Author Topic: dink's FBA Development & Fixes thread  (Read 197598 times)

Offline robsons2007

  • Jr. Member
  • **
  • Posts: 61
  • Karma: +0/-0
Re: dink's FBA Development & Fixes thread
« Reply #1425 on: February 05, 2018, 10:25:16 am »
You made a mistake... dink refers to Mario Bros (watch the snapshots) ! :)

PS: "Super Mario Bros" is a NES game, not a SNES or a Mega Drive game! ;)
Super Nintendo => Super Mario World
Mega Drive => only unofficial hacks

Thank you for explaining, my friends.
very good.
 :smilie: :biggrin:


Offline Bad Dude

  • Newbies
  • *
  • Posts: 28
  • Karma: +0/-0
Re: dink's FBA Development & Fixes thread
« Reply #1426 on: February 05, 2018, 03:05:34 pm »
Thank you for explaining, my friends.
very good.
 :smilie: :biggrin:

There is also an arcade machine with NES games, called PlayChoice-10, with Super Mario Bros, but not emulated in FBA.

Offline gamez fan

  • Expert
  • *****
  • Posts: 514
  • Karma: +13/-1
  • Arcade Addict
Re: dink's FBA Development & Fixes thread
« Reply #1427 on: February 05, 2018, 03:12:53 pm »
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.

Lovely work and thankyou!!

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1428 on: February 11, 2018, 08:27:40 am »
what's happening:
Fixed up the audio in Donkey Kong a bit, mostly to get rid of the clicks that happen between decaying notes (added a simple attack mode), improves sound quite a bit!

re-did the audio mixing in Gyruss so things are a bit louder, fixed a few small bugs

Added states support to irem m90

Fixed video offsets in turbo force (line on left side)

bye for now,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1429 on: February 22, 2018, 10:15:47 pm »
Hi guys, we have been very busy making FBAlpha the best.  I think we're due for a new release sometime soon.... maybe ;)

Some stuff worked on lately:
First, this was a joint-effort between me and iq_132.  Several soundchips need
driver-level support-code, between 1/2 and 1 page (or more on huge drivers) is
needed to set up the FM and AY8910 chips.  iq_132 did the AY8910 and I worked on
the FM chips, removing the need to set up buffers for the 8910 and the 2 callback
functions per cpu-rate (*GetTime/StreamPos) for the FM chips.  Of course, now the
soundcores handle this stuff internally and we happily removed the support code from
all of the drivers. 

Sound chip ymf278b, used by Psikyo/Metro/Fuukifg3 & LordofGun now runs at the correct hw rate
of 44100hz and uses cubic interpolation resampling to playback at the user-selected rate.

Slight improvement of timers in YM2151 fix the tempo fluxuations in Rohga's attract music, and sometimes in Caveman Ninja.

With the excellent help of barbudreadmon from libretro-fbalpha, I added Sega TeamPlayer
support to the Megadrive driver, giving several games more than 2 player ability. (Gauntlet 4, Columns 3, International Superstar Soccer Deluxe, Mega Bomberman, Street Racer, MK3, and a few others)

best regards,
- dink
« Last Edit: February 22, 2018, 10:19:18 pm by dink »

Offline Combone

  • Newbies
  • *
  • Posts: 29
  • Karma: +1/-0
Re: dink's FBA Development & Fixes thread
« Reply #1430 on: February 22, 2018, 10:56:54 pm »
Hi guys, we have been very busy making FBAlpha the best.  I think we're due for a new release sometime soon.... maybe ;)

Some stuff worked on lately:
First, this was a joint-effort between me and iq_132.  Several soundchips need
driver-level support-code, between 1/2 and 1 page (or more on huge drivers) is
needed to set up the FM and AY8910 chips.  iq_132 did the AY8910 and I worked on
the FM chips, removing the need to set up buffers for the 8910 and the 2 callback
functions per cpu-rate (*GetTime/StreamPos) for the FM chips.  Of course, now the
soundcores handle this stuff internally and we happily removed the support code from
all of the drivers. 

Sound chip ymf278b, used by Psikyo/Metro/Fuukifg3 & LordofGun now runs at the correct hw rate
of 44100hz and uses cubic interpolation resampling to playback at the user-selected rate.

Slight improvement of timers in YM2151 fix the tempo fluxuations in Rohga's attract music, and sometimes in Caveman Ninja.

With the excellent help of barbudreadmon from libretro-fbalpha, I added Sega TeamPlayer
support to the Megadrive driver, giving several games more than 2 player ability. (Gauntlet 4, Columns 3, International Superstar Soccer Deluxe, Mega Bomberman, Street Racer, MK3, and a few others)

best regards,
- dink

Amazing News :) 4 Players very fun.

