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Final Burn Neo => FBN Development => Topic started by: JacKc on October 02, 2011, 09:52:09 AM

Title: FB Alpha 0.2.97.43 Bug Reports
Post by: JacKc on October 02, 2011, 09:52:09 AM
FB Alpha 0.2.97.43 Bugs Reports

This thread was created to organize bugs reports related to FB Alpha v0.2.97.43

Please only post Bug reports in this thread and/or in the FB Alpha Bug Reporting Module (http://www.fbalpha.com/bugs/), for other topics please go to the main release thread here:

http://neo-source.com/index.php?topic=3227.0

Don't think twice about reporting a bug, feel free to post every detail, but please make sure the report is clear and specific, if the bug is a game crash, a savestate would help to recreate it and see whats wrong. Details of your system are also important, you can save the System Information that FBA generates as a text file and attach it with your report. If you have any images / screenshot of the bugs they are very useful as well.

Remember to follow the Forum rules always when posting anything here. :)

Thanks!

If possible, also please attach a save state and screenshots!
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: evilmitaka on October 02, 2011, 11:30:14 AM
When i deactivate the autoframe skip i got the "guru meditation"
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: lil_stenly on October 02, 2011, 12:47:01 PM
I received a bug with some kaillera clients earlier, both official and unofficial.
And FBA crashes with guru meditation when i do change the connection settings and try to refresh the server list! That happens only when the firewall temporary allows the connection.
Tested different kailleraclient.dll files with temporary allowed firewall policy.
The dlls marked as WORKS still crashes randomly if the connection is not allowed in the firewall exceptions.
Only okai November 02 2007 release works even if you temporary allow the connection to the server and don't crashes after refreshing the list.

official kaillera sdk 0.9 works
okai August 03 2008 / CRC 238165AD / 184 320 kb / crashes
okai November 02 2007 / CRC B59070C3 / 122 880kb / works
FBEvo_3.04 kailleraclinet / CRC 495EC4CD /  32 256 kb / works
(difference from original, only black buttons are fixed)
okai n02 (fix) v0.5r0 (0.9 compatible) - Aug 15 2011 / CRC 2E97B33A / 112 640 kb / works
okai n02 + Ownaclient + fix (0.9 compatible) - Aug 15 2011 / CRC 308C688B / 108 544 kb / crashes
Ownaclient Release 18 / CRC 1D85E3F8 / 108 032 kb / crashes
anti3d kailleraclient 1.1 / CRC 26F62A23 / 32 256 kb / crashes
cpka v14 / CRC 2C72EF9B / 32 256 kb / crashes

I've continue testing different kailleraclient.dll files and crashes stops when kailleraclient.dll is added as exception in the firewall policy.
I'm using comodo firewall.
Adding log from:
okai n02 + Ownaclient + fix (0.9 compatible)

Every client should WORK, ONLY IF you permanently allow the connection to kaillera server, otherwise it crashes when you change the connection settings and try to refresh the list.

Well that never happened in the earlier versions of FB Alpha, that is why I'm posting this, I'm sure that the problem is not in FBA itself still I think that the info can be useful now.
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: Aquashark on October 02, 2011, 01:37:01 PM
hello,
great to see a new release.

however there is a problem with savestates:
- guru meditation crashlog when loading savestate: http://pastebin.com/ujZ2ZrUT

then i started a fresh FBA install with just the new build files and some roms to test it out:
- when the save is actually loading there are visual anomalies like this: http://i.imgur.com/TzQZ1.jpg and the emulation runs at like 30% of the normal speed
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: WASABI on October 04, 2011, 07:06:37 PM
hello guys, I use google translation

there's a big problem with Pulstar on neogeo

1) final burn alpha do not recognize the rom .

2) We can still play , but there is no sound .

Please fix the problem, I'm a fan of final burn alpha (I hate mame because it is too heavy now)

thanks guys 



Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: JacKc on October 05, 2011, 05:21:11 AM
Hi WASABI,

There is no sound problem with pulstar...Just be sure to got the latest Pulstar ROM because in MAME 0.143u4, the V1 has been updated.

Quote
{ "089-p1.p1",    0x100000, 0x5e5847a2, 1 | BRF_ESS | BRF_PRG }, //  0 68K code
{ "089-p2.sp2",   0x200000, 0x028b774c, 1 | BRF_ESS | BRF_PRG }, //  1

{ "089-s1.s1",    0x020000, 0xc79fc2c8, 2 | BRF_GRA },           //  2 Text layer tiles

{ "089-c1.c1",    0x400000, 0xf4e97332, 3 | BRF_GRA },           //  3 Sprite data
{ "089-c2.c2",    0x400000, 0x836d14da, 3 | BRF_GRA },           //  4
{ "089-c3.c3",    0x400000, 0x913611c4, 3 | BRF_GRA },           //  5
{ "089-c4.c4",    0x400000, 0x44cef0e3, 3 | BRF_GRA },           //  6
{ "089-c5.c5",    0x400000, 0x89baa1d7, 3 | BRF_GRA },           //  7
{ "089-c6.c6",    0x400000, 0xb2594d56, 3 | BRF_GRA },           //  8
{ "089-c7.c7",    0x200000, 0x6a5618ca, 3 | BRF_GRA },           //  9
{ "089-c8.c8",    0x200000, 0xa223572d, 3 | BRF_GRA },           // 10

{ "089-m1.m1",    0x020000, 0xff3df7c7, 4 | BRF_ESS | BRF_PRG }, // 11 Z80 code

{ "089-v1.v1",    0x400000, 0x6f726ecb, 5 | BRF_SND },           // 12 Sound data
{ "089-v2.v2",    0x400000, 0x9d2db551, 5 | BRF_SND },           // 13
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: WASABI on October 05, 2011, 04:14:30 PM

ok, I made the right rom but there is always a problem .

at the end of the first boss , in the kinematics , the sound suddenly cut . (not in mame)

thanks .
Title: Re: FB Alpha 0.2.97.09 Bugs Reports
Post by: Barry Harris on October 13, 2011, 05:23:23 PM
When i deactivate the autoframe skip i got the "guru meditation"

I believe I have fixed this. Can you confirm that the error only happens with the DirectSound3 audio plugin and not with the XAudio2 plugin?
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Ashura-X on October 16, 2011, 05:25:48 PM
About CPS3 loading roms, I have all roms here matching with last mame romsets but when loading any set it give me like I don´t have any and I guess if the FBA isn´t recognizing those because of roms name.
 
Ex:

redeartha.zip was not found.
redearth.zip was found (G:\emul\cps3\roms\redearth.zip).

  • essential program ROM 10 was not found.
  • graphics ROM 30 was not found.
  • graphics ROM 31 was not found.
  • graphics ROM 40 was not found.
  • graphics ROM 41 was not found.
  • graphics ROM 50 was not found.

Seeing inside of zip file redearth.zip no roms labeled like FBA insists to search are on it, same for other cps3 sets.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Barry Harris on October 16, 2011, 05:57:16 PM
MAME loads from CHDs for CPS-3. FBA uses the roms from the CHDs, so having just the MAME sets isn't enough for CPS-3.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Turisu on October 16, 2011, 07:51:43 PM
Small bug:
On the hellfire title screen the background is dark red where it should be black.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Ashura-X on October 17, 2011, 06:46:26 AM
Small bug:
On the hellfire title screen the background is dark red where it should be black.

Nope.. I have all roms and chds here on the same folder and doens´t works....
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: orçotüsi5 on October 21, 2011, 07:03:24 AM
Ultimate Mortal Kombat 3 game is sizzling sounds
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Barry Harris on October 23, 2011, 11:05:47 AM
Small bug:
On the hellfire title screen the background is dark red where it should be black.

Thanks - fixed that one.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Turisu on October 26, 2011, 04:54:44 AM
Regarding the pacman and mspacman drivers; I notice that these games are classed by the emulator as horizontally orientated. They display in their correct 3:4 ratio but to be accurate should they not be outputting a 4:3 rotated screen like other vertical games?
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: JacKc on October 26, 2011, 09:46:55 AM
Notice some Graphical bugs for Guardians ◦ 電神魔塊 II [grdianszip] on screens before starting stages in FBA (not in MAME) [see attached screenshots]
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: iq_132 on October 26, 2011, 10:43:12 AM
Regarding the pacman and mspacman drivers; I notice that these games are classed by the emulator as horizontally orientated. They display in their correct 3:4 ratio but to be accurate should they not be outputting a 4:3 rotated screen like other vertical games?
Yeah, that was a mistake on my part. Pac-man was one of my first drivers. :) I'll have to see what I can do about modifying the drawing routines and adding in BDF_ORIENTATION_VERTICAL
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: Turisu on October 26, 2011, 03:19:48 PM
A few other small bugs I've noticed that have been around since before this latest round of updates:

- Shadows in tmnt are not transparent as they should be.
- Some sfx are broken in 1942 (such the loop-the-loop sound).
- Music plays slowly in several games such as raiden and toki.
- Missing music in aliens.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: doomking on October 27, 2011, 02:55:05 AM
http://www.youtube.com/v/Yg9Xn8YbK_E?version=3
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on October 28, 2011, 07:49:00 PM
FBA v0.2.97.12 and v0.2.97.13 will crash after click game->load game...
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 29, 2011, 02:46:16 AM
FBA v0.2.97.12 and v0.2.97.13 will crash after click game->load game...

Try deleting config/fba.ini.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on October 29, 2011, 04:39:54 AM
Try deleting config/fba.ini.

I have deleted config/fba.ini before I reported bug, but same crash.
FBA v0.2.97.11 is run well in my OS.
Is it caused by character? My OS is chinese system.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 29, 2011, 03:27:57 PM
Do you know which characters cause the issue? I would assume they have come from the Megadrive driver.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on October 30, 2011, 01:41:25 PM
Do you know which characters cause the issue? I would assume they have come from the Megadrive driver.
They have come from  the Megadrive driver, but I dont know which characters cause the issue. I can open Game Selection dialog after I modify "nLoadMenuShowX 266240" in fba.ini.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: JacKc on October 31, 2011, 07:18:45 AM
The characters which can cause the issue could be the ones from the Megadrive driver from the following sets (Parents and Clones) :

- Alien³
- Astérix and the Great Rescue 
- Férias Frustradas do Pica-Pau (Bra)
- Pelé! (Euro, USA)
- Pelé's World Tournament Soccer (Euro, USA)
- Show do Milhão (Bra)
- Show do Milhão Volume 2 (Bra)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KOF2112 on October 31, 2011, 09:15:32 AM
Do you know which characters cause the issue? I would assume they have come from the Megadrive driver.

Megadrive driver  BUG

[hide]
// Ast閞ix and the Great Rescue (Euro)
static struct BurnRomInfo md_asterixRomDesc[] = {
   { "mpr-15961+mpr-15962.bin", 0x200000, 0x4735fee6, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000 },
};

STD_ROM_PICK(md_asterix)
STD_ROM_FN(md_asterix)

struct BurnDriver BurnDrvmd_asterix = {
   "md_asterix", NULL, NULL, NULL, "1993",
   "Ast閞ix and the Great Rescue (Euro)\0", NULL, "Sega", "Sega Megadrive",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_16BIT_ONLY, 2, HARDWARE_SEGA_MEGADRIVE, GBF_MISC, 0,
   NULL, MegadriveGetZipName, md_asterixRomInfo, md_asterixRomName, NULL, NULL, MegadriveInputInfo, MegadriveDIPInfo,
   MegadriveInit, MegadriveExit, MegadriveFrame, NULL, MegadriveScan,
   &bMegadriveRecalcPalette, 0x100, 320, 224, 4, 3
};

// Ast閞ix and the Great Rescue (USA)
static struct BurnRomInfo md_asterixuRomDesc[] = {
   { "asterix and the great rescue (usa).bin", 0x200000, 0x7f112cd8, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000 },
};

STD_ROM_PICK(md_asterixu)
STD_ROM_FN(md_asterixu)

struct BurnDriver BurnDrvmd_asterixu = {
   "md_asterixu", "md_asterix", NULL, NULL, "1994",
   "Ast閞ix and the Great Rescue (USA)\0", NULL, "Sega", "Sega Megadrive",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_16BIT_ONLY | BDF_CLONE, 2, HARDWARE_SEGA_MEGADRIVE, GBF_MISC, 0,
   NULL, MegadriveGetZipName, md_asterixuRomInfo, md_asterixuRomName, NULL, NULL, MegadriveInputInfo, MegadriveDIPInfo,
   MegadriveInit, MegadriveExit, MegadriveFrame, NULL, MegadriveScan,
   &bMegadriveRecalcPalette, 0x100, 320, 224, 4, 3
};

// Ast閞ix and the Power of the Gods (Euro)
static struct BurnRomInfo md_asterpgRomDesc[] = {
   { "mpr-17719.bin", 0x200000, 0x4ff1d83f, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000 },
};

STD_ROM_PICK(md_asterpg)
STD_ROM_FN(md_asterpg)

struct BurnDriver BurnDrvmd_asterpg = {
   "md_asterpg", NULL, NULL, NULL, "1995",
   "Ast閞ix and the Power of the Gods (Euro)\0", NULL, "Sega", "Sega Megadrive",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_16BIT_ONLY, 2, HARDWARE_SEGA_MEGADRIVE, GBF_MISC, 0,
   NULL, MegadriveGetZipName, md_asterpgRomInfo, md_asterpgRomName, NULL, NULL, MegadriveInputInfo, MegadriveDIPInfo,
   MegadriveInit, MegadriveExit, MegadriveFrame, NULL, MegadriveScan,
   &bMegadriveRecalcPalette, 0x100, 320, 224, 4, 3
};

// Ast閞ix and the Power of the Gods (Euro, Prototype)
static struct BurnRomInfo md_asterpgpRomDesc[] = {
   { "asterix and the power of the gods (euro) (beta).bin", 0x200000, 0x45c8b5b7, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000 },
};

STD_ROM_PICK(md_asterpgp)
STD_ROM_FN(md_asterpgp)

struct BurnDriver BurnDrvmd_asterpgp = {
   "md_asterpgp", "md_asterpg", NULL, NULL, "1995",
   "Ast閞ix and the Power of the Gods (Euro, Prototype)\0", NULL, "Sega", "Sega Megadrive",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_16BIT_ONLY | BDF_CLONE, 2, HARDWARE_SEGA_MEGADRIVE, GBF_MISC, 0,
   NULL, MegadriveGetZipName, md_asterpgpRomInfo, md_asterpgpRomName, NULL, NULL, MegadriveInputInfo, MegadriveDIPInfo,
   MegadriveInit, MegadriveExit, MegadriveFrame, NULL, MegadriveScan,
   &bMegadriveRecalcPalette, 0x100, 320, 224, 4, 3
};

// F閞ias Frustradas do Pica-Pau (Bra)
static struct BurnRomInfo md_feriasRomDesc[] = {
   { "ferias frustradas do pica-pau (bra).bin", 0x100000, 0x7b2e416d, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000 },
};

STD_ROM_PICK(md_ferias)
STD_ROM_FN(md_ferias)

struct BurnDriver BurnDrvmd_ferias = {
   "md_ferias", NULL, NULL, NULL, "1995",
   "F閞ias Frustradas do Pica-Pau (Bra)\0", NULL, "Tec Toy", "Sega Megadrive",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_16BIT_ONLY, 2, HARDWARE_SEGA_MEGADRIVE, GBF_MISC, 0,
   NULL, MegadriveGetZipName, md_feriasRomInfo, md_feriasRomName, NULL, NULL, MegadriveInputInfo, MegadriveDIPInfo,
   MegadriveInit, MegadriveExit, MegadriveFrame, NULL, MegadriveScan,
   &bMegadriveRecalcPalette, 0x100, 320, 224, 4, 3
};

[/hide]

閞---->er
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 31, 2011, 04:34:32 PM
I posted a test version on my site.

http://www.barryharris.me.uk/article_view.php?id=164 (http://www.barryharris.me.uk/article_view.php?id=164)

Please can somebody with a Chinese system let me know if this resolves the issue?

Thanks.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on October 31, 2011, 05:16:08 PM
I posted a test version on my site.

http://www.barryharris.me.uk/article_view.php?id=164 (http://www.barryharris.me.uk/article_view.php?id=164)

Please can somebody with a Chinese system let me know if this resolves the issue?

Thanks.
Cool! It resolves issue which open game selection dialog. Fba is run well now.

Thanks.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 31, 2011, 05:18:22 PM
Thanks for confirming. The ASCII descriptions now lose those characters, but I replaced them in the UniCode descriptions.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KOF2112 on October 31, 2011, 05:36:08 PM
Strange characters


Astérix and the Great Rescue (Euro) ◦ 獁整楲⁸湡⁤桴⁥片慥⁴敒捳敵⠠畅潲)
md_asterix

Astérix and the Power of the Gods (Euro, Prototype) ◦ 獁整楲⁸湡⁤桴⁥潐敷⁲景琠敨䜠摯⁳䔨牵Ɐ倠潲潴祴数)
md_asterpgp

Férias Frustradas do Pica-Pau (Bra) ◦ 敆楲獡䘠畲瑳慲慤⁳潤倠捩ⵡ慐⁵䈨慲)
md_ferias

Pelé! (Euro, USA) ◦ 敐敬‡䔨牵Ɐ唠䅓) ◦ 摭灟汥e
md_pele

Show do Milhão Volume 2 (Bra) ◦ 桓睯搠楍桬潡嘠汯浵⁥′䈨慲) ◦ 摭獟浤汩慨2Show do Milhão (Bra)
md_sdmilha2
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 31, 2011, 05:47:15 PM
In a similar way to how we (Westerners), need to install fonts to show Chinese characters, I imagine you would need to install a font to show some of the more obscure Western characters.

If you set the text to ASCII in the dialog it should display ok, albeit not strictly correctly - but the best you can get with ASCII.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: JacKc on October 31, 2011, 05:48:10 PM
@ KOF2112 : the é is a French character and the ã a Spanish one...So you need to install Occidental Western Fonts.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on October 31, 2011, 06:45:59 PM
Thanks JacK.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on October 31, 2011, 07:47:55 PM
I think kof2112 refer to this one, garbled

Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 01, 2011, 04:21:18 AM
Ah, they were a mistake on my part - I didn't escape the \0 in my generator - resulting a NULL character ending up in there - I've fixed that already. :)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: money_114 on November 01, 2011, 03:57:17 PM
some other bugs:

d_Megadrive drive:
Turma da M鬾ica na Terra dos Monstros (Bra) -> Turma da Monica na Terra dos Monstros (Bra)

kof98ae:
Select player screen and part player move screen is broken.

fba will crash after enter the following command line:
Code: [Select]
fba.exe neogeo -w
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Ashura-X on November 02, 2011, 11:04:07 AM
The correct on that name is: Mônica, so its "Turma da Mônica na Terra dos Monstros (Bra)"

Att;


some other bugs:

d_Megadrive drive:
Turma da M鬾ica na Terra dos Monstros (Bra) -> Turma da Monica na Terra dos Monstros (Bra)

kof98ae:
Select player screen and part player move screen is broken.

fba will crash after enter the following command line:
Code: [Select]
fba.exe neogeo -w
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KaaMoS on November 03, 2011, 04:36:07 PM
@ KOF2112 : the é is a French character and the ã a Spanish one...So you need to install Occidental Western Fonts.
Just to be clear:

· é is used in Spanish also (á, é, í, ó, ú)
· ã is Portuguese, not Spanish ;)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 03, 2011, 05:10:10 PM
Neogeo command line bug - fixed. :)

kof98ae - not sure what the issue is yet.

Megadrive game description - it works fine here - are you missing the font(s) Jack referred to?
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: JacKc on November 03, 2011, 05:59:41 PM
some graphical glitches now for kof98ae not in previous FBA version...Could it be related to latest changes for neogeo protos, not supported if more than 8 C'roms in the driver or simply because of new MULTISLOT support?

old driver :

Code: [Select]
STDROMPICKEXT(kof98ae, kof98ae, neogeo)
STD_ROM_FN(kof98ae)

struct BurnDriver BurnDrvkof98ae = {
"kof98ae", "kof98", "neogeo", NULL, "2007",
"The King of Fighters '98 (Anniversary Edition, EGHT hack)\0", NULL, "hack", "Neo Geo",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_HACK, 2, HARDWARE_SNK_NEOGEO | HARDWARE_SNK_MVSCARTRIDGE, GBF_VSFIGHT, FBF_KOF,
NULL, kof98aeRomInfo, kof98aeRomName, NULL, NULL, neogeoInputInfo, neogeoDIPInfo,
NeoInit, NeoExit, NeoFrame, NeoRender, NeoScan, JBF_GAME_WORKING, NULL, NULL, NULL, &NeoRecalcPalette, 0x1000,
304, 224, 4, 3
};

New :

Code: [Select]
STDROMPICKEXT(kof98ae, kof98ae, neogeo)
STD_ROM_FN(kof98ae)

struct BurnDriver BurnDrvkof98ae = {
"kof98ae", "kof98", "neogeo", NULL, "2007",
"The King of Fighters '98 (Anniversary Edition, EGHT hack)\0", NULL, "hack", "Neo Geo MVS",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_HACK, 2, HARDWARE_PREFIX_CARTRIDGE | HARDWARE_SNK_NEOGEO, GBF_VSFIGHT, FBF_KOF,
NULL, NULL, kof98aeRomInfo, kof98aeRomName, NULL, NULL, neogeoInputInfo, neogeoDIPInfo,
NeoInit, NeoExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette,
0x1000, 304, 224, 4, 3
};
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KaaMoS on November 04, 2011, 02:33:10 AM
I wanted to tell you I found something that could be a bug (or not, depending of your knowledge about this) on Samurai Shodown 4 (Neo-Geo CD).
I tested with a CUE image, the whole folder is about 109MB.

