Author Topic: dink's FBN Development & Fixes thread  (Read 761503 times)

Offline iq_132

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Re: dink's FBA Development & Fixes thread
« Reply #1350 on: August 22, 2017, 01:55:30 PM »
By the way, i think there are some big endian issues with system 16 and megadrive drivers in fba (those games doesn't seem to work properly on ps3's libretro-fbalpha). If anyone got information on how to fix those (perhaps gamez fan if he still working on its xbox360 port ?), i would be interested.
The original Xbox is x86. Not going to be much help for arm endianness unfortunately.


Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1351 on: August 22, 2017, 02:01:04 PM »
The original Xbox is x86. Not going to be much help for arm endianness unfortunately.
Both ps3 and xbox360 are supposed to share the same kind of cpu (a PowerPC big endian). The original xbox is indeed x86, but i thought gamez fan wrote a xbox360 port ?

Offline iq_132

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Re: dink's FBA Development & Fixes thread
« Reply #1352 on: August 22, 2017, 03:02:34 PM »
Both ps3 and xbox360 are supposed to share the same kind of cpu (a PowerPC big endian). The original xbox is indeed x86, but i thought gamez fan wrote a xbox360 port ?
Nope, that's Lantus (iirc). Gamzefan maintains the FBA port to OG Xbox.


Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1353 on: August 22, 2017, 03:25:32 PM »
Nope, that's Lantus (iirc). Gamzefan maintains the FBA port to OG Xbox.
Thanks for the information, it allowed me to find a repository of this port on github :).

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1354 on: August 22, 2017, 07:00:41 PM »
Thanks to Gab75, Konami's '88 Games archery level is now playable. 

best regards,
- dink

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1355 on: August 23, 2017, 04:58:47 AM »
Thanks to Gab75, Konami's '88 Games archery level is now playable. 

Thanks to you for the fix! :)

Hereunder two snapshots before the fix... as you can see, the archery level was unplayable...

Offline dma

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Re: dink's FBA Development & Fixes thread
« Reply #1356 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 #1357 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 #1358 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 #1359 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 #1360 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 #1361 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 #1362 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 #1363 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 #1364 on: October 26, 2017, 12:37:14 AM »
As usual, really good job dink! :)