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1431 on: February 26, 2018, 07:07:33 pm »
More dink's fba news:

super mega megadrive re-vamp version 11.0.0.5.3.1:
  x emulate EA 4Way Play, add 4player ability to 4-way games not supported by the sega teamplayer adapter
  x re-do the SRam handling, it never really worked right, so it's time to fix that :)

irem m90 system (bomberman, bomberman world, risky challenge, match-it 2, etc..)
  x fix a bunch more video bugs, all games seem to run great now, including pseudo-raster
effects

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1432 on: March 08, 2018, 07:48:08 am »
more fixnews:
x gyruss: volume levels better, improved timing, fixed issue with holes in Jupiter and occasional flickering line in Neptune.

x labrinth runner/trick trap: fixed ending/credits scene, sprite priorities when going into doors, and the rock wall dragon boss now moves correctly

x ymf278b added proper resampling

best regards,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1433 on: March 19, 2018, 12:37:24 am »
fixnews:
death to microstutter!
perfect sync with win7 and near perfect with win10 using D3DKMTWaitForVerticalBlankEvent()
note: run monitor at 60hz or multiples of 60hz for best results

sf2ce was running too slowwwwww

big thanks to RN for working with me over the past several days to get this right.

best regards,
- dink

Offline Treble Winner

  • FBA Dev
  • ******
  • Posts: 1809
  • Karma: +104/-0
  • FB Alpha Team
    • http://www.barryharris.me.uk
Re: dink's FBA Development & Fixes thread
« Reply #1434 on: March 19, 2018, 05:00:36 am »
fixnews:
death to microstutter!
perfect sync with win7 and near perfect with win10 using D3DKMTWaitForVerticalBlankEvent()
note: run monitor at 60hz or multiples of 60hz for best results

sf2ce was running too slowwwwww

big thanks to RN for working with me over the past several days to get this right.

best regards,
- dink

sf2ce needs to be reverted. We don't emulate M68K wait states and the CPU running slow was deliberate and compared with PCB to get similar timings.

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1435 on: March 19, 2018, 08:29:20 am »
sf2ce needs to be reverted. We don't emulate M68K wait states and the CPU running slow was deliberate and compared with PCB to get similar timings.

I think that's wrong, try this: 
open a mame window with sf2ce, open a fba window with sf2ce. reset both at the same time with f3.
fba's sf2ce runs slow and crappy lagging behind at 7mhz, mame runs perfect.
Also, our version at 12mhz runs comparible to pcb videos at 12mhz.  at 7mhz its nowhere near pcb, in videos. (there's many on yt..)

at 12mhz:
fba and mame run exactly the same, with the exact same timing.

If you can make sf2ce run as good as mame at 7mhz, no problem, otherwise its needed.  That 7mhz might have been needed back when we had an ancient m68k core, but now its fine.


best regards,
- dink
« Last Edit: March 19, 2018, 08:37:56 am by dink »

Offline Treble Winner

  • FBA Dev
  • ******
  • Posts: 1809
  • Karma: +104/-0
  • FB Alpha Team
    • http://www.barryharris.me.uk
Re: dink's FBA Development & Fixes thread
« Reply #1436 on: March 19, 2018, 09:21:36 am »
I think that's wrong, try this: 
open a mame window with sf2ce, open a fba window with sf2ce. reset both at the same time with f3.
fba's sf2ce runs slow and crappy lagging behind at 7mhz, mame runs perfect.
Also, our version at 12mhz runs comparible to pcb videos at 12mhz.  at 7mhz its nowhere near pcb, in videos. (there's many on yt..)

at 12mhz:
fba and mame run exactly the same, with the exact same timing.

If you can make sf2ce run as good as mame at 7mhz, no problem, otherwise its needed.  That 7mhz might have been needed back when we had an ancient m68k core, but now its fine.


best regards,
- dink

Try sf2hf - it's unplayable at 12MHz. No version of M68K supports wait states.....

See this for some discussion - http://mametesters.org/view.php?id=408

sf2ce and hf should actually be running at 8.88MHz (to compensate for the wait states) - no idea where the 7 came from.

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1437 on: March 19, 2018, 09:27:12 am »
Try sf2hf - it's unplayable at 12MHz. No version of M68K supports wait states.....

See this for some discussion - http://mametesters.org/view.php?id=408

sf2ce and hf should actually be running at 8.88MHz (to compensate for the wait states) - no idea where the 7 came from.

Thanks, that explains why the tester had a perfect game overclocking the cpu
to 105%.  8.88 sounds just right.

Offline Treble Winner

  • FBA Dev
  • ******
  • Posts: 1809
  • Karma: +104/-0
  • FB Alpha Team
    • http://www.barryharris.me.uk
Re: dink's FBA Development & Fixes thread
« Reply #1438 on: March 19, 2018, 09:30:07 am »
Thanks, that explains why the tester had a perfect game overclocking the cpu
to 105%.  8.88 sounds just right.

Actually reading some more 8.88 is too fast, that suits CPS-2.

7-8 was measured "accurate" for sf2ce and hf. Set it at 8.....

Quote
Setting the CPU to 65% (which results in arcade perfect speed--remember folks, SF2:HF plays too fast at anything higher than 8 mhz) in SF2: turbo hyper fighting, still does not fix the EEPROM test. Even setting the CPU to 60% (slower than a real machine) has the test run too fast.
« Last Edit: March 19, 2018, 09:32:15 am by Treble Winner »

Offline dink

  • Administrator
  • *****
  • Posts: 2652
  • Karma: +226/-0
  • feed the horse yumyum
Re: dink's FBA Development & Fixes thread
« Reply #1439 on: March 26, 2018, 12:23:52 am »
rainbow islands is now working with real c-chip emulation - yay! :)
(the rest of c-chip games will be hooked up to real c-chip's very soon)
« Last Edit: March 26, 2018, 12:25:27 am by dink »