How to reproduce it:
1. Load CUE image
2. Go to "Game Mode" > "Practice"
3. Select characters and prepare to play
4. Since Samurai Shodown IV uses [START] as a command button (to make sucide/throw weapon), PAUSE is made with [SELECT] button. So, press [SELECT]
5. Game is paused and the word "Paused!" appears on the center of the screen.
6. Press [SELECT] to continue training.

What I see:
1. Characters keep freezed, but Stage animations work as usual.
2. You can't PAUSE game again, no mention that you can't escape to anywhere (i.e. to go to Game's Main menu).

Notes:
1. I wanted to add that this "freezing" problem doesn't happen if I choose "Track 01" instead of the CUE image.
2. There's also a graphical error I saw while training... there's a commandlist that falls from the top/left of the window as characters (arrows, ABCD buttons, etc).
The problem is sometimes there's a long vertical line (with the width of a character/button) that falls from the Top/Center of the window and gets fixed on the center of the screen.
I haven't a way to reproduce it (it appears at random). If I see that again, I'll take a capture.

Thanks for all!

Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 04, 2011, 06:41:32 PM
kof98ae is now working correctly.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KOF2112 on November 05, 2011, 10:06:09 AM
Picture errors


Thundercade / Twin Formation

Tokusyu Butai U.A.G. (Japan)

Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: JacKc on November 05, 2011, 03:12:20 PM
kof98ae is now working correctly.
Thanks a lot Treble Winner for the fix !!!
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 06, 2011, 08:46:33 AM
Thanks Jack. There was a sprite size cap of 64MB, once removed, problem solved. Your post pointed me there. :)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: orçotüsi5 on November 07, 2011, 02:43:59 AM
Ultimate Mortal Kombat 3 game is still sizzling sounds  :rolleyes:
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KaaMoS on November 17, 2011, 06:39:09 PM
It's me or IPS support isn't working for FBA's 0.2.97.13 release?
I've tried to follow these steps:


1. File > Load Game
2. Select (1 click) "Samurai Showdown IV" SET 1 (of course I've IPS patches for this game and they are located in the same place as usual: support/IPS).

- the following 2 can be called as 3rd. or 4th. step in any order -
A. Click "IPS Manager" > Check IPS to use and press OK to close (this confirms IPS patches are located in the correct folder).
B. Check "Apply Patches".

5. Click "Play"
6. Game is loaded, but IPS patches weren't applied.


I hope this isn't a bug... or if it is, then I hope that you could fix it in a easy way. :)
Thanks!
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 18, 2011, 03:54:19 PM
It's me or IPS support isn't working for FBA's 0.2.97.13 release?
I've tried to follow these steps:


1. File > Load Game
2. Select (1 click) "Samurai Showdown IV" SET 1 (of course I've IPS patches for this game and they are located in the same place as usual: support/IPS).

- the following 2 can be called as 3rd. or 4th. step in any order -
A. Click "IPS Manager" > Check IPS to use and press OK to close (this confirms IPS patches are located in the correct folder).
B. Check "Apply Patches".

5. Click "Play"
6. Game is loaded, but IPS patches weren't applied.


I hope this isn't a bug... or if it is, then I hope that you could fix it in a easy way. :)
Thanks!

The patches I've tried are working ok. Which specific ones are giving you issues? Could be down to all the recent rom changes in the Neo Geo driver?
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KaaMoS on November 20, 2011, 05:22:07 PM
I suppose that's because of those game changes, as you said.
I tried to load 0 DAY-S & Eddids "Boss Fixes Ver 1.??" made for Samurai Shodown IV SET 1.

The thing is that SET loads OK (no problems), it just doesn't load patches (but it did before .13)
Is there something I could do in order to make them work again?

Thank you!
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: Barry Harris on November 20, 2011, 05:31:35 PM
Looking at the patch it has the current filenames and crcs in.

Is there any easy way I can tell if I have the patch applied or not?

I usually test with the kog patch for kof97 - I use that one because it's easy to tell if it worked or not. :)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: KaaMoS on November 21, 2011, 04:32:07 PM
[EDIT]:

Well... I've updated my IPS pack to 4.3 and that problem was solved.
Seems to be that I've to update all my Neo-Geo games on P2 rom.

Thank you so much for your help! ;)
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: iatros on November 24, 2011, 06:46:36 AM
Hi.
I *KNOW* this is a bug report for WIP drivers, but I haven't found this issue reported anywhere else- thought it might be of help/interest.

Fba 0.2.97.13:

Cave PGM sound seems to be functioning incorrectly for the following games:

KETSUI
DDP DOJ
DDP DOJBLK

Ketsui sound (music and effects) starts skipping at around the 20sec mark on level 1-1 and doesn't re-sync afterwards.
In DDP DOJ (both variants) the voice channel in the level 1-1 music is missing, and the music skips, doesn't play properly or starts late on boss fights and inbetween-levels score screens.

ESPGALUDA sounds fine- no such issues.

If this is any help, on starting KETSUI I hear a short crackling sound just before the disclaimer screen appears, which I also hear with ESPGALUDA.

These issues don't appear to be present in current MAMEUI32 or SHMUPMAME (3.0b) builds.

Appologies if this isn't news to anyone, but as I said I haven't read about it anywhere else.

I've tried different pci slots for my sound card, and have updated the sound card drivers.


System info:

FB Alpha v0.2.97.13 system information (Thu Nov 24 11:30:52 2011
).

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Personal Service Pack 3 (build 2600)
CPU: AuthenticAMD, Athlon 64 / Athlon 64 Mobile
     2202 MHz, MMX, SSE, SSE2 (1 system processor)

Physical RAM: 2095856 KB (2046 MB) total, 1427740 KB (1394 MB) avail
Total RAM:    3511456 KB (3429 MB) total, 3008380 KB (2937 MB) avail
FB Alpha:       11620 KB in use (12040 KB peak, 13800 KB virtual)

Installed displays and display adapters:
    LG LG 782LE on NVIDIA GeForce3 Ti 500 (primary)
        Display size ~34x27cm, Gamma 2.50
        Preferred mode 1280x1024, 60.020 Hz (338x270mm, 108.000 MHz)
        Max. bandwidth 140 MHz, H sync 30-70 KHz, V sync 56-85 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Oct 28 2011, 20:30:31, using Visual C++ 10.0.
    Optimised for i686 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix923, 652bpp
                        Source image 304x224, 32bpp
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Keyboard
                        mouse    0 System mouse: Mouse

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00400000, size 18204 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x7C900000, size    700 KB)
            kernel32.dll (base address 0x7C800000, size    984 KB)
              USER32.dll (base address 0x7E410000, size    580 KB)
               GDI32.dll (base address 0x77F10000, size    292 KB)
            COMDLG32.dll (base address 0x763B0000, size    292 KB)
            ADVAPI32.dll (base address 0x77DD0000, size    620 KB)
              RPCRT4.dll (base address 0x77E70000, size    584 KB)
             Secur32.dll (base address 0x77FE0000, size     68 KB)
            COMCTL32.dll (base address 0x773D0000, size   1036 KB)
              msvcrt.dll (base address 0x77C10000, size    352 KB)
             SHLWAPI.dll (base address 0x77F60000, size    472 KB)
             SHELL32.dll (base address 0x7C9C0000, size   8284 KB)
               WINMM.dll (base address 0x76B40000, size    180 KB)
               ole32.dll (base address 0x774E0000, size   1268 KB)
                d3d9.dll (base address 0x4FDD0000, size   1688 KB)
             d3d8thk.dll (base address 0x6D990000, size     24 KB)
             VERSION.dll (base address 0x77C00000, size     32 KB)
            d3dx9_43.dll (base address 0x10000000, size   2044 KB)
               DDRAW.dll (base address 0x73760000, size    300 KB)
            DCIMAN32.dll (base address 0x73BC0000, size     24 KB)
              DSOUND.dll (base address 0x73F10000, size    368 KB)
             DINPUT8.dll (base address 0x6CE10000, size    224 KB)
               IMM32.DLL (base address 0x76390000, size    116 KB)
             uxtheme.dll (base address 0x5AD70000, size    224 KB)
               MSCTF.dll (base address 0x74720000, size    304 KB)
             apphelp.dll (base address 0x77B40000, size    136 KB)
            msctfime.ime (base address 0x755C0000, size    184 KB)
                 HID.DLL (base address 0x688F0000, size     36 KB)
            SETUPAPI.DLL (base address 0x77920000, size    972 KB)
            WINTRUST.dll (base address 0x76C30000, size    184 KB)
             CRYPT32.dll (base address 0x77A80000, size    596 KB)
              MSASN1.dll (base address 0x77B20000, size     72 KB)
            IMAGEHLP.dll (base address 0x76C90000, size    160 KB)
            OLEAUT32.DLL (base address 0x77120000, size    556 KB)
              wdmaud.drv (base address 0x72D20000, size     36 KB)
             msacm32.drv (base address 0x72D10000, size     32 KB)
             MSACM32.dll (base address 0x77BE0000, size     84 KB)
             midimap.dll (base address 0x77BD0000, size     28 KB)
              KsUser.dll (base address 0x5EF80000, size     16 KB)
             CLBCATQ.DLL (base address 0x76FD0000, size    508 KB)
              COMRes.dll (base address 0x77050000, size    788 KB)
             ntshrui.dll (base address 0x76990000, size    148 KB)
                 ATL.DLL (base address 0x76B20000, size     68 KB)
            NETAPI32.dll (base address 0x5B860000, size    340 KB)
             USERENV.dll (base address 0x769C0000, size    720 KB)

----------------------------------------------------------------------


Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: iq_132 on November 24, 2011, 07:07:00 AM
Hi.
I *KNOW* this is a bug report for WIP drivers, but I haven't found this issue reported anywhere else- thought it might be of help/interest.

Fba 0.2.97.13:

Cave PGM sound seems to be functioning incorrectly for the following games:

KETSUI
DDP DOJ
DDP DOJBLK

Ketsui sound (music and effects) starts skipping at around the 20sec mark on level 1-1 and doesn't re-sync afterwards.
In DDP DOJ (both variants) the voice channel in the level 1-1 music is missing, and the music skips, doesn't play properly or starts late on boss fights and inbetween-levels score screens.

ESPGALUDA sounds fine- no such issues.

If this is any help, on starting KETSUI I hear a short crackling sound just before the disclaimer screen appears, which I also hear with ESPGALUDA.

These issues don't appear to be present in current MAMEUI32 or SHMUPMAME (3.0b) builds.

Appologies if this isn't news to anyone, but as I said I haven't read about it anywhere else.

I've tried different pci slots for my sound card, and have updated the sound card drivers.


System info:

FB Alpha v0.2.97.13 system information (Thu Nov 24 11:30:52 2011
).

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Personal Service Pack 3 (build 2600)
CPU: AuthenticAMD, Athlon 64 / Athlon 64 Mobile
     2202 MHz, MMX, SSE, SSE2 (1 system processor)

Physical RAM: 2095856 KB (2046 MB) total, 1427740 KB (1394 MB) avail
Total RAM:    3511456 KB (3429 MB) total, 3008380 KB (2937 MB) avail
FB Alpha:       11620 KB in use (12040 KB peak, 13800 KB virtual)

Installed displays and display adapters:
    LG LG 782LE on NVIDIA GeForce3 Ti 500 (primary)
        Display size ~34x27cm, Gamma 2.50
        Preferred mode 1280x1024, 60.020 Hz (338x270mm, 108.000 MHz)
        Max. bandwidth 140 MHz, H sync 30-70 KHz, V sync 56-85 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Oct 28 2011, 20:30:31, using Visual C++ 10.0.
    Optimised for i686 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix923, 652bpp
                        Source image 304x224, 32bpp
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Keyboard
                        mouse    0 System mouse: Mouse

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00400000, size 18204 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x7C900000, size    700 KB)
            kernel32.dll (base address 0x7C800000, size    984 KB)
              USER32.dll (base address 0x7E410000, size    580 KB)
               GDI32.dll (base address 0x77F10000, size    292 KB)
            COMDLG32.dll (base address 0x763B0000, size    292 KB)
            ADVAPI32.dll (base address 0x77DD0000, size    620 KB)
              RPCRT4.dll (base address 0x77E70000, size    584 KB)
             Secur32.dll (base address 0x77FE0000, size     68 KB)
            COMCTL32.dll (base address 0x773D0000, size   1036 KB)
              msvcrt.dll (base address 0x77C10000, size    352 KB)
             SHLWAPI.dll (base address 0x77F60000, size    472 KB)
             SHELL32.dll (base address 0x7C9C0000, size   8284 KB)
               WINMM.dll (base address 0x76B40000, size    180 KB)
               ole32.dll (base address 0x774E0000, size   1268 KB)
                d3d9.dll (base address 0x4FDD0000, size   1688 KB)
             d3d8thk.dll (base address 0x6D990000, size     24 KB)
             VERSION.dll (base address 0x77C00000, size     32 KB)
            d3dx9_43.dll (base address 0x10000000, size   2044 KB)
               DDRAW.dll (base address 0x73760000, size    300 KB)
            DCIMAN32.dll (base address 0x73BC0000, size     24 KB)
              DSOUND.dll (base address 0x73F10000, size    368 KB)
             DINPUT8.dll (base address 0x6CE10000, size    224 KB)
               IMM32.DLL (base address 0x76390000, size    116 KB)
             uxtheme.dll (base address 0x5AD70000, size    224 KB)
               MSCTF.dll (base address 0x74720000, size    304 KB)
             apphelp.dll (base address 0x77B40000, size    136 KB)
            msctfime.ime (base address 0x755C0000, size    184 KB)
                 HID.DLL (base address 0x688F0000, size     36 KB)
            SETUPAPI.DLL (base address 0x77920000, size    972 KB)
            WINTRUST.dll (base address 0x76C30000, size    184 KB)
             CRYPT32.dll (base address 0x77A80000, size    596 KB)
              MSASN1.dll (base address 0x77B20000, size     72 KB)
            IMAGEHLP.dll (base address 0x76C90000, size    160 KB)
            OLEAUT32.DLL (base address 0x77120000, size    556 KB)
              wdmaud.drv (base address 0x72D20000, size     36 KB)
             msacm32.drv (base address 0x72D10000, size     32 KB)
             MSACM32.dll (base address 0x77BE0000, size     84 KB)
             midimap.dll (base address 0x77BD0000, size     28 KB)
              KsUser.dll (base address 0x5EF80000, size     16 KB)
             CLBCATQ.DLL (base address 0x76FD0000, size    508 KB)
              COMRes.dll (base address 0x77050000, size    788 KB)
             ntshrui.dll (base address 0x76990000, size    148 KB)
                 ATL.DLL (base address 0x76B20000, size     68 KB)
            NETAPI32.dll (base address 0x5B860000, size    340 KB)
             USERENV.dll (base address 0x769C0000, size    720 KB)

----------------------------------------------------------------------



The sound core we're using for PGM is old and crap. Probably sooner, rather than later, I'll be porting MAME's nice core to FBA.
Title: Re: FB Alpha 0.2.97.13 Bugs Reports
Post by: iatros on November 24, 2011, 09:06:41 AM
...Oh I wouldn't describe any part of FBA as 'crap'.. But I look forward to future builds :)

Keep up the fantastic work.
Title: Re: FB Alpha 0.2.97.12 Bugs Reports
Post by: ismamj on December 01, 2011, 03:35:57 PM
The kof98ae works bad is flawed of pixels
(http://img836.imageshack.us/img836/2271/kof98ae1201193403.png)
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: JacKc on December 01, 2011, 07:41:03 PM
This bug has been fixed in the 0.2.97.14 release !
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: money_114 on December 02, 2011, 12:30:35 AM
0.2.97.14 bug:

XP OS user run Fba,  don't display menubar.

Fba will crash after md_kof98 is run.
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 02, 2011, 01:57:16 AM
0.2.97.14 bug:

XP OS user run Fba,  don't display menubar.

Fba will crash after md_kof98 is run.

What build of FB Alpha are you using, 32-bit or 64-bit?, and what Windows XP version you have, x64 or x86 ?
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: doomking on December 02, 2011, 02:44:07 AM
Fba don't display menubar in windows XP (x86 and x64)
http://f.ppxclub.com/forum-redirect-goto-findpost-ptid-141075-pid-1896319.html
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 02, 2011, 04:01:58 AM
Fba don't display menubar in windows XP (x86 and x64)
http://f.ppxclub.com/forum-redirect-goto-findpost-ptid-141075-pid-1896319.html

Thanks for the information, I will try to fix the issues as soon as possible.
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: Barry Harris on December 02, 2011, 04:39:01 AM
Strange one - MinGW builds work fine on XP SP3, VC builds don't. I'll try and take a look tonight.
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: Barry Harris on December 02, 2011, 04:41:08 PM
Hmm, well I thought it might be my compile environment so I took a snapshot of my XP VM, setup a VC compile environment from scratch and compiled a binary. The issue was still there.

Also, using my current VC environment to compile the previous release works fine on XP.

The only changes I can see that might affect affect this are Cap's DX changes. Cap, do you have any relatively easy way of using the latest released code with the old method of linking to the DX libs and see if that sorts it?
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: Barry Harris on December 02, 2011, 04:59:36 PM
Well, I did, say might. :)

Didn't take me long to chop and change the source to build with libs linked again - didn't resolve the issue! Giving up for now. :(
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 02, 2011, 05:00:55 PM
Sure Barry :), I just finished installing "Windows XP Mode" with VMware Player and was able to reproduce the problem.

