW gyruss uses those filters too.
« Last Edit: February 08, 2015, 12:41:57 PM by dink »


Offline dink

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Nice work. I'm planning on putting the sound system into its own shared file. It'll make improvements across games easier.
BTW gyruss uses those filters too.

Thanks!
you know what, that gives me an idea.  Gonna try fixing that evil Gyruss again..  Been trying to fix that one since I hopped on the team in march 2014!  Think you can take a look and try to figure out why the sprites are flickering all over the place? (start the game, play for a second or 2..)

p.s. Oops, hit the wrong button when replying.  my bad, didn't mean to edit your message!
best regards,
- dink

Offline dink

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I mean, nevermind about the flickering sprites in gyruss, the thing that caused the lines in the clouds is causing the same issue in gyruss :)

Offline Haze

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IIRC Gyruss changes the spritelist mid-screen hence the 'partial updates' in MAME..  They do that as a smart trick to get more sprites on the screen, sometimes called 'sprite multiplexing' or better known to some as 'raster effects'


Offline dink

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Finally got the music sorted in Gyruss, going to implement the dac stuff (drum/hats/sample stuff) monday if things go right :)

best regards,
- dink

Offline dink

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After many, many, many failed attempts at fixing our Gyruss driver, I'm very happy to say that the Gyruss-overhaul project is complete \o/
Today I added the i8039 + dac, cleaned up a few things, tweaked a few things to perfection thus finally finishing this driver.

best regards,
- dink

Offline csmart

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As always great job Dink.

Offline dink

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Thanks Csmart! :)

Offline dink

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Hello friends and fans of FBA,
Just some small fixes for today:
Galaga - the explosion sample wasn't always triggering when your ship got hit.
Pac-Land, the score, life & Round # was skewed to the right a bit (and cut off)

best regards,
- dink

Offline dink

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Hi guys,
Its been a while since the last update, been doing a lot of behind the scenes stuff.  I'm about due for a game-break.
bad: Spent a couple days trying to get a buggy game working, in the end it unfortunately didn't work out (Takeda Shingen, Japanese-English version crash in level 2).  On the other hand, the Japanese-Japanese version of Takeda Shingen plays just fine.
good:
Fixed the missing pcm sounds in Gemini Wing.
Updated the Sky Army tutorial driver to work with the current FBA code & fixed a sprite offset & wrapping issue.
Added a new irq flag (for Z80 only), CPU_IRQSTATUS_HOLD - similar to CPU_IRQSTATUS_AUTO but with a 100cycle runtime between ACK and NONE.

that's all for now,
- dink

Offline dink

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We now have Sega Master System & Game Gear \o/

Step 1: port smsplus to fba & graft into a driver *done*
Step 1.5: have it use fba's z80 and sn psg instead of smsplus's internal ones *not done yet*
Step 2: ???

Offline Freddy

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There is a lot of great news lately...
Hope to see also NES and SNES in the future! Why?
Just to see this guy in action on FBA! \O/ \O/ \O/

Offline vbt

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We now have Sega Master System & Game Gear \o/

Step 1: port smsplus to fba & graft into a driver *done*
Step 1.5: have it use fba's z80 and sn psg instead of smsplus's internal ones *not done yet*
Step 2: ???
Sure you can do it Dink :)