I will try reverting the modified code back and I'll post the results asap.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: evilmitaka on December 02, 2011, 06:54:00 PM
I get guru meditation when change to Enhaced blitter

Quote
FB Alpha v0.2.97.14 fatal exception report (Fri Dec 02 16:53:37 2011
)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0114
 (attempting to write address 0x00000000)

EAX: 0x00FFFFFF, EBX: 0x00FFFFFF, ECX: 0x001DCF4C, EDX: 0x00000000
ESI: 0x00000000, EDI: 0x00000002, ESP: 0x001DCF20, EBP: 0x001DCFD0

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Professional Service Pack 3 (build 2600)
CPU: AuthenticAMD, Athlon 64 / Athlon 64 Mobile
     2434 MHz, MMX, SSE, SSE2 (1 system processor)

Physical RAM: 1048575 KB (1023 MB) total,  639460 KB ( 624 MB) avail
Total RAM:    2097151 KB (2047 MB) total, 1048575 KB (1023 MB) avail
FB Alpha:       28328 KB in use (28328 KB peak, 59156 KB virtual)

Installed displays and display adapters:
    @monitor.inf,%generic%;(Tipo de monitor estándar) @monitor.inf,%no
        No EDID data present for this device

----------------------------------------------------------------------
FB Alpha information:

Built on Dec 1 2011, 19:54:54, using Visual C++ 10.0.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Interface settings: Video plugin not initialised

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Teclado
                        mouse    0 System mouse: Mouse
                        joystick 0 Twin USB Vibration Gamepad
                        joystick 1 Twin USB Vibration Gamepad

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00CC0000, size 23784 KB)

Exception occurred in module fba.exe:
                 fba.exe (base address 0x00CC0000, size  23784 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x778E0000, size   1264 KB)
            kernel32.dll (base address 0x771C0000, size    848 KB)
          KERNELBASE.dll (base address 0x75B10000, size    296 KB)
               snxhk.dll (base address 0x64D00000, size    208 KB)
              USER32.dll (base address 0x76380000, size    804 KB)
               GDI32.dll (base address 0x75D30000, size    312 KB)
                 LPK.dll (base address 0x77A20000, size     40 KB)
               USP10.dll (base address 0x75D90000, size    628 KB)
              msvcrt.dll (base address 0x770A0000, size    688 KB)
            COMDLG32.dll (base address 0x77480000, size    492 KB)
             SHLWAPI.dll (base address 0x75FD0000, size    348 KB)
            COMCTL32.dll (base address 0x74990000, size   1656 KB)
             SHELL32.dll (base address 0x76450000, size  12580 KB)
               WINMM.dll (base address 0x70D00000, size    200 KB)
               ole32.dll (base address 0x76220000, size   1392 KB)
              RPCRT4.dll (base address 0x775D0000, size    644 KB)
            ADVAPI32.dll (base address 0x76180000, size    640 KB)
             sechost.dll (base address 0x77A30000, size    100 KB)
             apphelp.dll (base address 0x75910000, size    300 KB)
            AcLayers.dll (base address 0x70C10000, size    560 KB)
             SspiCli.dll (base address 0x75960000, size    104 KB)
            OLEAUT32.dll (base address 0x75F40000, size    572 KB)
             USERENV.dll (base address 0x75090000, size     92 KB)
             profapi.dll (base address 0x759D0000, size     44 KB)
            WINSPOOL.DRV (base address 0x70AD0000, size    324 KB)
                 MPR.dll (base address 0x722D0000, size     72 KB)
            AcGenral.DLL (base address 0x697B0000, size   2144 KB)
             UxTheme.dll (base address 0x74800000, size    256 KB)
              samcli.dll (base address 0x741D0000, size     60 KB)
             MSACM32.dll (base address 0x70A60000, size     80 KB)
             VERSION.dll (base address 0x74F30000, size     36 KB)
                 sfc.dll (base address 0x6F9C0000, size     12 KB)
              sfc_os.DLL (base address 0x6F990000, size     52 KB)
              dwmapi.dll (base address 0x74970000, size     76 KB)
            SETUPAPI.dll (base address 0x772A0000, size   1652 KB)
            CFGMGR32.dll (base address 0x75AB0000, size    156 KB)
              DEVOBJ.dll (base address 0x75B60000, size     72 KB)
              urlmon.dll (base address 0x76030000, size   1236 KB)
             CRYPT32.dll (base address 0x75C10000, size   1136 KB)
              MSASN1.dll (base address 0x75AA0000, size     48 KB)
            iertutil.dll (base address 0x776E0000, size   2020 KB)
            AcXtrnal.DLL (base address 0x69550000, size   2404 KB)
            SHUNIMPL.DLL (base address 0x73AE0000, size     24 KB)
    SortServer2003Compat.dll (base address 0x72040000, size     52 KB)
               IMM32.DLL (base address 0x771A0000, size    124 KB)
               MSCTF.dll (base address 0x77500000, size    816 KB)
              dsound.dll (base address 0x74350000, size    456 KB)
            POWRPROF.dll (base address 0x74220000, size    148 KB)
             dinput8.dll (base address 0x72010000, size    192 KB)
               ddraw.dll (base address 0x69460000, size    924 KB)
            DCIMAN32.dll (base address 0x72000000, size     24 KB)
                d3d9.dll (base address 0x6A650000, size   1804 KB)
             d3d8thk.dll (base address 0x71370000, size     24 KB)
            D3DX9_43.dll (base address 0x670A0000, size   2044 KB)
                 HID.DLL (base address 0x74DF0000, size     36 KB)
           CRYPTBASE.dll (base address 0x759B0000, size     48 KB)
            WINTRUST.dll (base address 0x75AE0000, size    180 KB)
             CLBCatQ.DLL (base address 0x77A50000, size    524 KB)
            MMDevApi.dll (base address 0x74500000, size    228 KB)
             PROPSYS.dll (base address 0x74840000, size    980 KB)
            AUDIOSES.DLL (base address 0x70A90000, size    216 KB)
             EZFRD32.dll (base address 0x10000000, size     92 KB)
              DINPUT.dll (base address 0x6C260000, size    148 KB)
             nvd3dum.dll (base address 0x06090000, size   3236 KB)
            D3DIM700.DLL (base address 0x69C20000, size    816 KB)

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 02, 2011, 07:16:58 PM
I will re-implement everything related to my DirectX changes later from scratch using the burner interface from 029713, but without the 64-bit changes, just to make sure, then start testing from that point. The problem is very weird indeed.

PS: The 64-bit changes I'm referring are the ones at the burner interface only, just in case.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 02, 2011, 10:33:31 PM
Ok, I just confirmed that the menu problem is located at src/burner/win32/ in FBA source v029714. To confirm it, I replaced the whole directory with the win32 directory from v029713 source, then started porting everything from scratch, so far I've implemented almost everything and the Menu is working fine on Windows XP.

I haven't touched src/burner/win32/menu.cpp yet, and there are a few things left to port in src/burner/win32/scrn.cpp.

I will keep reporting as I progress :)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: neo04 on December 02, 2011, 11:23:15 PM
i compiled x64 build (neogeo only) with gcc461.. compiling failed without this lib: -ldxguid (this is for IID_Unknown)
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 03, 2011, 12:04:17 AM
i compiled x64 build (neogeo only) with gcc461.. compiling failed without this lib: -ldxguid (this is for IID_Unknown)

Are you using the latest official source or an old one?, I searched the whole source for "IID_Unknown" and it isn't used. Could you please post on what object file you got the failure?

I have compiled FBA v0.2.97.14 source with gcc 3.4.5, gcc 4.5.2, gcc 4.6.1 and I get no problems.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: neo04 on December 03, 2011, 07:55:16 AM
heh.. sorry cap.. false alarm.. i compiled again from scratch & all turned out fine.. :)
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: doomking on December 03, 2011, 10:32:25 AM
treblewinner

I have post my source

http://f.ppxclub.com/forum-redirect-goto-findpost-ptid-141076-pid-1897032.html
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 03, 2011, 12:37:20 PM
I found the Windows XP Menu problem last night, after researching the code, the fix resulted to be very simple  :p

In src/burner/win32/burner_win32.h  from FBA src v0.2.97.14 change this ...

Code: [Select]
#define _WIN32_WINDOWS 0x0410
//#define _WIN32_WINNT 0x0400
#define _WIN32_IE 0x0500
#if not defined _WIN32_WINNT
 #define _WIN32_WINNT 0x0501
#endif
#if not defined WINVER
 #define WINVER 0x0501
#endif
#define STRICT

to this...

Code: [Select]
#define _WIN32_WINDOWS 0x0410
//#define _WIN32_WINNT 0x0400
#define _WIN32_IE 0x0500
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#define STRICT

I submitted that fix along with 2 more small changes related to the Neo Geo CDZ interface.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: CaptainCPS on December 03, 2011, 12:49:58 PM
Some screenshots...

(http://captaincps.net/neosource/img/vc_winxp_menu_01.png)

(http://captaincps.net/neosource/img/vc_winxp_menu_02.png)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.97.14 Bugs Reports
Post by: Barry Harris on December 03, 2011, 04:05:39 PM
Nice work Cap.

And doomking, thanks for releasing the fix as well.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Turisu on December 05, 2011, 11:48:51 AM
Question for iq_132 regarding the revised pacman driver:

I'm just in the process of updating the Xbox build with the latest FBA code. Everything is working well but a couple of the games on this driver go through their hardware test then just display a screen showing DIP switch info with looping audio in the background. There seems to be no way past this screen.

The problem affects puckman, mspacman and clones; although mschamp and all non-pacman-style games are working fine. Just wondered if there was anything singular about these games in the driver that might help pin down the cause of this problem?
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 05, 2011, 03:52:04 PM
Question for iq_132 regarding the revised pacman driver:

I'm just in the process of updating the Xbox build with the latest FBA code. Everything is working well but a couple of the games on this driver go through their hardware test then just display a screen showing DIP switch info with looping audio in the background. There seems to be no way past this screen.

The problem affects puckman, mspacman and clones; although mschamp and all non-pacman-style games are working fine. Just wondered if there was anything singular about these games in the driver that might help pin down the cause of this problem?

There were a few mspacman clones that did that with the version iq submitted. I fixed those before release though, along with some dip switch fixes. The problem with the mspacman clones was that they were using the puckman init, but they use a different memory map.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Turisu on December 05, 2011, 07:36:58 PM
There were a few mspacman clones that did that with the version iq submitted. I fixed those before release though, along with some dip switch fixes. The problem with the mspacman clones was that they were using the puckman init, but they use a different memory map.
Out of interest, what were the DIP switch fixes? The Xbox port's UI has an unusual way of handling DIP switch settings and I've had to manually alter several drivers to get them working correctly, so I suspect this may be where the problem lies. I could be wrong but I don't see any other reason why this problem would exist in the Xbox build and not the original build.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: KaaMoS on December 06, 2011, 01:36:26 AM
I can't see the new Neo-Geo CD submenu on .15 update:

(http://img168.imagevenue.com/loc702/th_314955964_Imagen4_122_702lo.jpg) (http://img168.imagevenue.com/img.php?image=314955964_Imagen4_122_702lo.jpg)

Does anyone know why?
Thanks!
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 06, 2011, 04:08:00 AM
From memory, mostly changes in non-Pacman memory map drivers, changing DrvDips[0] and DrvDips[1] to DrvDips[2] and DrvDips[3].
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: JacKc on December 08, 2011, 10:19:04 PM
Notice a minor GFX Bug for Varth: Operation Thunderstorm (World 920714) and clones (see attached files):
- The background is brown instead of black

Also impossible to take a snap (with BASIC Blitter) for these sets and when exit game with shortcut key CTRL+F4, it makes FBA crashes.

I'm using Windows 7 x64.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 09, 2011, 04:31:09 AM
JacKc - not a bug - the game clears the screen using a palette entry - check MAME.

It crashes here on exit too - but I think I know what caused that. :)
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 10, 2011, 04:04:39 AM
I fixed the screenshot issue and the crash on exit issue. :)

For more on the CPS-1 screen clearing see this;

www.barryharris.me.uk/article_view.php?id=100
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: JacKc on December 10, 2011, 07:33:22 AM
Thanks a lot Treble Winner !!!
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Delirious on December 13, 2011, 09:12:23 AM
I'm working on Hungarian translation now and I've noticed that the translation of "Adjust CPU speed..." string doesn't work. I've found that string in two places in the template.flt and I've translated both of them but in the emulator it dislayed in English.

Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: doomking on December 13, 2011, 10:34:58 AM
my build is resources based on some old code from Jan_Klaassen
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 13, 2011, 11:02:31 AM
Doomking - please post the fix.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: doomking on December 14, 2011, 06:20:43 AM
ok
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 14, 2011, 04:16:10 PM
ok

Thanks doomking. Issue with string translation is now resolved.

It seems there is an issue with GCC builds and strings when building the templates (which lead me down the wrong path!). It looks like a very long-standing issue and since release builds are done with VC, I'm not overly concerned.

I'll now start identifying items that should be loaded as string resources rather than hard-coded.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: doomking on December 14, 2011, 09:10:38 PM
It seems there is an issue with GCC builds and strings when building the templates (which lead me down the wrong path!).

I have updated resources code from my build fba code cleanup for GCC builds (http://neo-source.com/index.php?topic=1446.0)
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Turisu on December 15, 2011, 08:46:39 AM
I've noticed that Parodius no longer works. The ROM check shows the C5 ROM as BAD.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 15, 2011, 04:03:39 PM
I have updated resources code from my build fba code cleanup for GCC builds (http://neo-source.com/index.php?topic=1446.0)

Nice catch. That fixes GCC builds exporting a template.

I've changed all the hard-coded strings I can find to translatable strings, so the next release should be the best yet for localisation.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Delirious on December 16, 2011, 08:18:36 AM
I've just finished my Hungarian translation. I've found some strings displayed in English still:
Path #1 - Path #8
Showing 0 of 5032 sets [0 Unavailable sets]
Error
Error finding 'kailleraclient.dll'.
OK
Filters
Board Type
Family
Genre
Neo Geo CDZ system
Title
Slot 1 - Slot 6
Empty
Select CD image
FB Alpha Error
Couldn't initialise CD emulation.
Other Gamma value...
Other...
Previews
Titles
Cheats
High Scores
Samples
IPS
Neo Geo CDZ Games
Neo Geo CDZ Covers

etc.

Will they be corrected in the next release of FBA? A totally translatable build would be nice. Is it possible to inculde translations with the emulator and starting the first time the emulator runs as same as the OS language?
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 16, 2011, 05:23:41 PM
I've just finished my Hungarian translation. I've found some strings displayed in English still:
Path #1 - Path #8
Showing 0 of 5032 sets [0 Unavailable sets]
Error
Error finding 'kailleraclient.dll'.
OK
Filters
Board Type
Family
Genre
Neo Geo CDZ system
Title
Slot 1 - Slot 6
Empty
Select CD image
FB Alpha Error
Couldn't initialise CD emulation.
Other Gamma value...
Other...
Previews
Titles
Cheats
High Scores
Samples
IPS
Neo Geo CDZ Games
Neo Geo CDZ Covers

etc.

Will they be corrected in the next release of FBA? A totally translatable build would be nice. Is it possible to inculde translations with the emulator and starting the first time the emulator runs as same as the OS language?

They should all be corrected. If you find any strings that don't translate in the new FB Alpha (0.2.97.16), please let me know and I will resolve any issues.
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: money_114 on December 17, 2011, 07:21:55 AM
bug:
nbbatman can't be run.
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: doomking on December 17, 2011, 11:09:15 AM
PoINT32 => Point

Turma da M\u00f4nica na Terra dos Monstros (Bra)
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 17, 2011, 11:37:57 AM
Thanks doomking.

The Megadrive game name is correct, and comes direct from MESS. This is how it looks with the correct language support installed;
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: DsNo on December 17, 2011, 11:54:33 AM
Unicode Fix..

Set wofj, wofjh, wofch in src\burn\drivers\capcom\d_cps1.cpp

Change
\u8EE2\u5730\u3092\u55B0\u3089\u3046II
to
\u5929\u5730\u3092\u55B0\u3089\u3046II
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: pmc2 on December 17, 2011, 12:04:45 PM
little error for wofch v0.144u3:

New (v0.144u3):
Code: [Select]
tk2(ch)_07.9a",  0x200004, 0x80000, CRC(d706568e)
Old (v0.144u2 and fba .16):
Code: [Select]
tk2(ch)_07.9a",  0x200004, 0x80000, CRC(cc9006c9)
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 17, 2011, 01:06:56 PM
Unicode Fix..

Set wofj, wofjh, wofch in src\burn\drivers\capcom\d_cps1.cpp

Change
\u8EE2\u5730\u3092\u55B0\u3089\u3046II
to
\u5929\u5730\u3092\u55B0\u3089\u3046II

Thanks - change made.
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 17, 2011, 01:07:16 PM
little error for wofch v0.144u3:

New (v0.144u3):
Code: [Select]
tk2(ch)_07.9a",  0x200004, 0x80000, CRC(d706568e)
Old (v0.144u2 and fba .16):
Code: [Select]
tk2(ch)_07.9a",  0x200004, 0x80000, CRC(cc9006c9)

Thanks - changed it over.
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: KOF2112 on December 17, 2011, 03:52:53 PM
Unicode Fix..

Set wofj, wofjh, wofch in src\burn\drivers\capcom\d_cps1.cpp

Change
\u8EE2\u5730\u3092\u55B0\u3089\u3046II
to
\u5929\u5730\u3092\u55B0\u3089\u3046II

Set dynwarj, dynwarjr
\u8EE2
to
\u5929

Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Ashura-X on December 17, 2011, 05:35:01 PM
Hi all.

I´m still having problems to load all CPS3 games here.
All of my zip files matches with last mame release and I cant load it.
Bad... a pop up insist on stay at my screen upon the load rom failure.
Check screen shot please...
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 17, 2011, 05:40:19 PM
FB Alpha sets don't match MAME for CPS-3, we don't support CHDs.

Follow the error dialog and get the needed files - use the datfile to help.
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: JacKc on December 17, 2011, 05:54:54 PM
update first post to FBA 0.2.97.17 release ;p

Please now report bugs concerning this new release version.
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Ashura-X on December 17, 2011, 06:02:22 PM
FB Alpha sets don't match MAME for CPS-3, we don't support CHDs.

Follow the error dialog and get the needed files - use the datfile to help.

OK and what about the pop up rom load screen?
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 17, 2011, 06:17:14 PM
OK and what about the pop up rom load screen?

The screen is only appearing to tell you about your missing files. Get the correct files, and the screen won't appear....
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Haze on December 17, 2011, 10:19:08 PM
FB Alpha sets don't match MAME for CPS-3, we don't support CHDs.

Follow the error dialog and get the needed files - use the datfile to help.

The MAME sets also load the flash dumps (in the format they would be on the chip, rather than the format on the CD) to avoid having to go through the countdown each time.  You could easily load the same sets as MAME and fake / patch out the CD check ;-)
Title: Re: FB Alpha 0.2.97.16 Bugs Reports
Post by: Barry Harris on December 18, 2011, 06:35:05 AM
The MAME sets also load the flash dumps (in the format they would be on the chip, rather than the format on the CD) to avoid having to go through the countdown each time.  You could easily load the same sets as MAME and fake / patch out the CD check ;-)

Hmm, I might take a look sometime, once I've finished tidying all the current stuff. We've got sound going in plenty of old drivers that didn't work before.

Our biggest stumbling block now is with games that use the H6280 CPU. iq did the initial port, and I have ported since, but we always seem to hit problems. For example, in robocop, it starts reading from 0x1fe000 - 0x1fffff, which doesn't appear to be mapped in MAME at all. Passing the games ROM, seems to make it work for a bit longer, but eventually, it stops doing anything useful, and doesn't get ingame.

Off the top of your head, would you have any experience with the chip that would point is in the right direction? I'm not asking to take a look at it, just wondering if you have had any experience with this or a similar CPU you could share that might point us at our error?
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: Haze on December 18, 2011, 08:29:03 AM
The chip is a bit weird in MAME too (half of me thinks the endianess of it is somehow busted too as you have to reverse half the reads/writes vs. what you'd expect when interfacing with other chips, seems like a 16-bit cpu kludged up as an 8-bit one, but maybe that's just the design.)

Of the top of my head it has some kind of built in paging / memory banking / segment type system which might be confusing you (IIRC basic addressing is only 16-bits but then it can select more with a register)  Maybe you have something uninitialized, or are just handling that incorrectly.

Of course if your word read/writes on it are messed up vs. MAME (which due to the weirdness i experienced I wouldn't rule out) then it's possible some of your memory handlers are wrong, causing the CPU core to read the wrong data, and crash..  I'd check that avenue too.
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: Barry Harris on December 18, 2011, 04:03:42 PM
The chip is a bit weird in MAME too (half of me thinks the endianess of it is somehow busted too as you have to reverse half the reads/writes vs. what you'd expect when interfacing with other chips, seems like a 16-bit cpu kludged up as an 8-bit one, but maybe that's just the design.)

Of the top of my head it has some kind of built in paging / memory banking / segment type system which might be confusing you (IIRC basic addressing is only 16-bits but then it can select more with a register)  Maybe you have something uninitialized, or are just handling that incorrectly.

Of course if your word read/writes on it are messed up vs. MAME (which due to the weirdness i experienced I wouldn't rule out) then it's possible some of your memory handlers are wrong, causing the CPU core to read the wrong data, and crash..  I'd check that avenue too.

Thanks Haze - hopefully I should get some time over Christmas to take a look at it again.
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: iq_132 on December 18, 2011, 09:39:22 PM
I've noticed that Parodius no longer works. The ROM check shows the C5 ROM as BAD.

That's the sound rom. Not sure how it is broken atm. :S
Title: Re: FB Alpha 0.2.97.15 Bugs Reports
Post by: Barry Harris on December 22, 2011, 03:57:43 PM
That's the sound rom. Not sure how it is broken atm. :S

Was a bug in K053260 caused by me changing "unsigned long" to INT32 instead of UINT32. Works now anyway. :)
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: itachikage on December 30, 2011, 04:23:33 PM
Hi all, i compile this release, after of compiler, open the fba.exe and have a guru meditation at 0x0000a662
could you please help me. Many thanks, and happy new year.

LOG:
FB Alpha v0.2.97.17 fatal exception report (Fri

----------------------------------------------------------------------
Exception 0xC000001D (EXCEPTION_ILLEGAL_INSTRUCTION) thrown.
EIP: 0x0

EAX: 0x00007020, EBX: 0x00000000, ECX: 0x0022D9D0, EDX: 0x00000001
ESI: 0xFFFFFFFF, EDI: 0xFFFFFFFE, ESP: 0x0022D9C0, EBP: 0x00252356

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Professional Service Pack 3 (build 2600)
CPU: AuthenticAMD, Athlon XP "Thorton" / Athon XP "Barton"
     2191 MHz, MMX, SSE (1 system processor)

Physical RAM: 2096628 KB (2047 MB) total, 1360144 KB (1328 MB) avail
Total RAM:    4038128 KB (3943 MB) total, 3333428 KB (3255 MB) avail
FB Alpha N3O:    6364 KB in use (6364 KB peak, 16736 KB virtual)

Installed displays and display adapters:
    Philips Consumer Electronics Co. Philips 105E (105E1) on NVIDIA Ge
        Display size ~28x21cm, Gamma 2,87
        Max. bandwidth 70 MHz, H sync 30-54 KHz, V sync 50-120 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Dec 30 2011, 13:51:54, using GCC 4.6.1.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Interface settings: Video plugin not initialised

Audio settings:
    Interface settings: Audio plugin not initialised

Input settings:
    Interface settings: Input plugin not initialised

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00400000, size 23944 KB)

Exception occurred in module fba.exe:
                 fba.exe (base address 0x00400000, size  23944 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x7C910000, size    724 KB)
            kernel32.dll (base address 0x7C800000, size   1036 KB)
            ADVAPI32.dll (base address 0x77DA0000, size    688 KB)
              RPCRT4.dll (base address 0x77E50000, size    584 KB)
             Secur32.dll (base address 0x77FC0000, size     68 KB)
            COMCTL32.DLL (base address 0x773A0000, size   1036 KB)
              msvcrt.dll (base address 0x77BE0000, size    352 KB)
               GDI32.dll (base address 0x77EF0000, size    292 KB)
              USER32.dll (base address 0x7E390000, size    580 KB)
             SHLWAPI.dll (base address 0x77F40000, size    472 KB)
            COMDLG32.DLL (base address 0x76360000, size    296 KB)
             SHELL32.dll (base address 0x7E6A0000, size   8324 KB)
               ole32.dll (base address 0x774B0000, size   1268 KB)
            setupapi.dll (base address 0x778F0000, size    988 KB)
               WINMM.DLL (base address 0x76B00000, size    184 KB)
               IMM32.DLL (base address 0x76340000, size    116 KB)
              dsound.dll (base address 0x73E90000, size    368 KB)
             VERSION.dll (base address 0x77BD0000, size     32 KB)
             dinput8.dll (base address 0x6D320000, size    232 KB)
               ddraw.dll (base address 0x736E0000, size    300 KB)
            DCIMAN32.dll (base address 0x73B40000, size     24 KB)
                d3d9.dll (base address 0x4FD10000, size   1688 KB)
             d3d8thk.dll (base address 0x6DEA0000, size     24 KB)
            D3DX9_43.dll (base address 0x10000000, size   2044 KB)
             uxtheme.dll (base address 0x5B150000, size    224 KB)
               MSCTF.dll (base address 0x746B0000, size    304 KB)
            msctfime.ime (base address 0x75160000, size    184 KB)

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: money_114 on January 03, 2012, 04:14:26 PM
bug:

Fba will crash after run Gradius II.
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: Barry Harris on January 03, 2012, 06:01:52 PM
bug:

Fba will crash after run Gradius II.

Thanks - fixed it. :)

Should have affected all games in that driver (d_twin16).
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: itachikage on January 12, 2012, 03:28:06 PM
Hi all, i compile this release, after of compiler, open the fba.exe and have a guru meditation at 0x0000a662
could you please help me. Many thanks, and happy new year.

LOG:
FB Alpha v0.2.97.17 fatal exception report (Fri

----------------------------------------------------------------------
Exception 0xC000001D (EXCEPTION_ILLEGAL_INSTRUCTION) thrown.
EIP: 0x0

EAX: 0x00007020, EBX: 0x00000000, ECX: 0x0022D9D0, EDX: 0x00000001
ESI: 0xFFFFFFFF, EDI: 0xFFFFFFFE, ESP: 0x0022D9C0, EBP: 0x00252356

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Professional Service Pack 3 (build 2600)
CPU: AuthenticAMD, Athlon XP "Thorton" / Athon XP "Barton"
     2191 MHz, MMX, SSE (1 system processor)

Physical RAM: 2096628 KB (2047 MB) total, 1360144 KB (1328 MB) avail
Total RAM:    4038128 KB (3943 MB) total, 3333428 KB (3255 MB) avail
FB Alpha N3O:    6364 KB in use (6364 KB peak, 16736 KB virtual)

Installed displays and display adapters:
    Philips Consumer Electronics Co. Philips 105E (105E1) on NVIDIA Ge
        Display size ~28x21cm, Gamma 2,87
        Max. bandwidth 70 MHz, H sync 30-54 KHz, V sync 50-120 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Dec 30 2011, 13:51:54, using GCC 4.6.1.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Interface settings: Video plugin not initialised

Audio settings:
    Interface settings: Audio plugin not initialised

Input settings:
    Interface settings: Input plugin not initialised

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00400000, size 23944 KB)

Exception occurred in module fba.exe:
                 fba.exe (base address 0x00400000, size  23944 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x7C910000, size    724 KB)
            kernel32.dll (base address 0x7C800000, size   1036 KB)
            ADVAPI32.dll (base address 0x77DA0000, size    688 KB)
              RPCRT4.dll (base address 0x77E50000, size    584 KB)
             Secur32.dll (base address 0x77FC0000, size     68 KB)
            COMCTL32.DLL (base address 0x773A0000, size   1036 KB)
              msvcrt.dll (base address 0x77BE0000, size    352 KB)
               GDI32.dll (base address 0x77EF0000, size    292 KB)
              USER32.dll (base address 0x7E390000, size    580 KB)
             SHLWAPI.dll (base address 0x77F40000, size    472 KB)
            COMDLG32.DLL (base address 0x76360000, size    296 KB)
             SHELL32.dll (base address 0x7E6A0000, size   8324 KB)
               ole32.dll (base address 0x774B0000, size   1268 KB)
            setupapi.dll (base address 0x778F0000, size    988 KB)
               WINMM.DLL (base address 0x76B00000, size    184 KB)
               IMM32.DLL (base address 0x76340000, size    116 KB)
              dsound.dll (base address 0x73E90000, size    368 KB)
             VERSION.dll (base address 0x77BD0000, size     32 KB)
             dinput8.dll (base address 0x6D320000, size    232 KB)
               ddraw.dll (base address 0x736E0000, size    300 KB)
            DCIMAN32.dll (base address 0x73B40000, size     24 KB)
                d3d9.dll (base address 0x4FD10000, size   1688 KB)
             d3d8thk.dll (base address 0x6DEA0000, size     24 KB)
            D3DX9_43.dll (base address 0x10000000, size   2044 KB)
             uxtheme.dll (base address 0x5B150000, size    224 KB)
               MSCTF.dll (base address 0x746B0000, size    304 KB)
            msctfime.ime (base address 0x75160000, size    184 KB)

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.17 Bugs Reports
Post by: Barry Harris on January 15, 2012, 04:24:53 PM
Thanks Haze - hopefully I should get some time over Christmas to take a look at it again.

Found the time over the weekend, and found the issue - all the decoic16 based games now have sound.

And Robocop works in the DEC0 driver, I'll add the other games to it soon.
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: orçotüsi5 on January 16, 2012, 06:21:39 AM
Ultimate Mortal Kombat 3 game is still sizzling sounds [(There are still a little) at selection screen, on key down; squeaky sound is heard]


FBA emulator Ultimate Mortal Kombat 3 game to excessive fast play. [ridiculously fast (I'm using FBA rom)]




Edit: Emulator`s demo play to speed normal,   but  emulator`s game play to excessive fast!
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: Barry Harris on January 16, 2012, 04:14:19 PM
Ultimate Mortal Kombat 3 game is still sizzling sounds [(There are still a little) at selection screen, on key down; squeaky sound is heard]


FBA emulator Ultimate Mortal Kombat 3 game to excessive fast play. [ridiculously fast (I'm using FBA rom)]




Edit: Emulator`s demo play to speed normal,   but  emulator`s game play to excessive fast!

I've purposely been ignoring your rude requests, especially since the Megadrive driver is very much WIP. That said, I have tried the game in question and I notice no issues at all.
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: Arcadez on January 16, 2012, 05:02:36 PM
i was kinda unsure if i should post this as im not using FBA on a PC but on an x**x so it might just be a console issue also this isnt
related to this release as ive had this bug over a few different releases now anyway here's the issue in battleshark the game seems
to lock up if your sub takes a hit it doesnt happen in the same stage in the game every time but is guaranteed to happen any time
between stage 1 and 2 i have tried all clones and the same thing happens
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: orçotüsi5 on January 19, 2012, 05:21:43 AM
I've purposely been ignoring your rude requests, especially since the Megadrive driver is very much WIP. That said, I have tried the game in question and I notice no issues at all.
:confused:  :S

I played game at 2 separate computer, and I had the same problems

So the problem is not on my computer!

No scratchy sounds at the original game! :)

Also This is the original speed of the game is actually  :rolleyes:

http://www.youtube.com/watch?v=9mT0_PV_-D0


Best Regards
Title: Re: FB Alpha 0.2.97.18 Bugs Reports
Post by: acd2001 on January 20, 2012, 02:55:35 PM
Little bug first time running fba.exe.
I'm on Win XP Sp3 with 120 dpi res.
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: JacKc on January 24, 2012, 01:57:08 PM
actually testing TurboGrafx16 games recently added to FBA and some problem with some games :

Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: lantus on January 24, 2012, 03:13:01 PM
not sure if this is the correct fix but

in c6280_stream_update() in c6820.cpp

change:

if (!samples) return; // don't update if length is 0

to

if (samples<=0) return; // don't update if length is 0

will make these games run
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: iq_132 on January 24, 2012, 04:25:13 PM
Ah, nice. Thanks lantus. I was probably going to blow way more time than I should have figuring that one out.
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: lantus on January 24, 2012, 04:41:06 PM
no problem, some games init with a negative sample value, hence the crash. Like i said, probably not the correct fix for this but it works :)
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: iq_132 on January 24, 2012, 05:17:50 PM
I'll take a look at it later, but having a starting point helps. :)
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: lantus on January 24, 2012, 08:24:25 PM
found a bug for you guys

Dragon Breed (both M72 and M81 roms) has graphical "flicker". It worked fine in a earlier release.
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: iq_132 on January 24, 2012, 11:30:32 PM
found a bug for you guys

Dragon Breed (both M72 and M81 roms) has graphical "flicker". It worked fine in a earlier release.
The nec games have very sensitive timing. When I replaced the nec (cpu) core it improved a ton of things, but changed the timings in a lot of games. This broke Ninja Baseball Batman and is probably what's causing the flicker in Dragon Breed.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: acd2001 on January 27, 2012, 06:18:39 PM
A lot of problems compiling in Windows with MinGW 4.6.1
fba_src_029721.7z
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on January 28, 2012, 04:08:00 AM
A lot of problems compiling in Windows with MinGW 4.6.1
fba_src_029721.7z

In makefile.mingw change this;

Code: [Select]
ifdef ROM_VERIFY
DEF := $(DEF) -DLSB_FIRST
endif

to;

Code: [Select]
ifdef LSB_FIRST
DEF := $(DEF) -DLSB_FIRST
endif
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: pmc2 on January 28, 2012, 07:13:08 AM
New final romance:

(http://img594.imageshack.us/img594/4726/fr2ch0128111310.png)
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: JacKc on January 28, 2012, 10:28:52 AM
No problem here with fba 0.2.97.21 and new Final Romance  dump by Razoola...
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: KaaMoS on January 28, 2012, 08:40:32 PM
New final romance:

(http://img594.imageshack.us/img594/4726/fr2ch0128111310.png)

I Have the same problem.
This is my ROMset:

Quote
# fr2ch.zip
# Files                6

Date                           Name                        Size    Compressed             CRC32     
2001-01-01 00:00      098-c2ch.bin      4194304           1055355        226B1263     
2001-01-01 00:00      098-c1ch.bin      4194304           1318114        29148BF7     
2001-01-01 00:00      098-m1ch.bin       131072               56931       DA4878CF     
2001-01-01 00:00      098-p1ch.bin        524288             211464         09675541   
2001-01-01 00:00      098-s1ch.bin        131072               26089        0E6A7C73 
2001-01-01 00:00      098-v1ch.bin      1048576             671707       6F8CCDDC     

# Total                                                10223616           3339660

Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Haze on January 29, 2012, 12:01:51 AM
I Have the same problem.
This is my ROMset:

you have cheats or some kind of high score hack (if FBA does such things like old MAME did) turned on.

incidently, this is why MAME doesn't allow you to boot up with cheats on, despite people requesting it all the time.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: pmc2 on January 29, 2012, 03:08:57 PM
Ok thanks !
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: KaaMoS on January 30, 2012, 04:13:06 AM
you have cheats or some kind of high score hack (if FBA does such things like old MAME did) turned on.

incidently, this is why MAME doesn't allow you to boot up with cheats on, despite people requesting it all the time.


Thanks Haze, you're right, I forgot I had Album feature unlocked (^_^)'
All works OK after pressing F3 (although, cheats were loaded automatically each time FBA started).

Seems to be that Cheat author forgot to type "Default" value to "'0", and he left it as "1"; so this Cheat file was always loaded by default,
This is the correct file:

Quote
cheat "Unlock Photo Album"
default 0
0 "Disabled"
1 "Enabled", 0, 0x101ED7, 0x09


However, I didn't see that "cheats" was still enabled, just because at simple view (from menu) it looks disabled (no marks next to text).

So, what I mean is that would be good to add a "checkmark" next to "Enable Cheats" (at the left) to see if they're enabled or not.
Something like this:
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: pmc2 on February 02, 2012, 01:47:01 PM
I have a big sound problem in ninja ryukenden (interference). xaudio or directsound....

All drivers are up to date.

rec input: http://ge.tt/90QJR6D?c
Title: Re: FB Alpha 0.2.97.20 Bugs Reports
Post by: Barry Harris on February 12, 2012, 05:11:04 PM
found a bug for you guys

Dragon Breed (both M72 and M81 roms) has graphical "flicker". It worked fine in a earlier release.

Fixed this - and fixed the sound in the driver too.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: DaveTheMan on February 12, 2012, 09:43:21 PM
Caliber 50 has not Sound
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: SNK_Dude on February 13, 2012, 05:30:12 AM
Sengoku 3 gives this Error and is not shown as available when its perfect in version 029708.

____________________________________________________________________________
Code: [Select]
samsho5.zip was found (C:\Users\XXXX\Desktop\ARCADE\Neo-Geo\samsho5.zip).
neogeo.zip was found (C:\Users\XXXXX\Desktop\ARCADE\neogeo.zip).

The ROMset is OK.sengoku3.zip was found (C:\Users\XXXXX\Desktop\ARCADE\sengoku3.zip).
neogeo.zip was found (C:\Users\XXXXX\Desktop\ARCADE\neogeo.zip).

  • essential program ROM 261-m1.m1 was not found.

The ROMset exhibits the following problems:
  • essential data is missing, the game will not run!
  • program data is missing.
__________________________________________

Samsho5 ?  :eek:

Also Andro Dundunos gives this error when its fully up to date and all files match,
___________________________________________________________________
Code: [Select]
androdun.zip was found (C:\Users\XXXXX\Desktop\ARCADE\Neo-Geo\androdun.zip).
neogeo.zip was found (C:\Users\XXXXXX\Desktop\ARCADE\neogeo.zip).

  • essential program ROM 049-m1.m1 was not found.
  • sound ROM 049-v1.v1 was not found.

The ROMset exhibits the following problems:
  • essential data is missing, the game will not run!
  • program data is missing.
  • sound data is missing.

EDIT:  ok there is ALOT of broken Neogeo games , im just going to list them all.

Crossed swords
Fatal Fury 2
Fight Fever
Voltage Fighter Gowcaizer
The Irritating Maze
Legend of Success Joe
Metal Slug 5 (JAMMA PCB)
Pulstar
Sengoku 3
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: JacKc on February 13, 2012, 08:13:15 AM
Hi SNK_Dude,

All games you've listed work fine under fba 0.2.97.21. Simply it seems your neogeo set is not up to date (especially M1) according to your message. So before reporting broken games (which are not broken), be sure to have the correct neogeo set for latest fba release...
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: SNK_Dude on February 13, 2012, 09:20:57 AM
I do have the latest set which is the strange part, All files inside the roms are perfectly matched.

and what i mentioned is a bug where it gives the error and shows a completely different rom name like in Sengoku 3s case where it samsho5.zip was found when its a error for Sengoku3.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 13, 2012, 10:06:14 AM
I do have the latest set which is the strange part, All files inside the roms are perfectly matched.

and what i mentioned is a bug where it gives the error and shows a completely different rom name like in Sengoku 3s case where it samsho5.zip was found when its a error for Sengoku3.

Sengoku 3 had a non-terminated unicode title which may have lead to issues with that set and that set only. That said, it still worked fine (but may have displayed title incorrectly, and/or other such things, the issue you saw with looking in and extra zip was probably caused by this).

For the others, like JacKc said, you have the wrong files. The sets used by .08 will not be current for the latest version.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: SNK_Dude on February 13, 2012, 11:03:31 AM
Well I have no idea what it could be then since i am using the 0.2.97.21 set.

Edit: I learned why it was giving that error now, I had multiple directories with the same rom name in them.

Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: manliodp on February 17, 2012, 07:25:30 AM
Hi,
I can still confirm this bug:

http://neo-source.com/index.php?topic=1366.msg11338#msg11338

and it's not tied to filters or specific video renderers.

Thanks
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 17, 2012, 03:42:55 PM
Hi,
I can still confirm this bug:

http://neo-source.com/index.php?topic=1366.msg11338#msg11338

and it's not tied to filters or specific video renderers.

Thanks

You're right. I thought I had found a fix, but that broke the title in Progear, and also MAME doesn't do anything like it and that has no issues.

I could quite easily fix it by blanking the two specific tiles in a sfa2 specific driver init - which I may do unless any of the team has any better ideas?
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 18, 2012, 04:25:40 AM
You're right. I thought I had found a fix, but that broke the title in Progear, and also MAME doesn't do anything like it and that has no issues.

I could quite easily fix it by blanking the two specific tiles in a sfa2 specific driver init - which I may do unless any of the team has any better ideas?

I think it's related to the unemulated palette fade - but for now I'm going to nuke the tiles on init.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 18, 2012, 04:42:50 AM
I think it's related to the unemulated palette fade - but for now I'm going to nuke the tiles on init.

Actually - nuking tiles on init breaks the game over screen - so leaving as is.

Looks like we need emulate palette fade for this one.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 18, 2012, 05:38:52 PM
Made a start on palette fade. Verified palette control register for all CPS-1/2 games (including non-MAME) and added config mapping for it. Will hook up the actual palette calculation tomorrow hopefully.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: SNK_Dude on February 19, 2012, 03:49:51 AM
I have found a actual bug this time,

in Crime Fighters the Music and sounds are not properly Emulated , same goes for Metal slug series (crackling in the audio when firing the pistol)

I checked both with mame.

I hope this is what you mean by Bug reporting.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: manliodp on February 24, 2012, 10:08:27 AM
Hi,
I've almost lost my mind on this issue..SSF2T and his clones have always been choppy, skipped a lot of frames and seemed to not run correctly (I think that a lot of the complaints in the "Unwanted Frameskip" thread are also because of this).
So I've started to try to analyze the fba sources and I think and hope I've finally found the cause of the problem, so I've recompiled the emulator with my changes and now the game seems to run perfectly.
Below my changes, obviously I'm asking for a confirmation by the devs about it:

file cps_run.cpp, inside Cps2Frame function:

Code: [Select]

// GetPalette(0, 4); // Get palettes
// CpsObjGet(); // Get objects

for (i = 0; i < 3; i++) {
nNext = ((i + 1) * nDisplayEnd) / 3; // find out next cycle count to run to

while (nNext > nIrqCycles && nInterrupt < MAX_RASTER) {
SekRun(nIrqCycles - SekTotalCycles());
DoIRQ();
}
SekRun(nNext - SekTotalCycles()); // run cpu
}

GetPalette(0, 4); // Get palettes
CpsObjGet(); // Get objects


Pratically I've moved the GetPalette and CpsObjGet calls after the "for" cycle to find out next cycle count to run to.
You can verify the benefits of this change especially while playing on the ryu stage.
I really hope that this doesn't break anything, anyone that knows that game could confirm that actually it's quite unplayable, so please try this fix and let me know.

Thank you



Manlio
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: Barry Harris on February 24, 2012, 03:46:12 PM
Hi,
I've almost lost my mind on this issue..SSF2T and his clones have always been choppy, skipped a lot of frames and seemed to not run correctly (I think that a lot of the complaints in the "Unwanted Frameskip" thread are also because of this).
So I've started to try to analyze the fba sources and I think and hope I've finally found the cause of the problem, so I've recompiled the emulator with my changes and now the game seems to run perfectly.
Below my changes, obviously I'm asking for a confirmation by the devs about it:

file cps_run.cpp, inside Cps2Frame function:

Code: [Select]

// GetPalette(0, 4); // Get palettes
// CpsObjGet(); // Get objects

for (i = 0; i < 3; i++) {
nNext = ((i + 1) * nDisplayEnd) / 3; // find out next cycle count to run to

while (nNext > nIrqCycles && nInterrupt < MAX_RASTER) {
SekRun(nIrqCycles - SekTotalCycles());
DoIRQ();
}
SekRun(nNext - SekTotalCycles()); // run cpu
}

GetPalette(0, 4); // Get palettes
CpsObjGet(); // Get objects


Pratically I've moved the GetPalette and CpsObjGet calls after the "for" cycle to find out next cycle count to run to.
You can verify the benefits of this change especially while playing on the ryu stage.
I really hope that this doesn't break anything, anyone that knows that game could confirm that actually it's quite unplayable, so please try this fix and let me know.

Thank you



Manlio

CPS has had some palette related improvements in the current build, and GetPalette() is no longer called in the frame function, instead it's called when the palette register is written to. This is more accurate than before.

I'll look at the timing of the CpsObjGet() call in the current build though.
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: manliodp on February 24, 2012, 04:29:27 PM
Thank You,
You and IQ are really great developers that listen users' feedback.
I really hope you get this issue sorted out so that CPS rendering feels smoother.

Thank you very very much for all your priceless effort ^_^
Title: Re: FB Alpha 0.2.97.21 Bugs Reports
Post by: manliodp on February 25, 2012, 06:01:43 AM
One last thing..It seems that the default volume for CPS2 games is a bit louder when compared with other drivers at the minimum master volume.

Thanks
Title: Re: FB Alpha 0.2.97.22 Bugs Reports
Post by: Themaister on March 08, 2012, 07:36:03 PM
libsnes fails to build from source after stuff was moved around, this fixes it:
https://gist.github.com/2004124

Also, including png.h is unneeded for libsnes, and to avoid build breaking for libsnes/Win32:
https://gist.github.com/2004169 (You might want some HAVE_LIBPNG define or something like that instead).
Title: Re: FB Alpha 0.2.97.22 Bugs Reports
Post by: Themaister on March 09, 2012, 01:57:38 PM
Apparently some parts of the last patch were not applied on SVN. Also fixed build issues on OSX. The fopen64() stuff is kinda weird though. It doesn't exist in standard C at least, I'd suppose it's a particular quirk with some systems (large file extensions). It doesn't exist on OSX at least where fopen() is always 64-bit. Probably better to just use fopen()/ftell()/fseek().

https://gist.github.com/2007780
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: money_114 on March 12, 2012, 05:25:01 AM
About cheat:

Fba limits cheat options number and  string length, it results that a part of cheats aren't used.

see here:
http://f.ppxclub.com/141688-1-1
http://f.ppxclub.com/144005-1-1
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: Barry Harris on March 12, 2012, 04:42:51 PM
About cheat:

Fba limits cheat options number and  string length, it results that a part of cheats aren't used.

see here:
http://f.ppxclub.com/141688-1-1
http://f.ppxclub.com/144005-1-1

I'd consider upping the limit of the options, but 1024 for a line is surely plenty.

You can only fit so much in the dialog, and there is also a limit of 64 addresses, assuming max 20 chars for address, value, cheat type combination, that would be 1280 chars. I might consider doubling to 2048, but I can't see any reason for over 6000 chars in a line at all.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: cmart on March 13, 2012, 12:30:30 AM
Not a big deal but playing 88' Games and clones I noticed in the Long Jump event the shadow the Long Jumper makes in the sand is pink compared to the shadow in Mame which is dark.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: money_114 on March 13, 2012, 05:40:42 AM
I'd consider upping the limit of the options, but 1024 for a line is surely plenty.

You can only fit so much in the dialog, and there is also a limit of 64 addresses, assuming max 20 chars for address, value, cheat type combination, that would be 1280 chars. I might consider doubling to 2048, but I can't see any reason for over 6000 chars in a line at all.

You can view wayder cheat, truxton cheat exceed 100 chars for address, fba cheat conver from wayder and pagsy cheat.
http://www.geocities.jp/ued_way/
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: doomking on March 13, 2012, 08:02:35 AM
fba cheat - truxton.ini
Quote
cheat "Infinite Lives"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81D17, 0x0A

cheat "Infinite Skulls"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81847, 0x0B

cheat "Invincibility"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81838, 0x00
2 "Disabled", 0, 0x81838, 0x80

cheat "Get Max Speed Now!"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81855, 0x22

cheat "Always Max Speed"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81855, 0x22

cheat "Get 4 P Now!"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81D2D, 0x04

cheat "Select Weapon"
default 0
0 "Disabled"
1 "Normal", 0, 0x81845, 0x00
2 "Better", 0, 0x81845, 0x01
3 "Best", 0, 0x81845, 0x02

cheat "Select Fire"
default 0
0 "Disabled"
1 "Red", 0, 0x81841, 0x00, 0, 0x81843, 0x00
2 "Green", 0, 0x81841, 0x08, 0, 0x81843, 0x08
3 "Blue", 0, 0x81841, 0x10, 0, 0x81843, 0x10

cheat " "
cheat ">>> Cheats are added under <<<"

cheat " "

cheat "Rapid Fire"
default 0
0 "Disabled"
1 "Enabled", 0, 0x81849, 0x18

cheat "Select Another Weapon"
default 0
0 "Disabled"
1 "Multi", 0, 0x80D60, 0x01, 0, 0x80D61, 0xF9, 0, 0x80D80, 0x01, 0, 0x80D81, 0xF9, 0, 0x80DA0, 0x01, 0, 0x80DA1, 0xF9, 0, 0x80DC0, 0x01, 0, 0x80DC1, 0xF9, 0, 0x80DE0, 0x01, 0, 0x80DE1, 0xF9, 0, 0x80E00, 0x01, 0, 0x80E01, 0xF9, 0, 0x80E20, 0x01, 0, 0x80E21, 0xF9, 0, 0x80E40, 0x01, 0, 0x80E41, 0xF9, 0, 0x80E60, 0x01, 0, 0x80E61, 0xF9, 0, 0x80E80, 0x01, 0, 0x80E81, 0xF9, 0, 0x80EA0, 0x01, 0, 0x80EA1, 0xF9, 0, 0x80EC0, 0x01, 0, 0x80EC1, 0xF9, 0, 0x80EE0, 0x01, 0, 0x80EE1, 0xF9, 0, 0x80F00, 0x01, 0, 0x80F01, 0xF9, 0, 0x80F20, 0x01, 0, 0x80F21, 0xF9, 0, 0x80F40, 0x01, 0, 0x80F41, 0xF9, 0, 0x80F60, 0x01, 0, 0x80F61, 0xF9, 0, 0x80F80, 0x01, 0, 0x80F81, 0xF9, 0, 0x80FA0, 0x01, 0, 0x80FA1, 0xF9, 0, 0x80FC0, 0x01, 0, 0x80FC1, 0xF9, 0, 0x80FE0, 0x01, 0, 0x80FE1, 0xF9, 0, 0x81000, 0x01, 0, 0x81001, 0xF9, 0, 0x81020, 0x01, 0, 0x81021, 0xF9, 0, 0x81040, 0x01, 0, 0x81041, 0xF9, 0, 0x81060, 0x01, 0, 0x81061, 0xF9, 0, 0x81080, 0x01, 0, 0x81081, 0xF9, 0, 0x810A0, 0x01, 0, 0x810A1, 0xF9, 0, 0x810C0, 0x01, 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0x81440, 0x01, 0, 0x81441, 0xF9, 0, 0x81460, 0x01, 0, 0x81461, 0xF9, 0, 0x81480, 0x01, 0, 0x81481, 0xF9, 0, 0x814A0, 0x01, 0, 0x814A1, 0xF9, 0, 0x814C0, 0x01, 0, 0x814C1, 0xF9, 0, 0x81840, 0x00, 0, 0x81841, 0x00, 0, 0x81842, 0x00, 0, 0x81843, 0x00, 0, 0x80D71, 0x80, 0, 0x80D72, 0xF5, 0, 0x80D73, 0x20, 0, 0x80D74, 0xFC, 0, 0x80D91, 0x80, 0, 0x80D92, 0xF5, 0, 0x80D93, 0x20, 0, 0x80D94, 0xFC, 0, 0x80DB1, 0x80, 0, 0x80DB2, 0xF5, 0, 0x80DB3, 0x20, 0, 0x80DB4, 0xFC, 0, 0x80DD1, 0x80, 0, 0x80DD2, 0xF5, 0, 0x80DD3, 0x20, 0, 0x80DD4, 0xFC, 0, 0x80DF1, 0x80, 0, 0x80DF2, 0xF8, 0, 0x80DF3, 0xFF, 0, 0x80DF4, 0xF8, 0, 0x80E11, 0x80, 0, 0x80E12, 0xF8, 0, 0x80E13, 0xFF, 0, 0x80E14, 0xF8, 0, 0x80E31, 0x80, 0, 0x80E32, 0xF8, 0, 0x80E33, 0xFF, 0, 0x80E34, 0xF8, 0, 0x80E51, 0x80, 0, 0x80E52, 0xF8, 0, 0x80E53, 0xFF, 0, 0x80E54, 0xF8, 0, 0x80E71, 0x80, 0, 0x80E72, 0xF8, 0, 0x80E73, 0x01, 0, 0x80E74, 0x00, 0, 0x80E91, 0x80, 0, 0x80E92, 0xF8, 0, 0x80E93, 0x01, 0, 0x80E94, 0x00, 0, 0x80EB1, 0x80, 0, 0x80EB2, 0xF8, 0, 0x80EB3, 0x01, 0, 0x80EB4, 0x00, 0, 0x80ED1, 0x80, 0, 0x80ED2, 0xF8, 0, 0x80ED3, 0x01, 0, 0x80ED4, 0x00, 0, 0x80EF1, 0x80, 0, 0x80EF2, 0xF8, 0, 0x80EF3, 0x38, 0, 0x80EF4, 0xFC, 0, 0x80F11, 0x80, 0, 0x80F12, 0xF8, 0, 0x80F13, 0x38, 0, 0x80F14, 0xFC, 0, 0x80F31, 0x80, 0, 0x80F32, 0xF8, 0, 0x80F33, 0x38, 0, 0x80F34, 0xFC, 0, 0x80F51, 0x80, 0, 0x80F52, 0xF8, 0, 0x80F53, 0x38, 0, 0x80F54, 0xFC, 0, 0x80F71, 0x80, 0, 0x80F72, 0xF8, 0, 0x80F73, 0x30, 0, 0x80F74, 0xFC, 0, 0x80F91, 0x80, 0, 0x80F92, 0xF8, 0, 0x80F93, 0x30, 0, 0x80F94, 0xFC, 0, 0x80FB1, 0x80, 0, 0x80FB2, 0xF8, 0, 0x80FB3, 0x30, 0, 0x80FB4, 0xFC, 0, 0x80FD1, 0x80, 0, 0x80FD2, 0xF8, 0, 0x80FD3, 0x30, 0, 0x80FD4, 0xFC, 0, 0x80FF1, 0x80, 0, 0x80FF2, 0xF8, 0, 0x80FF3, 0x25, 0, 0x80FF4, 0xFC, 0, 0x81011, 0x80, 0, 0x81012, 0xF8, 0, 0x81013, 0x25, 0, 0x81014, 0xFC, 0, 0x81031, 0x80, 0, 0x81032, 0xF8, 0, 0x81033, 0x25, 0, 0x81034, 0xFC, 0, 0x81051, 0x80, 0, 0x81052, 0xF8, 0, 0x81053, 0x25, 0, 0x81054, 0xFC, 0, 0x81071, 0x80, 0, 0x81072, 0xF8, 0, 0x81073, 0x08, 0, 0x81074, 0xFC, 0, 0x81091, 0x80, 0, 0x81092, 0xF8, 0, 0x81093, 0x08, 0, 0x81094, 0xFC, 0, 0x810B1, 0x80, 0, 0x810B2, 0xF8, 0, 0x810B3, 0x08, 0, 0x810B4, 0xFC, 0, 0x810D1, 0x80, 0, 0x810D2, 0xF8, 0, 0x810D3, 0x08, 0, 0x810D4, 0xFC, 0, 0x810F1, 0x80, 0, 0x810F2, 0xF8, 0, 0x810F3, 0x10, 0, 0x810F4, 0xFC, 0, 0x81111, 0x80, 0, 0x81112, 0xF8, 0, 0x81113, 0x10, 0, 0x81114, 0xFC, 0, 0x81131, 0x80, 0, 0x81132, 0xF8, 0, 0x81133, 0x10, 0, 0x81134, 0xFC, 0, 0x81151, 0x80, 0, 0x81152, 0xF8, 0, 0x81153, 0x10, 0, 0x81154, 0xFC, 0, 0x81171, 0x80, 0, 0x81172, 0xF8, 0, 0x81173, 0x1B, 0, 0x81174, 0xFC, 0, 0x81191, 0x80, 0, 0x81192, 0xF8, 0, 0x81193, 0x1B, 0, 0x81194, 0xFC, 0, 0x811B1, 0x80, 0, 0x811B2, 0xF8, 0, 0x811B3, 0x1B, 0, 0x811B4, 0xFC, 0, 0x811D1, 0x80, 0, 0x811D2, 0xF8, 0, 0x811D3, 0x1B, 0, 0x811D4, 0xFC, 0, 0x811F1, 0x80, 0, 0x811F2, 0x00, 0, 0x811F3, 0x3B, 0, 0x811F4, 0x04, 0, 0x81211, 0x80, 0, 0x81212, 0x00, 0, 0x81213, 0x3B, 0, 0x81214, 0x04, 0, 0x81231, 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0x813F1, 0x80, 0, 0x813F2, 0x00, 0, 0x813F3, 0x0C, 0, 0x813F4, 0xF4, 0, 0x81411, 0x80, 0, 0x81412, 0x00, 0, 0x81413, 0x0C, 0, 0x81414, 0xF4, 0, 0x81431, 0x80, 0, 0x81432, 0x00, 0, 0x81433, 0x0C, 0, 0x81434, 0xF4, 0, 0x81451, 0x80, 0, 0x81452, 0x00, 0, 0x81453, 0x0C, 0, 0x81454, 0xF4, 0, 0x81471, 0x80, 0, 0x81472, 0x00, 0, 0x81473, 0x15, 0, 0x81474, 0xF4, 0, 0x81491, 0x80, 0, 0x81492, 0x00, 0, 0x81493, 0x15, 0, 0x81494, 0xF4, 0, 0x814B1, 0x80, 0, 0x814B2, 0x00, 0, 0x814B3, 0x15, 0, 0x814B4, 0xF4, 0, 0x814D1, 0x80, 0, 0x814D2, 0x00, 0, 0x814D3, 0x15, 0, 0x814D4, 0xF4
2 "Wide", 0, 0x80D60, 0x04, 0, 0x80D61, 0x00, 0, 0x80D80, 0x04, 0, 0x80D81, 0x00, 0, 0x80DA0, 0x04, 0, 0x80DA1, 0x00, 0, 0x80DC0, 0x04, 0, 0x80DC1, 0x00, 0, 0x80DE0, 0x04, 0, 0x80DE1, 0x00, 0, 0x80E00, 0x04, 0, 0x80E01, 0x00, 0, 0x80E20, 0x04, 0, 0x80E21, 0x00, 0, 0x80E40, 0x04, 0, 0x80E41, 0x00, 0, 0x80E60, 0x04, 0, 0x80E61, 0x00, 0, 0x80E80, 0x04, 0, 0x80E81, 0x00, 0, 0x80EA0, 0x04, 0, 0x80EA1, 0x00, 0, 0x80EC0, 0x04, 0, 0x80EC1, 0x00, 0, 0x80EE0, 0x04, 0, 0x80EE1, 0x00, 0, 0x80F00, 0x04, 0, 0x80F01, 0x00, 0, 0x80F20, 0x04, 0, 0x80F21, 0x00, 0, 0x80F40, 0x04, 0, 0x80F41, 0x00, 0, 0x80F60, 0x04, 0, 0x80F61, 0x00, 0, 0x80F80, 0x04, 0, 0x80F81, 0x00, 0, 0x80FA0, 0x04, 0, 0x80FA1, 0x00, 0, 0x80FC0, 0x04, 0, 0x80FC1, 0x00, 0, 0x80FE0, 0x04, 0, 0x80FE1, 0x00, 0, 0x81000, 0x04, 0, 0x81001, 0x00, 0, 0x81020, 0x04, 0, 0x81021, 0x00, 0, 0x81040, 0x04, 0, 0x81041, 0x00, 0, 0x81060, 0x04, 0, 0x81061, 0x00, 0, 0x81080, 0x04, 0, 0x81081, 0x00, 0, 0x810A0, 0x04, 0, 0x810A1, 0x00, 0, 0x810C0, 0x04, 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0x60, 0, 0x81232, 0x08, 0, 0x81233, 0x3B, 0, 0x81234, 0x08, 0, 0x81251, 0x60, 0, 0x81252, 0x08, 0, 0x81253, 0x3B, 0, 0x81254, 0x08, 0, 0x81271, 0x60, 0, 0x81272, 0x08, 0, 0x81273, 0x3A, 0, 0x81274, 0x08, 0, 0x81291, 0x60, 0, 0x81292, 0x08, 0, 0x81293, 0x3A, 0, 0x81294, 0x08, 0, 0x812B1, 0x60, 0, 0x812B2, 0x08, 0, 0x812B3, 0x3A, 0, 0x812B4, 0x08, 0, 0x812D1, 0x60, 0, 0x812D2, 0x08, 0, 0x812D3, 0x3A, 0, 0x812D4, 0x08, 0, 0x812F1, 0x60, 0, 0x812F2, 0x08, 0, 0x812F3, 0x39, 0, 0x812F4, 0x08, 0, 0x81311, 0x60, 0, 0x81312, 0x08, 0, 0x81313, 0x39, 0, 0x81314, 0x08, 0, 0x81331, 0x60, 0, 0x81332, 0x08, 0, 0x81333, 0x39, 0, 0x81334, 0x08, 0, 0x81351, 0x60, 0, 0x81352, 0x08, 0, 0x81353, 0x39, 0, 0x81354, 0x08, 0, 0x81371, 0x60, 0, 0x81372, 0x08, 0, 0x81373, 0x05, 0, 0x81374, 0xF0, 0, 0x81391, 0x60, 0, 0x81392, 0x08, 0, 0x81393, 0x05, 0, 0x81394, 0xF0, 0, 0x813B1, 0x60, 0, 0x813B2, 0x08, 0, 0x813B3, 0x05, 0, 0x813B4, 0xF0, 0, 0x813D1, 0x60, 0, 0x813D2, 0x08, 0, 0x813D3, 0x05, 0, 0x813D4, 0xF0, 0, 0x813F1, 0x60, 0, 0x813F2, 0x08, 0, 0x813F3, 0x06, 0, 0x813F4, 0xF0, 0, 0x81411, 0x60, 0, 0x81412, 0x08, 0, 0x81413, 0x06, 0, 0x81414, 0xF0, 0, 0x81431, 0x60, 0, 0x81432, 0x08, 0, 0x81433, 0x06, 0, 0x81434, 0xF0, 0, 0x81451, 0x60, 0, 0x81452, 0x08, 0, 0x81453, 0x06, 0, 0x81454, 0xF0, 0, 0x81471, 0x60, 0, 0x81472, 0x08, 0, 0x81473, 0x07, 0, 0x81474, 0xF0, 0, 0x81491, 0x60, 0, 0x81492, 0x08, 0, 0x81493, 0x07, 0, 0x81494, 0xF0, 0, 0x814B1, 0x60, 0, 0x814B2, 0x08, 0, 0x814B3, 0x07, 0, 0x814B4, 0xF0, 0, 0x814D1, 0x60, 0, 0x814D2, 0x08, 0, 0x814D3, 0x07, 0, 0x814D4, 0xF0

I'm doubling to 8192...
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: niceday on March 17, 2012, 12:13:21 AM
fba v0.2.97.23 will crash after load a savestate in cps1, neogeo, pgm games.
how to reproduce the bug:
1. save a state in game. (ex: dino, orlegend)
2. close emulator and launch emulator again.
3. load savastate then crash. (if it dosen't crash, try again plz)
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: Barry Harris on March 17, 2012, 04:28:03 AM
fba v0.2.97.23 will crash after load a savestate in cps1, neogeo, pgm games.
how to reproduce the bug:
1. save a state in game. (ex: dino, orlegend)
2. close emulator and launch emulator again.
3. load savastate then crash. (if it dosen't crash, try again plz)

Savestates work fine in the current version.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: niceday on March 17, 2012, 04:37:56 AM
Savestates work fine in the current version.
thx for the quick reply. :smilie:
I test it with fba v0.2.97.23 x64 build on os win7 x64, it does crash after loading the savestate.
but the x86 build works fine. :rolleyes:
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: Barry Harris on March 17, 2012, 09:22:08 AM
thx for the quick reply. :smilie:
I test it with fba v0.2.97.23 x64 build on os win7 x64, it does crash after loading the savestate.
but the x86 build works fine. :rolleyes:

Sorry, I for some reason I read that as 0.2.95.23. If you created the savestate with the x86 build then it will need to be loaded in the x86 build, they won't be transferrable. Thinking about it we need to make sure that the savestates are flagged as x64/x86 and only load in the correct build, or find a way to make them transferrable (if feasible).
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: niceday on March 17, 2012, 09:32:27 AM
Sorry, I for some reason I read that as 0.2.95.23. If you created the savestate with the x86 build then it will need to be loaded in the x86 build, they won't be transferrable. Thinking about it we need to make sure that the savestates are flagged as x64/x86 and only load in the correct build, or find a way to make them transferrable (if feasible).
I know x64/x86 savedatas are not transferrable. I save and load savedatas with the x64 build.
Can you reproduce the bug ?

And sometimes, after you load a savestate, the game speed will become slow.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: BisonSAS on March 18, 2012, 10:08:59 AM
Force load unavailable set, the "Loading" don't kill.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: BisonSAS on March 18, 2012, 10:27:14 AM
Not really a bug... :biggrin:
The year in Copyright.
And in "License": All material not covered above © 2004-2010 Team FB Alpha.

 :cool:
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: Barry Harris on March 20, 2012, 05:19:20 PM
Not really a bug... :biggrin:
The year in Copyright.
And in "License": All material not covered above © 2004-2010 Team FB Alpha.

 :cool:

Thanks for reporting these Bison, I'll look at the unavailable issue soon.
Title: Re: FB Alpha 0.2.97.23 Bugs Reports
Post by: Barry Harris on March 21, 2012, 04:33:24 PM
Force load unavailable set, the "Loading" don't kill.

Ok, fixed, thanks again for reporting.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: niceday on March 26, 2012, 09:57:01 AM
savestate crash bug is still exist in fba 0.2.97.24.
how to reproduce the bug:



another crash bug since the first release of fba64.
after launch fba64, press F6 to open game list dialog will crash the emulator.
click the menu to open game list is ok.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: yoyofr on March 26, 2012, 10:57:07 AM
  cannot go beyond the calendar on ddp2, I get a message  "27 EXPIRED XXXXX CMD ID:01 K:01 R:0" with XXXXX being an incremental counter...
  maybe I'm not using the right roms...
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: Arcadez on March 26, 2012, 12:02:20 PM
  cannot go beyond the calendar on ddp2, I get a message  "27 EXPIRED XXXXX CMD ID:01 K:01 R:0" with XXXXX being an incremental counter...
  maybe I'm not using the right roms...

your ddp2 rom needs a new file to work correctly i think it's called ddp2_igs00127a_japan.bin
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: Barry Harris on March 26, 2012, 03:00:18 PM
savestate crash bug is still exist in fba 0.2.97.24.
how to reproduce the bug:
  • run fba64.
  • save a state in game. (ex: dino, orlegend, samsho2)
  • close emulator and launch emulator again.
  • load savastate then crash. (if it dosen't crash, try again plz)



another crash bug since the first release of fba64.
after launch fba64, press F6 to open game list dialog will crash the emulator.
click the menu to open game list is ok.

Savestates work fine for me (using the procedure you posted). And F6 has always worked in x86 and x64 (it's the way I open the dialog).

Try doing a clean install to a new folder and see if that fixes your issues.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: yoyofr on March 26, 2012, 04:12:42 PM
  I updated the iOS version and I've got issues with latest pgm update:
with bee storm (v100, v101, v102) & demonfront v105 I get crash just at first arm7 call in the drvframe function.
Only demonfront v102 (china) works.

in
Code: [Select]
void Arm7_program_write_byte_32le(UINT32 addr, UINT8 data)
{
#if defined FBA_DEBUG
if (!DebugCPU_ARM7Initted) bprintf(PRINT_ERROR, _T("Arm7_program_write_byte_32le called without init\n"));
#endif

#ifdef DEBUG_LOG
bprintf (PRINT_NORMAL, _T("%5.5x, %2.2x wb\n"), addr, data);
#endif

if (membase[WRITE][addr >> PAGE_SHIFT] != NULL) {
membase[WRITE][addr >> PAGE_SHIFT][addr & PAGE_BYTE_AND] = data;
return;
}

if (pWriteByteHandler) {
pWriteByteHandler(addr, data);
}
}
I got a crash due to wrong addr (addr>>PAGE_SHIFT is way over PAGE_COUNT)

any clue ?

also: I have the same crash with all GCC 4.2 optim turned off, both on x86 (iphone simulator) and arm7 hardware (iphone/ipad)
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: cmart on March 26, 2012, 04:41:58 PM
Having same issue with the regular PC version as well.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: iq_132 on March 26, 2012, 04:56:11 PM
  I updated the iOS version and I've got issues with latest pgm update:
with bee storm (v100, v101, v102) & demonfront v105 I get crash just at first arm7 call in the drvframe function.
Only demonfront v102 (china) works.

in
Code: [Select]
void Arm7_program_write_byte_32le(UINT32 addr, UINT8 data)
{
#if defined FBA_DEBUG
if (!DebugCPU_ARM7Initted) bprintf(PRINT_ERROR, _T("Arm7_program_write_byte_32le called without init\n"));
#endif

#ifdef DEBUG_LOG
bprintf (PRINT_NORMAL, _T("%5.5x, %2.2x wb\n"), addr, data);
#endif

if (membase[WRITE][addr >> PAGE_SHIFT] != NULL) {
membase[WRITE][addr >> PAGE_SHIFT][addr & PAGE_BYTE_AND] = data;
return;
}

if (pWriteByteHandler) {
pWriteByteHandler(addr, data);
}
}
I got a crash due to wrong addr (addr>>PAGE_SHIFT is way over PAGE_COUNT)

any clue ?

also: I have the same crash with all GCC 4.2 optim turned off, both on x86 (iphone simulator) and arm7 hardware (iphone/ipad)

Check the SVN. r472 should fix this.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: DsNo on March 26, 2012, 11:18:20 PM
src\burn\drv\cps3\d_cps3.cpp

Code: [Select]
struct BurnDriver BurnDrvSfiii3u = {
"sfiii3u", "sfiii3", NULL, NULL, "1999",
"Street Fighter III 3rd Strike: Fight for the Future (USA 990608)\0", NULL, "Capcom", "CPS-3",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_16BIT_ONLY, 2, HARDWARE_CAPCOM_CPS3, GBF_VSFIGHT, FBF_SF,
NULL, sfiii3uRomInfo, sfiii3uRomName, NULL, NULL, cps3InputInfo, usaDIPInfo,
sfiii3Init, cps3Exit, cps3Frame, NULL, cps3Scan, &cps3_palette_change, 0x40000,
384, 224, 4, 3
};

sfiii3u must be added "BDF_GAME_WORKING | BDF_16BIT_ONLY | BDF_CLONE"...
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: neocvera on March 27, 2012, 02:41:17 AM
Is the sound stuttering on Demon Front normal? During continue screen, and after character selection, the audio stutters.
Looking at Haze's video. I'm not getting BGM during the character select screen nor during tutorial screen.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: yoyofr on March 27, 2012, 01:13:33 PM
for the arm7 crash issue, there is another function to patch:
Code: [Select]
void Arm7_program_write_dword_32le(UINT32 addr, UINT32 data)
{
#if defined FBA_DEBUG
if (!DebugCPU_ARM7Initted) bprintf(PRINT_ERROR, _T("Arm7_program_write_dword_32le called without init\n"));
#endif   
addr &= MAX_MEMORY_AND;

also all the ddp3 (ddpdoj) roms are flagged as GBF_SCRFIGHT instaed of GBF_VERTSHOOT
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: iq_132 on March 27, 2012, 10:55:21 PM
for the arm7 crash issue, there is another function to patch:
Code: [Select]
void Arm7_program_write_dword_32le(UINT32 addr, UINT32 data)
{
#if defined FBA_DEBUG
if (!DebugCPU_ARM7Initted) bprintf(PRINT_ERROR, _T("Arm7_program_write_dword_32le called without init\n"));
#endif   
addr &= MAX_MEMORY_AND;

also all the ddp3 (ddpdoj) roms are flagged as GBF_SCRFIGHT instaed of GBF_VERTSHOOT

Fixed. Thanks. :)

Is the sound stuttering on Demon Front normal? During continue screen, and after character selection, the audio stutters.
Looking at Haze's video. I'm not getting BGM during the character select screen nor during tutorial screen.

Sound in FBA for pgm games is horrible. I need to motivate myself to port MAME's newer ics2115 core, but can't seem to do it.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: lantus on March 29, 2012, 08:15:12 PM
found an issue in pdrift - during gameplay the overhead map radar flickers and disappears. Its not .24 specific but its new-ish
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: Barry Harris on March 30, 2012, 03:10:54 PM
found an issue in pdrift - during gameplay the overhead map radar flickers and disappears. Its not .24 specific but its new-ish

It's a timing issue with an IRQ, it's always been a problem, and thus far an actual fix has eluded me.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: lantus on March 30, 2012, 04:32:45 PM
interesting..i swear it never used to happen but of course i cant be certain :)
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: Barry Harris on March 30, 2012, 05:12:52 PM
I had a hack that fired the IRQ much earlier on in the frame, but it still had issues with the track display and othe stuff* disappearing. It must have been less pronounced, so I might look at the timing again.

* It's the System16B sprite layer that has the issue.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: SNK_Dude on April 10, 2012, 05:33:18 PM
In Shadow Warriors and all of its clones there is sound distortion when hitting a enemy and being hit by a enemy.

This bug has been around for awhile now.

not sure how else to explain it.
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: zebrastripes on April 24, 2012, 04:11:59 AM
I think there might be a minor bug in 0.2.97.24, I have the same GUI issue (running XP Home 32-bit, SP3) as mentioned by Beulu on the main http://www.barryharris.me.uk site.

Here's the original comment:

Nice job again ! - I have a small bug in the rom selection screen (on XP SP3). (See n°1) - Could you put back the old way to see how many roms by category and not all the roms ? (or put an option to swith ?) (See n°2) http://alexledieu1.free.fr/fba_bug.png

Also, another possible minor bug or two. When selecting "Genuine" rom's only, Metal Slug 5 (bootleg) for Neo Geo and Pang! 3 (950511 Euro, Bootleg) for CPS1 still show on the game list.

Metal Slug 5 http://tinypic.com/r/1zbrua0/6
Pang! 3 http://tinypic.com/r/15gc6lt/6
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: money_114 on April 27, 2012, 11:00:35 PM
zip name:
sgyxz -> wofhb

wof3js wof3jsa wof3sj wof3sja wofsj wofsja P3 coin and F2 invalid.
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Barry Harris on April 28, 2012, 03:02:37 AM
zip name:
sgyxz -> wofhb

wof3js wof3jsa wof3sj wof3sja wofsj wofsja P3 coin and F2 invalid.

The zipname will remain consistent with MAME - if/when it changes in MAME it will change in FB Alpha.

I know about the P3 coin and F2 issues with those sets. Haven't found where/if the inputs get read yet.
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Hong_Meiling on April 30, 2012, 06:14:55 PM
mistake


the real is:

Dinosaur Hunters, strange noises

probably for the preliminar sound??
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Barry Harris on May 02, 2012, 02:53:02 PM
mistake


the real is:

Dinosaur Hunters, strange noises

probably for the preliminar sound??

It's a bootleg with poor quality samples.
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Huggybaby on May 03, 2012, 03:53:30 PM
My roms folder is a wreck, but still, FBA gets halfway through scanning and crashes.

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   fba.exe
  Application Version:   0.2.97.25
  Application Timestamp:   4f9aec8e
  Fault Module Name:   StackHash_2685
  Fault Module Version:   6.1.7601.17725
  Fault Module Timestamp:   4ec49b8f
  Exception Code:   c0000374
  Exception Offset:   000ce6c3
  OS Version:   6.1.7601.2.1.0.256.1
  Locale ID:   1033
  Additional Information 1:   2685
  Additional Information 2:   2685a4fc63a3c2f9d1dc2d9c7773ce9a
  Additional Information 3:   0cc3
  Additional Information 4:   0cc321a6721f3866b13ebd5587ba696e
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Johnboy on May 05, 2012, 12:42:43 PM
Hi guys,

noticed a bug in FBA 0.2.97.25:
PGM - Demonfront: Start emulation, don´t coin up, let the intro play. On some parts the music speeds up.

jb

EDIT: Removed Neo-Geo report
Title: Re: FB Alpha 0.2.97.25 Bugs Reports
Post by: Johnboy on May 06, 2012, 04:14:50 AM

O.k. after some testing reposting second noticed bug again:

Neo-Geo: Stumbled over this: http://www.pouet.net/prod.php?which=59253 -> Let the demo run (cart or cd) after some (random) time the music will "hang".
This works in MAME (except a problem? with some samples ).

Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: money_114 on May 16, 2012, 12:19:55 AM
IPS Configuration bug:
When I config the game ips,  sometimes Fba create ini files of other game in directory config/ips after select ips or click deselect all.

About Load Game Dialogs:
I have adjusted load game dialog,  bug when I deselect filters or change options, It changes small auto after I open load game dialogs again.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: lil_stenly on May 17, 2012, 04:31:08 AM
The hardware tab stays with unchecked box while every submenu box is checked. Kinda weird thing.

A question here! When I ran for first time FBA it want to scan for roms, it takes damn too long, the scanning usually takes too long.  I don't know why that happens. Is there anyway to improve this?
So... I'm totally not sure if this suggestions may come in help as far as I don't know how the scan
works actually.

When I got 10 games and add one more to the directory it doesnt need to scan every hardware, it should scan only under checked hardware in the list and skip the rest. I mean I check pgm but uncheck everything else... so the scan will just skip everything and check only pgm system then.

Also another thing.
For example if I don't have neogeo.zip or pgm.zip the emulator can check first for bioses and exclude the hardware with missing bioses, just will skip that neogeo or pgm roms from the scan, theres no point to scan for roms when you got your bioses missing. Or well then theres can be made option to force scan even if bios is missing so to see if the roms are correct.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: money_114 on May 22, 2012, 02:56:04 AM
Macro input:
Some neogeo games need to use macro input. eg. King of Fighters, Street Fighter, Samurai Shodown and so on. But macro input is supported by neogeo.

Name isn't usd utf8:
Turma da M鬾ica na Terra dos Monstros (Bra) -> Turma da Mônica na Terra dos Monstros (Bra)

It is wrong that samsho5, samsho5b, samsho5h year display 2003. 2004 is correct.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: cmart on May 24, 2012, 08:46:55 AM
Penguin Bros does not load up and has a Guru Meditation Error  #c00000005.01671f4d
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JacKc on May 24, 2012, 10:53:31 AM
Macro input:
Some neogeo games need to use macro input. eg. King of Fighters, Street Fighter, Samurai Shodown and so on. But macro input is supported by neogeo.

Name isn't usd utf8:
Turma da M鬾ica na Terra dos Monstros (Bra) -> Turma da Mônica na Terra dos Monstros (Bra)

It is wrong that samsho5, samsho5b, samsho5h year display 2003. 2004 is correct.
Hi money_114,

according to neogeomuseum.snkplaymore.co.jp (http://neogeomuseum.snkplaymore.co.jp/english/catalogue/index.php) :

Code: [Select]
SAMURAI SHODOWN V                                           Fighting        SNK P/Yuki Ent  MVS Cartridge:2003/10/10
                                                                                            NEOGEO ROM-cart:2003/12/11

SAMURAI SHODOWN V SPECIAL                                   Fighting        SNK P/Yuki Ent  MVS Cartridge:2004/04/22
                                                                                            NEOGEO ROM-cart:2004/07/15
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: money_114 on May 24, 2012, 12:00:43 PM
Hi money_114,

according to neogeomuseum.snkplaymore.co.jp (http://neogeomuseum.snkplaymore.co.jp/english/catalogue/index.php) :

Code: [Select]
SAMURAI SHODOWN V                                           Fighting        SNK P/Yuki Ent  MVS Cartridge:2003/10/10
                                                                                            NEOGEO ROM-cart:2003/12/11

SAMURAI SHODOWN V SPECIAL                                   Fighting        SNK P/Yuki Ent  MVS Cartridge:2004/04/22
                                                                                            NEOGEO ROM-cart:2004/07/15
Sorry, it's my mistake. I mean  that year wrong is samsh5sp samsh5sph samsh5spho.

Thanks for your correction.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JacKc on May 24, 2012, 04:31:39 PM
Thanks money_114 :smilie:

Effectively year for samsh5sp and clones is wrong (2003 instead of 2004)...Will be fixed in next release :wink:

thanks for reporting bugs...Looking actually utf8 problem with Turma da Mônica na Terra dos Monstros (Bra).

best regards,
JacKc.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: weetabix66 on May 24, 2012, 05:13:15 PM
When saving input preset for neogeo games, neogeo.ini is not created anymore but preset.ini.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: money_114 on June 06, 2012, 02:17:48 PM
kov&kovplus and clone bug:

when play to stage 6, the game will skip back coin screen after character go to next level from snow level.
Title: Re: What I've been working on
Post by: Arcadez on June 13, 2012, 05:03:11 PM
Wrote a driver for Pac-Land. This game is not good. lol

some slight issues with this game certain sound fx and in level game music is missing any chance this could be sorted
for pacland fans like me :redface:
Title: Re: FB Alpha 0.2.97.24 Bugs Reports
Post by: JNX on June 19, 2012, 04:57:28 AM
  cannot go beyond the calendar on ddp2, I get a message  "27 EXPIRED XXXXX CMD ID:01 K:01 R:0" with XXXXX being an incremental counter...

It also happens on real hardware, what exactly causes this error?

Thanks in advance for any help.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: iq_132 on June 20, 2012, 01:17:22 AM
some slight issues with this game certain sound fx and in level game music is missing any chance this could be sorted
for pacland fans like me :redface:
I'll take a look. I'm really bad with sound though. I'm a bit tone deaf and have little attention for detail (this is why beta testers like JackC, for example, are a huge asset to the FBA project).

It also happens on real hardware, what exactly causes this error?

Thanks in advance for any help.

That's related to the protection device on the cart. "27" refers to ASIC27A -- the ARM7 cpu on the cartridge. What it means is that the 68k and arm7 aren't communicating properly.
If this happens on the cart normally that means igs did some shitty bug testing or that something is off with your cart. lol
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JNX on June 20, 2012, 04:31:59 AM
That's related to the protection device on the cart. "27" refers to ASIC27A -- the ARM7 cpu on the cartridge. What it means is that the 68k and arm7 aren't communicating properly.
If this happens on the cart normally that means igs did some shitty bug testing or that something is off with your cart. lol

I figured it out earlier today. The oscillator that drives the onboard 68k is also used for the ARM. From the oscillator the signal is split then goes to a 22ohm resistor then to the ARM clock in. On my board the 22ohm was reading at 330ohm so I replaced it and the error is gone.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: Arcadez on June 20, 2012, 03:25:41 PM
I'll take a look. I'm really bad with sound though. I'm a bit tone deaf and have little attention for detail (this is why beta testers like JackC, for example, are a huge asset to the FBA project).

well thx for just taking a look  the music is kinda iconic in this game
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: iq_132 on June 22, 2012, 12:42:00 AM
well thx for just taking a look  the music is kinda iconic in this game
While I was off doing useless things, Barry took a look and fixed this issue. :)
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: Arcadez on June 22, 2012, 10:25:45 AM
well thankyou very much barry harris for taking the time to sort the issues in the pac-land driver
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: Barry Harris on June 22, 2012, 03:28:14 PM
well thankyou very much barry harris for taking the time to sort the issues in the pac-land driver

The main issue was that we were only using 3 of the sound channels. Pac Land (and Baraduke and Sky Kid) use 8 channels.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JacKc on June 24, 2012, 02:00:17 PM
kov&kovplus and clone bug:

when play to stage 6, the game will skip back coin screen after character go to next level from snow level.
Thanks money_114 for the report. This bug has been confirmed...We are still tracking this bug and try to find a solution soon.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: nonete on July 10, 2012, 10:39:23 PM
In the lastest versions I can´t do nothing with neogeo memory cards, the emulator don´t let me create or insert.In old versions I have not this problem, all works perfect, also i try lo load memory cards from ol versions but i can´t.Is this a bug???I am doing something bad??.For example, I load "art of fighting" then go to memory card menu and all is not markable.Don´t let me create a new memory card or insert one.

Regards,
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: doomking on July 11, 2012, 09:45:17 AM
In the lastest versions I can´t do nothing with neogeo memory cards, the emulator don´t let me create or insert.In old versions I have not this problem, all works perfect, also i try lo load memory cards from ol versions but i can´t.Is this a bug???I am doing something bad??.For example, I load "art of fighting" then go to memory card menu and all is not markable.Don´t let me create a new memory card or insert one.

Regards,

menu.cpp
Quote
      if ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
         || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
         || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB)
      {
         EnableMenuItem(hMenu, MENU_INTERPOLATE_1,         MF_GRAYED  | MF_BYCOMMAND);
         EnableMenuItem(hMenu, MENU_INTERPOLATE_3,         MF_GRAYED  | MF_BYCOMMAND);

         if (!kNetGame) {
            EnableMenuItem(hMenu, MENU_MEMCARD_CREATE,      MF_ENABLED | MF_BYCOMMAND);
            EnableMenuItem(hMenu, MENU_MEMCARD_SELECT,      MF_ENABLED | MF_BYCOMMAND);
            if (nMemoryCardStatus & 1) {
               if (nMemoryCardStatus & 2) {
                  EnableMenuItem(hMenu, MENU_MEMCARD_EJECT,   MF_ENABLED | MF_BYCOMMAND);
               } else {
                  EnableMenuItem(hMenu, MENU_MEMCARD_INSERT,   MF_ENABLED | MF_BYCOMMAND);
               }
            }
         }
      }

scrn.cpp
Quote
      case MENU_MEMCARD_CREATE:
         if (bDrvOkay && UseDialogs() && !kNetGame && ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB))
         {
            InputSetCooperativeLevel(false, bAlwaysProcessKeyboardInput);
            AudBlankSound();
            MemCardEject();
            MemCardCreate();
            MemCardInsert();
            GameInpCheckMouse();
         }
         break;
      case MENU_MEMCARD_SELECT:
         if (bDrvOkay && UseDialogs() && !kNetGame && ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB))
         {
            InputSetCooperativeLevel(false, bAlwaysProcessKeyboardInput);
            AudBlankSound();
            MemCardEject();
            MemCardSelect();
            MemCardInsert();
            GameInpCheckMouse();
         }
         break;
      case MENU_MEMCARD_INSERT:
         if (bDrvOkay && !kNetGame && ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB))
         {
            MemCardInsert();
         }
         break;
      case MENU_MEMCARD_EJECT:
         if (bDrvOkay && !kNetGame && ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB))
         {
            MemCardEject();
         }
         break;

      case MENU_MEMCARD_TOGGLE:
         if (bDrvOkay && !kNetGame && ((BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_NEOGEO
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_PREFIX_CARTRIDGE
            || (BurnDrvGetHardwareCode() & HARDWARE_PUBLIC_MASK) == HARDWARE_SNK_DEDICATED_PCB))
         {
            MemCardToggle();
         }
         break;

(https://lh4.googleusercontent.com/-iv0eUYlLM6I/UBPKGAWwBNI/AAAAAAAAAHE/3J7LZDWrNXg/s656/fbap_memory_card.png)

(https://lh3.googleusercontent.com/--MyKDmSi80I/UBPKGBVzxgI/AAAAAAAAAHM/b-mBoWFaqrw/s656/fbap_data_save.png)

download: http://www.sendspace.com/file/s4zvw2
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: sedusg on July 12, 2012, 11:25:27 PM
Custom macros not work for "street fighters" series.
I tested from 0.2.96.99~0.2.97.26
Custom macros never works on any of them.
Custom macros works for neo geo sets and others,but not for those with 3x macros buildin by fba.
Also I can only define only one custom macro.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: doomking on July 13, 2012, 10:10:11 AM
// --- Inputs -----------------------------------------------------------------

input  "P1 Coin"          switch 0x06
input  "P1 Start"         switch 0x02
input  "P1 Up"            switch 0xC8
input  "P1 Down"          switch 0xD0
input  "P1 Left"          switch 0xCB
input  "P1 Right"         switch 0xCD
input  "P1 Weak Punch"    switch 0x1E
input  "P1 Medium Punch"  switch 0x1F
input  "P1 Strong Punch"  switch 0x20
input  "P1 Weak Kick"     switch 0x2C
input  "P1 Medium Kick"   switch 0x2D
input  "P1 Strong Kick"   switch 0x2E
input  "P2 Coin"          switch 0x07
input  "P2 Start"         switch 0x03
input  "P2 Up"            switch 0x4002
input  "P2 Down"          switch 0x4003
input  "P2 Left"          switch 0x4000
input  "P2 Right"         switch 0x4001
input  "P2 Weak Punch"    switch 0x4080
input  "P2 Medium Punch"  switch 0x4081
input  "P2 Strong Punch"  switch 0x4082
input  "P2 Weak Kick"     switch 0x4083
input  "P2 Medium Kick"   switch 0x4084
input  "P2 Strong Kick"   switch 0x4085
input  "Reset"            switch 0x3D
input  "Diagnostic"       switch 0x3C
input  "Service"          switch 0x0A

macro  "P1 3x Punch"      switch 0x21
macro  "P1 3x Kick"       switch 0x2F
macro  "P2 3x Punch"      undefined
macro  "P2 3x Kick"       undefined
custom "P1 Weak Punch + Weak Kick" switch 0x1E "P1 Weak Punch" 0x01 "P1 Weak Kick" 0x01
custom "P1 Medium Punch + Medium Kick" undefined "P1 Medium Punch" 0x01 "P1 Medium Kick" 0x01
custom "P1 Strong Punch + Strong Kick" undefined "P1 Strong Punch" 0x01 "P1 Strong Kick" 0x01
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: sedusg on July 13, 2012, 09:57:05 PM
doomking,can you show me your all region settings of windows control panel?
I found it makes different with fba custom macros.
For enus,i can only define one custom macro for street fighter series
For zhcn,Just as I said above.
I need all your region settings,Thanks.
Istill think this is a bug as we may have different region settings.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: doomking on July 14, 2012, 11:12:58 AM
sedusg, 沒有windows的問題
custom macros是官方fba還未修正問題
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: sedusg on July 16, 2012, 03:37:59 AM
中文交流還是直接方便些啊。
FB Alpha Plus好久没有更新了吧?
doomking你是自行编译的吗?有没有一直以来的旧版本的啊?
Anyway,this has been comfirmed to be a bug of FB Alpha.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: nareto on July 16, 2012, 06:37:40 AM
Red Earth and clones are not playable..

Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JacKc on July 16, 2012, 07:28:51 AM
No problem here with redearth and clones...Are you sure your ROMset is up to date with FBA 0.2.97.26?
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: nareto on July 16, 2012, 08:10:00 AM
Ooops sorry.
my game config was too old  :p
it work very well now, thanks Jack
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: doomking on July 16, 2012, 09:04:41 AM
sedusg, 我知你是ppxclub的會員
現在官方FB Alpha Plus!沒有更新
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: Clarkalel on July 21, 2012, 11:11:03 AM
No problem here with redearth and clones...Are you sure your ROMset is up to date with FBA 0.2.97.26?

What did you use to make your roms compatible with 02.97.26 ? i can't seem to get Neogeo roms running , everything else runs fine CP1-CPS2-CPS3 etc.
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: Arcadez on July 21, 2012, 04:16:10 PM
there's usually a dat file that comes with each FBA release use the dat with romcentre and scan all your roms
romcentre will fix em for ya and make them compatable with FBA 0.2.97.26
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: PlayerX on August 04, 2012, 08:44:18 AM
Code: [Select]
{ "242-v5ae.bin", 0x400000, 0xafdd9660, 5 | BRF_SND },           // 20

KOF98AE sound is bad.
Maybe v5ae is not supported.
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: niabi on August 29, 2012, 10:40:33 PM
on 0.2.97.27 (and I think others) The sound on Gunsmoke is incorrect, and no sound FX :( working great on MAME
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: SirVH on September 10, 2012, 11:04:32 PM
Real Bout Fatal Fury Special with AES bios doesn't work. It just shows a black screen.
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: iwakase on September 12, 2012, 02:33:59 AM
- The Irritating Maze only shows black screen.
- X-Men crash after the big white boss (at the beginning of stage 3).
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: zebrastripes on September 12, 2012, 11:19:36 AM
Capcom Sport's Club (All Variants - CPS2 System) sound seems abnormally quieter compared to other games.
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: -neoryu- on October 12, 2012, 01:09:02 AM
Made a start on palette fade. Verified palette control register for all CPS-1/2 games (including non-MAME) and added config mapping for it. Will hook up the actual palette calculation tomorrow hopefully.


This sounds quite promising.  I'm wondering if there will be any way to sort out some nasty graphical bugs in certain CPS2 games.   Sadly, to many huge CPS2 fans, the games affected by the unemulated palette fade effect just so happen to be 2D works of art.  :redface: 

In the link below exists a thread I created which touches on what these graphical issues look like:

http://neo-source.com/index.php?topic=1695.0

Words can't express how amazing FBA is thanks to the extremely talented and generous team behind it.  It's truly remarkable. 
Title: Re: FB Alpha 0.2.97.26 Bugs Reports
Post by: JacKc on October 21, 2012, 09:58:51 AM
kov&kovplus and clone bug:

when play to stage 6, the game will skip back coin screen after character go to next level from snow level.
Thanks goes to iq_132, finally kov & kovplus and clone bug is now fixed :smilie:
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: KaaMoS on October 29, 2012, 06:22:38 AM
Custom macros not work for "street fighters" series.
I tested from 0.2.96.99~0.2.97.26
Custom macros never works on any of them.
Custom macros works for neo geo sets and others,but not for those with 3x macros buildin by fba.
Also I can only define only one custom macro.

I'm still having problems with Macros/Custom keys, even with 0.2.97.27.
I tried to create two custom input keys for Samurai Shodown IV (samsho4.ini)

This is what I added below "input" lines:
Code: [Select]
custom "P1 ABC" switch 0x10 "P1 Button A" 0x01 "P1 Button B" 0x01 "P1 Button C" 0x01
custom "P1 BCD" switch 0x11 "P1 Button B" 0x01 "P1 Button C" 0x01 "P1 Button D" 0x01


What's expected?
Quote
1. I should be able to see custom input names.
2. I should be able to see these 2 custom inputs I added.
3. Custom input keys should work


What I see:
Quote
1. Custom key for "P1 ABC" didn't appear, which means that emulator recognized the second custom key only (for "P1 BCD").
2. Custom input name for "P1 BCD" can't be seen, but letter "W" (which is switch 0x11) appears next to name space. Althought, this custom key is working as expected.
3. After closing emulator, and samsho4.ini is opened, I only see the key I made for "P1 BCD" and without a name.
Code: [Select]
custom "" switch 0x11 "P1 Button B" 0x01 "P1 Button C" 0x01 "P1 Button D" 0x01

Is there any way to fix this? What Am I doing wrong?

Or, better... could you add, Barry, at least 3-Button keys such as "ABC" and "BCD" for Neo-Geo games, please?
I'm not asking for 2-Button keys like "AB", "CD" since they aren't needed, and could be help for "unfair gaming".

The thing is, in my case... my keyboard, as in the most of the cases, just doesn't allow user to press 3 buttons at the same time.
So that's the only limitation I have at playing this game in particular.


Thanks in advance.
Title: Re: FB Alpha 0.2.97.27 Bugs Reports
Post by: cristfc on December 09, 2012, 08:39:24 AM
error loading replays in kof2001.zip
the strange thing is: replays load fine, but when I restart PC I got guru meditation.... =[
x64 version

Error log file attached
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: zebrastripes on December 18, 2012, 05:56:19 PM
The Irritating Maze (Neo-Geo) still hangs on a black screen upon loading.  Using version FB Alpha 0.2.97.28 (XP Binary) OS:XP SP3.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Samurai Fox on December 18, 2012, 06:17:28 PM
Strikers 1945 Plus (Neo Geo) lags pretty hard most of the time when it shouldn't be in comparison to the real thing (on the actual MVS/AES, slowdowns are minimal).  Setting the CPU setting higher seems to fix it, but is not ideal if you want speed closer to its true form.

Iron Clad (Neo Geo) has issues where playing on European settings causes the screen to black out.  Normally on MAME and presumably on real hardware, this would only cause the screen to dim a little.

Ninja Commando (Neo Geo) has an issue where the screen blacks out in the Prehistoric stage when you fight the first mid-boss.  Behavior does not match how it should be  running on MAME and a real Neo-Geo system.

Truxton 2 has some desync issues in recording playbacks, and varius other Toaplan games seem to have issues with dipswitch changes (for example, you cannot change the region in Batsugun and Dogyuun).

For Batsugun, voices on the character select screen are very high-pitched.  Applies to Special as well.
Title: Error when run in full screen.
Post by: Lucar77 on December 25, 2012, 08:24:12 PM
Displays the following error when I run full screen. 

Anyone know a solution? Previous versions did not have this error, and this ever happens with any filter.


(http://img705.imageshack.us/img705/6306/fba.png)
(http://img4.imageshack.us/img4/4402/fba2.png)
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Twinaphex on December 26, 2012, 01:17:18 PM
I've just encountered a regression in Gunbird 1 on FBA 0.2.97.28.

This happens when you play as Marion and when you press and hold the fire button and then release.

The 'attack' animation will become 'stuck' to the screen and there's a very annoying sound pop/bug that will not go away.

I can confirm that this didn't happen with previous versions (I can be certain about FBA 0.2.97.26 at the very least). I tested with both the Win32 version and my own libretro version.

Here's a screenshot of what the bug looks like -

http://i.imgur.com/ahIFe.png

note how all the 'sprites' stick glued to the screen and never disappear (the attack sprite is cut in half as well). You can't hear the bad sound it makes either.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Barry Harris on December 26, 2012, 04:17:12 PM
I've just encountered a regression in Gunbird 1 on FBA 0.2.97.28.

This happens when you play as Marion and when you press and hold the fire button and then release.

The 'attack' animation will become 'stuck' to the screen and there's a very annoying sound pop/bug that will not go away.

I can confirm that this didn't happen with previous versions (I can be certain about FBA 0.2.97.26 at the very least). I tested with both the Win32 version and my own libretro version.

Here's a screenshot of what the bug looks like -

http://i.imgur.com/ahIFe.png

note how all the 'sprites' stick glued to the screen and never disappear (the attack sprite is cut in half as well). You can't hear the bad sound it makes either.

It's related to changeset 891. Looks like the opcode hack should only be applied to 68000 and 68008 only? Any thoughts iq?
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: iq_132 on December 26, 2012, 05:50:34 PM
It's related to changeset 891. Looks like the opcode hack should only be applied to 68000 and 68008 only? Any thoughts iq?
Yeah, I didn't think about it affecting the 32-bit variants. I'll have to make some modifications to that -- I wonder if that is affecting my taito_f3 driver as well? Hmm...
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Samurai Fox on December 27, 2012, 07:14:48 PM
The bug I've mentioned about the screen completely blacking out in some Neo Geo games seems to affect The Last Blade 2 when pausing with AES mode as well.  In this case, the screen is only supposed to dim a little when paused.

Additional note, these bugs were found in the 32-bit version, have not tried the 64-bit version yet.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: money_114 on December 31, 2012, 08:01:35 AM
Sangokushi II: San Jian Sheng miss button C.

C button have fire effect.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: legolas119 on January 01, 2013, 06:53:24 PM
Hi,

if I try to set some BLitter options, for example Soft FX and 2Xsai, I have this bug message:

How can I solve? I have this problem with others blitter setting :(

FB Alpha v0.2.97.12 fatal exception report (Tue Jan 01 23:52:37 2013
)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0136
 (attempting to write address 0x07818000)

EAX: 0x037A9298, EBX: 0x00000260, ECX: 0x00000000, EDX: 0x07818000
ESI: 0x00000A00, EDI: 0x037A94F8, ESP: 0x0040D384, EBP: 0x0040D3AC

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 7 Service Pack 1 (build 7601)
CPU: GenuineIntel, P6 family
     2050 MHz, MMX, SSE, SSE2 (8 system processors)

Physical RAM: 4189688 KB (4091 MB) total, 2283452 KB (2229 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FB Alpha:       20880 KB in use (23528 KB peak, 46296 KB virtual)

Installed displays and display adapters:
    @oem21.inf,%samsung%;Samsung @oem21.inf,%smp2450hd%;SyncMaster P24
        Display size ~53x30cm, Gamma 2,20
        Preferred mode 1920x1080, -1,#IO Hz (530x300mm, 148,500 MHz)
        Max. bandwidth 170 MHz, H sync 30-81 KHz, V sync 56-60 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Oct 15 2011, 08:49:11, using Visual C++ 10.0.
    Optimised for i686 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Not emulating any game.

Video settings:
    Selected module:    DirectDraw7 Software Effects video output
    Interface settings: Running in windowed mode, $ix1216, 856bpp
                        Source image 304x224, 16bpp
    Module settings:    Using Blt() to transfer the image
                        Prescaling using 2xSaI (2x zoom)
                        Using video memory for effect buffers

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Tastiera
                        mouse    0 System mouse: Mouse
                        joystick 0 Logitech Cordless RumblePad 2 USB
                        joystick 1 QanBa Joystick Plus

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00E50000, size 17912 KB)

Exception occurred in module fba.exe:
                 fba.exe (base address 0x00E50000, size  17912 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x77180000, size   1536 KB)
            kernel32.dll (base address 0x74970000, size   1088 KB)
          KERNELBASE.dll (base address 0x765D0000, size    284 KB)
              USER32.dll (base address 0x767B0000, size   1024 KB)
               GDI32.dll (base address 0x75CD0000, size    576 KB)
                 LPK.dll (base address 0x75EE0000, size     40 KB)
               USP10.dll (base address 0x74C80000, size    628 KB)
              msvcrt.dll (base address 0x76030000, size    688 KB)
            ADVAPI32.dll (base address 0x748C0000, size    640 KB)
             sechost.dll (base address 0x75AC0000, size    100 KB)
              RPCRT4.dll (base address 0x76370000, size    960 KB)
             SspiCli.dll (base address 0x74860000, size    384 KB)
           CRYPTBASE.dll (base address 0x74850000, size     48 KB)
            COMDLG32.dll (base address 0x75FB0000, size    492 KB)
             SHLWAPI.dll (base address 0x74A80000, size    348 KB)
            COMCTL32.dll (base address 0x6F310000, size   1656 KB)
             SHELL32.dll (base address 0x74D20000, size  12584 KB)
               WINMM.dll (base address 0x70D70000, size    200 KB)
               ole32.dll (base address 0x76620000, size   1392 KB)
                d3d9.dll (base address 0x683D0000, size   1804 KB)
             VERSION.dll (base address 0x73150000, size     36 KB)
             d3d8thk.dll (base address 0x6F500000, size     24 KB)
              dwmapi.dll (base address 0x6E480000, size     76 KB)
            d3dx9_43.dll (base address 0x67780000, size   2044 KB)
               DDRAW.dll (base address 0x69BE0000, size    924 KB)
            DCIMAN32.dll (base address 0x70430000, size     24 KB)
            SETUPAPI.dll (base address 0x74AE0000, size   1652 KB)
            CFGMGR32.dll (base address 0x75A00000, size    156 KB)
            OLEAUT32.dll (base address 0x75A30000, size    572 KB)
              DEVOBJ.dll (base address 0x76190000, size     72 KB)
              DSOUND.dll (base address 0x6A490000, size    456 KB)
            POWRPROF.dll (base address 0x6C0F0000, size    148 KB)
             DINPUT8.dll (base address 0x69FA0000, size    192 KB)
               IMM32.DLL (base address 0x760E0000, size    384 KB)
               MSCTF.dll (base address 0x75AE0000, size    816 KB)
             uxtheme.dll (base address 0x6EC80000, size    512 KB)
                 HID.DLL (base address 0x738A0000, size     36 KB)
            WINTRUST.dll (base address 0x75F80000, size    180 KB)
             CRYPT32.dll (base address 0x764B0000, size   1144 KB)
              MSASN1.dll (base address 0x76140000, size     48 KB)
             CLBCatQ.DLL (base address 0x75970000, size    524 KB)
            MMDevApi.dll (base address 0x69A80000, size    228 KB)
             PROPSYS.dll (base address 0x6F200000, size    980 KB)
            AUDIOSES.DLL (base address 0x67230000, size    216 KB)
            atiu9pag.dll (base address 0x6A470000, size    100 KB)
              idmmkb.dll (base address 0x00E40000, size     32 KB)
            WmJoyF32.dll (base address 0x10000000, size    260 KB)
              DINPUT.dll (base address 0x6A510000, size    148 KB)
            aticfx32.dll (base address 0x64B10000, size    932 KB)
            atiumdag.dll (base address 0x67D80000, size   5452 KB)
            atiumdva.dll (base address 0x685A0000, size   2672 KB)

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Barry Harris on January 02, 2013, 03:55:55 PM
Sangokushi II: San Jian Sheng miss button C.

C button have fire effect.

Thanks - I added it the current tree.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Hong_Meiling on January 02, 2013, 06:32:21 PM
varios chinese bootlegs from Sangokushi II has is function too
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: greatxerox on January 03, 2013, 11:36:52 AM
Hello and congratulations for FB alpha.

i'd like to report a very boring bug.

i currently use FBA x64 0.2.97.28.  i generated the DATS for arcade / md / pce / tb16 / sgx

i completed the romsets thx to CMPRO. all is complete.  BUT when i'm scanning again the paths with FBA, there are some missing roms again, in MD sets & PCE sets.

i followed the councils : to put MD in path 10, PCE in path 11 & so on.  i put Arcade in the 20th path.

i noticed FBA doesn't ask anymore MD missing roms (?) but always PCE.

i can take example for tvbasket (usa).pce. it isn't in the generated DAT but FBA asks for it again & again when i finished to Rescan all folders.

i put some screenshots in order you understand. http://ge.tt/4c4fwdU (http://ge.tt/4c4fwdU)  (picture 1 to 4)

thank you a lot. i hope it will be corrected in the next release.

To be simple : FBA doesn't generated correcty the DATs & all the roms it needs. (especially MD & PCE)

keep going !^^




Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: legolas119 on January 03, 2013, 05:03:13 PM
Hi greatexerox, I sedn you a PM :)
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Barry Harris on January 05, 2013, 10:30:37 AM
Hello and congratulations for FB alpha.

i'd like to report a very boring bug.

i currently use FBA x64 0.2.97.28.  i generated the DATS for arcade / md / pce / tb16 / sgx

i completed the romsets thx to CMPRO. all is complete.  BUT when i'm scanning again the paths with FBA, there are some missing roms again, in MD sets & PCE sets.

i followed the councils : to put MD in path 10, PCE in path 11 & so on.  i put Arcade in the 20th path.

i noticed FBA doesn't ask anymore MD missing roms (?) but always PCE.

i can take example for tvbasket (usa).pce. it isn't in the generated DAT but FBA asks for it again & again when i finished to Rescan all folders.

i put some screenshots in order you understand. http://ge.tt/4c4fwdU (http://ge.tt/4c4fwdU)  (picture 1 to 4)

thank you a lot. i hope it will be corrected in the next release.

To be simple : FBA doesn't generated correcty the DATs & all the roms it needs. (especially MD & PCE)

keep going !^^

The supplementary and console sets should be in paths 11-20 as per the documentation. You should move your Megadrive path from path 10.

As for tvbasket (usa).pce, there is no rom with that name in FB Alpha anywhere.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: greatxerox on January 05, 2013, 01:25:23 PM
first path:
arcade

i moved like you said

MD >> path 11
& others in path 12 13 14

and the 224 "missing" roms disapeared. now all seems completed  5740/5740

i think the problem was i put MD in path 10 & others 11 12 13

that's a really strange bug than FBA asks for some pce games for others regions. (1943kai (japan).pce, tv basket (usa).pce ...) if we don't put the others systems in the correct path. that's crazy.

anyway now it's ok. maybe these bugs will be corrected in the future & we can choose every paths we want.

i thank you a lot, Treble winner !
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Barry Harris on January 05, 2013, 03:45:16 PM
Again, to reiterate, FBA will never ask you for roms with those names, because they are not in any of the driver rom definitions.
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: greatxerox on January 06, 2013, 07:28:04 AM
i don't understand why i got this messages. anyway thank you again !
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: Arcadez on February 11, 2013, 08:09:08 PM
Still finding an issue with battle shark and all clones

(http://bisonsas.googlepages.com/bshark-04-10-052412.png)

Seems to freeze at this point unless you skip it and start level 2 but then it will randomly lockup on any level after that
i know you guys are busy and i hate to be a pest :) but any chance someone could take a wee look at this see if you can spot
the bug thats causing this
Title: Re: FB Alpha 0.2.97.28 Bugs Reports
Post by: sniper856 on May 20, 2013, 06:25:56 PM
hi guys


I do not speak very good English , So excuse me

I found a bug in pulstar , I put the video on youtube
there is a problem of music 3.40 minutes

https://www.youtube.com/watch?v=9SER5vPz93k

thanks




Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: The407 on July 01, 2013, 06:36:43 PM
Hi!

language does not change.

I do: Misc >> UI language >> Select UI language >> Select Francais and nothing... Continue in English .

Thnx
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: money_114 on July 02, 2013, 01:10:56 AM
Finding an issue:

If hardware is checked in game selection dialog, Fba can't removed check.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: manliodp on July 04, 2013, 06:44:43 AM
A strange, old bug:
Megadrive driver - Streets of Rage II
The Clones seems fine but the parent has this strange behaviour: when you start beating the baddies the game starts freezing for fractions of second continously.

Thank you
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 09, 2013, 12:12:15 PM
Operation Wolf/Bear (opwolf, opwolfb, opwolfj, opwolfu, opwolfa)  - Problem with sound - bad crashing sound
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 10, 2013, 07:19:58 AM
Dynasty Wars (US Set 1) (dynwar) - Problem with Load State - game running too slow from load state.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 10, 2013, 07:29:39 AM
Turbo Force (turbofrc)  - Graphic Glitch on Stage 3 - alien form should be on under not above the background.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 10, 2013, 07:46:03 AM
Super Chase- Criminal Termination (superchs superchsj, superchsu) - No sound, problem with graphic- flashing road.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on July 10, 2013, 04:10:09 PM
Bug in konami driver for xmen and clones :

- Guru meditation on tilte screen

fba.error.log

Code: [Select]
FB Alpha v0.2.97.29 fatal exception report (Wed Jul 10 20:59:56 2013
)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x00DD
 (attempting to read address 0x0B4CFFF1)

EAX: 0x00000000, EBX: 0x020656ED, ECX: 0x0001FFFD, EDX: 0x0021FFD1
ESI: 0xFFFFFF00, EDI: 0x00008000, ESP: 0x0027CF68, EBP: 0x0B2B0020

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 7 Service Pack 1 (build 7601)
CPU: GenuineIntel, Celeron "Covington" / Pentium II "Deschutes"
     2926 MHz, MMX, SSE, SSE2 (4 system processors)

Physical RAM: 4054112 KB (3959 MB) total, 2967220 KB (2897 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FB Alpha:       51260 KB in use (80676 KB peak, 86120 KB virtual)

Installed displays and display adapters:
    @oem18.inf,%samsung%;Samsung @oem18.inf,%smp2270ha%;SyncMaster P22
        Display size ~48x27cm, Gamma 2,20
        Preferred mode 1920x1080, 60,000 Hz (510x287mm, 148,500 MHz)
        Max. bandwidth 170 MHz, H sync 30-75 KHz, V sync 56-61 Hz

----------------------------------------------------------------------
FB Alpha information:

Built on Jun 29 2013, 09:41:35, using Visual C++ 2012.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
A68K emulation core enabled for MC68000 emulation.
Musashi emulation core enabled for MC68010/MC68EC020 emulation.

Emulating xmen2pa (X-Men (2 Players ver AAA))
    Vertical refresh is 60,00 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix1240, 874bpp
                        Source image 288x224, 32bpp
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 22050Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Clavier
                        mouse    0 System mouse: Souris
                        joystick 0 Controller (Gamepad F310)

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba.exe:

fba.exe (base address 0x00A10000, size 26696 KB)

Exception occurred in module fba.exe:
                 fba.exe (base address 0x00A10000, size  26696 KB)

Modules loaded by fba.exe:
               ntdll.dll (base address 0x77520000, size   1536 KB)
            kernel32.dll (base address 0x767B0000, size   1088 KB)
          KERNELBASE.dll (base address 0x75000000, size    284 KB)
              USER32.dll (base address 0x76F40000, size   1024 KB)
               GDI32.dll (base address 0x76CB0000, size    576 KB)
                 LPK.dll (base address 0x774F0000, size     40 KB)
               USP10.dll (base address 0x76EA0000, size    628 KB)
              msvcrt.dll (base address 0x76240000, size    688 KB)
            ADVAPI32.dll (base address 0x77040000, size    640 KB)
             sechost.dll (base address 0x76E80000, size    100 KB)
              RPCRT4.dll (base address 0x76390000, size    960 KB)
             SspiCli.dll (base address 0x74F70000, size    384 KB)
           CRYPTBASE.dll (base address 0x74F60000, size     48 KB)
            COMDLG32.dll (base address 0x76AD0000, size    492 KB)
             SHLWAPI.dll (base address 0x76580000, size    348 KB)
            COMCTL32.dll (base address 0x710A0000, size   1656 KB)
             SHELL32.dll (base address 0x751A0000, size  12584 KB)
               WINMM.dll (base address 0x70B70000, size    200 KB)
               ole32.dll (base address 0x760D0000, size   1392 KB)
               IMM32.DLL (base address 0x76070000, size    384 KB)
               MSCTF.dll (base address 0x76B50000, size    816 KB)
              dsound.dll (base address 0x73240000, size    456 KB)
            POWRPROF.dll (base address 0x6CA50000, size    148 KB)
            SETUPAPI.dll (base address 0x768C0000, size   1652 KB)
            CFGMGR32.dll (base address 0x74FD0000, size    156 KB)
            OLEAUT32.dll (base address 0x762F0000, size    572 KB)
              DEVOBJ.dll (base address 0x76000000, size     72 KB)
             dinput8.dll (base address 0x71E80000, size    192 KB)
               ddraw.dll (base address 0x71A20000, size    924 KB)
            DCIMAN32.dll (base address 0x72260000, size     24 KB)
              dwmapi.dll (base address 0x70AE0000, size     76 KB)
                d3d9.dll (base address 0x71850000, size   1804 KB)
             VERSION.dll (base address 0x74E90000, size     36 KB)
             d3d8thk.dll (base address 0x72250000, size     24 KB)
            D3DX9_43.dll (base address 0x69A50000, size   2044 KB)
             uxtheme.dll (base address 0x70BB0000, size    512 KB)
                 HID.DLL (base address 0x72240000, size     36 KB)
            WINTRUST.dll (base address 0x76490000, size    180 KB)
             CRYPT32.dll (base address 0x75060000, size   1144 KB)
              MSASN1.dll (base address 0x75FF0000, size     48 KB)
             CLBCatQ.DLL (base address 0x76C20000, size    524 KB)
            MMDevApi.dll (base address 0x691F0000, size    228 KB)
             PROPSYS.dll (base address 0x708D0000, size    980 KB)
            AUDIOSES.DLL (base address 0x691B0000, size    216 KB)
            RICHED20.DLL (base address 0x717D0000, size    472 KB)
             nvd3dum.dll (base address 0x63110000, size  12152 KB)
               PSAPI.DLL (base address 0x75180000, size     20 KB)
                avrt.dll (base address 0x71FB0000, size     28 KB)

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 11, 2013, 05:02:58 AM
Robocop 2 (robocop2, robocop2j. robocop2u)  - Graphic Glitch - sprites and background on left and right border are cut off. Some sprites have incorrect position.

Boogie Wings/  The Great Ragtime Show (boogwing, boogwinga, ragtime, ragtimea) - graphic glitch on last stage  - lamps light should be behind the whell mechanics
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 11, 2013, 01:12:30 PM
Ganbare! Marine Kun (Marine 2K0411 JPN) (ganbare) - HOPPER JAM ERROR -message and don't run.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 12, 2013, 03:18:02 AM
Thunder Dragon 2/ Big Bang (tdragon2, tdragon2a, bigbang) - minor graphic glitch on Stage 2 - Tank is above not the under background.  (look in the middle center)

Grahic glitches on In the Hunt (World, US) (inthunt, inthuntu) and Kaitei Daisensou (Japan) (kaiteids)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 12, 2013, 07:06:17 AM
Air Duel (Japan) (airduel) Irem 1990 (M72 Hardware) - Problem with sound - sound is not full emulated - lack of background music.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 17, 2013, 02:49:17 PM
Continental Circus (Japan) (contcircj) - Problem with screen display- shaking screen
Three Wonders  (wonder 3 910520 etc) (3wonders) - Incorrect colors of background graphic (should be both black)
Wing Shooting Championship V1.00 (wschampb) - ROMS "U06' AND 'U07' are bad
Vendetta (World 2 Players ver. W) (vendetta2p ) -graphic glitches
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 19, 2013, 02:37:14 PM
Vendetta (World 2 Players ver. W)(vendetta2p)- graphic glitches
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on July 19, 2013, 02:41:44 PM
Line of Fire / Bakudan Yarou (World, FD1094 317-0136)(loffire) - no sound, bad emulation, unplayable.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on August 11, 2013, 05:39:47 PM
三国志II: 三國英雄傳 ◦ Sangokushi II: Sanguo YingXiongZhuan (Chinese bootleg set 3, 921005 Asia) [sgyxz]

Game freezes after this screen but music is still playing (see attached files)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Weetabix on October 28, 2013, 02:53:10 PM
Graphical bug with KOF2003
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Weetabix on October 30, 2013, 02:14:03 AM
Only with x64 version.
Title: Last Blade 2 - Black screen on pause
Post by: GeoNeo on January 02, 2014, 11:18:36 PM
Pausing the game (in AES) results in a black screen (with BG music),
(http://i.imgur.com/hmXGOHZ.png)

instead of the "PAUSE" screen (also with BG music).
(http://i.imgur.com/7gWTzGh.jpg)


(lastbld2)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Fred/FRONT on January 14, 2014, 02:00:23 PM
Hello Guys !

Concerning the CrouchingPoneyHiddenDragon 's neogeo title
a ROM is available on the Net, since fiew days ... :

www.lecortex.com/CPHD/CPHDdemo.zip   Rom , about   51 MB
>leCortex: To celebrate this new year, we are releasing a playable demo of CPHD featuring
"The Mercant"....

Bye,
Fred/FRONT !

Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on January 14, 2014, 02:33:18 PM
Wow! That's a pretty sweet demo. ^^ I'm sure JackC will have this added pretty quick. :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Fred/FRONT on January 15, 2014, 01:10:56 PM
Hello Guys !

iq_132 , you're welcome ... it's still a pleasure for me, to give us somes good news concerning Neo Geo development    :)

->for CrouchingPoneyHiddenDragon, more information, interviews pictures & videos here :

https://www.facebook.com/CrouchingPoneyHiddenDragon

http://www.lecortex.com/CPHD/  LECORTEX's homepage

PS:
Furrtek, also  developed for this CPHD's project, differents Hardware (Open source hardware, or not) : memory card, 'Hayaku programmer' ,etc

Actually, he present to us  His recent creation: 'Fusion NeoGeo MVS to AES converter'  ("Open source hardware MVS converter")    By Sean Gonsalves aka Furrtek  & Kyuusaku

More informations here :
http://www.indiegogo.com/projects/fusion-neogeo-mvs-to-aes-converter
http://wiki.neogeodev.org/index.php?title=Fusion_converter&t=20140105190558
https://www.facebook.com/pages/Fusion-Neogeo-Converter/181000805428036
PS: jeff KURTZ ( Knight's Chance 's project) presents to us 'FUSION'... like this :

>JEFF:
'If you're looking for a good and inexpensive MVS->AES converter to play your MVS copy of Knight's Chance on, why not check out this converter from furrtek, one of the Neo tech gurus from http://wiki.neogeodev.org/ '.

For the end, still Concerning  Neo Geo development , this is few neo-geo Homebrews ( Work In Progress) :

http://ngpace.blogspot.com.au/  'Neo-Kong' :NGPACE - A Neo Geo System Board Replacement Project  by Tcdev/Mark McDougall

https://www.facebook.com/pages/Digital-Systems-Design/204244112933542   'Neo Geo Manic Panic '  by Digital-Systems-Design

http://www.iocero.com/EventDetail.aspx?idEvent=27312   'Galaga Emu or Phoenix, or..etc    on NEOGEOCD Project'   By BEY/iocero.com


Bye,
Frederic  from FRANCE !

PS: sorry for the publicity for my friends ....
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on January 16, 2014, 10:07:53 PM
Crouching Poney Hidden dragon (DEMO)...
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: squirrel Bigcock on January 20, 2014, 06:16:31 PM
Very nice! A new HBMAME has been released for it. No idea what the object of the game is, though.

I have no idea what the object of HBMAME is either, but i do detect some jealousy in your tone :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Fred/FRONT on January 24, 2014, 04:31:02 AM
Hello Guys !

Big News
few days ago,  The ASM 68k source code to 'Art of Fighting' was found on an old PC9821 (Neo Geo dev machine) ....   :)

https://app.box.com/s/5on2e593tqt2c8ketc68
http://www.mameworld.info/ubbthreads/showthreaded.php?Number=320783

...
Its the full source code for Art of Fighting which can be assembled on PC with a little messing and runs as expected.
Thought it might be of some interest to 68k coders    :)

After, The  official 'Neogeo Hardware Specification', it' s an other Great News for people interested by the development  on this system !!!
https://archive.org/details/NeoGeoHardwareSpecification

Bye
Fred / FRONT !
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on February 18, 2014, 08:07:25 AM
Contra (US, Set 1) (contra)- background missing, slowdowns, minor graphic glitches.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on February 18, 2014, 08:10:42 AM
Task Force Harrier (tharrier)-  spites graphic glitches
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on February 18, 2014, 08:16:17 AM
Donkey Kong (US set 1)(dkong) - some sounds are missing- insert coin and mario jump.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on February 18, 2014, 08:50:29 AM
You'll need the samples for those. Fba doesn't do discrete sounds Atm. http://samples.mameworld.info/
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on March 21, 2014, 12:37:03 AM
Hi guys, I absolutely love FB Alpha!  Thanks for the great interface and everything :)
I signed up to report a couple quirks that I came across in certain games.

19XX - Sometimes the water or background textures are a weird color after savestate load.
Aquajack - The water changes color/palette, similar to 19XX but more easily reproducable. (after savestate load) Now I'm having trouble reproducing this one.. Maybe it was a fluke?
Samuari Aces - corrupted background tiles when returning from savestates March 30, 2014 - FIXED
Battle Garegga - Crashes on savestate load with guru meditation error.  Might have to save one or 2 savestates with this game before the problem shows. March 28, 2014 - FIXED - see my thread below this one :)
Fire Shark / Same! Same! Same! - when using samples (support\samples\fireshrk.zip) and reloading a save state, the music continues playing uninterrupted instead of starting at the savestate point.  Also, there is a weird distortion after short sfx, like the insert coin noise. FIXED :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on March 25, 2014, 01:08:22 AM
A small issue/buglet in the classic Konami game Scramble[EDIT: And Super Cobra], when the bomb explodes, it makes a loud/distorted crackling noise.

EDIT: Fixed - see my thread below

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Handybo on March 27, 2014, 06:08:10 PM
NEOGEO CD BUGS....


Pulstar: 
It is impossible to select 1P game start at the main menu. Only 2P option works.

Neo Driftout:
Current stage music does not stop after the level finishes. It carries on playing over every menu screen or even the Game Over screen.

Choutetsu Brikin'ger (Ironclad):
2 player ships appear on screen simultaniously, one on top of the other, even if you only select 1 player game.


Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on March 30, 2014, 09:54:38 AM
Hello,
I found a problem with the M62 emulation (Kid Niki, Youjyuden, etc).  After loading a savestate the audio dies and makes a loud irritating noise. 

EDIT: well that was an easy fix, an updated d_m62.cpp driver will be available in my thread below.
EDIT2: I spoke too soon, the sound still hangs after x amount (random, usually between 1 and 5) state reloads.  It kinda sounds like the noise an old console makes when you remove the cartridge while the game is plugged in - it might even be a bank switching issue.. hrm, any ideas guys?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Handybo on March 30, 2014, 04:31:22 PM
Sonic The Hedgehog 3 (Sega Megadrive) bug.
Windows XP Binary / 32-Bit.

This is difficult to explain but here goes...

No water / invisible water in Angel Island, Act 2:

Start Angel Island: Act 2, contine right as normal and head down to the bottom of the stage. You will hear a splashing sound, and see a water splash effect as you jump, but the water itself is totally invisible.
If you are playing as Tails, it looks funny as he is swimming through thin air! :D

*No cheats, codes or saves were used whilst playing. Game was started from a new 1 player game slot, playing as Sonic & Tails together.

Sorry i can't even post screenshots but i am away from my PC. 
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on April 01, 2014, 11:11:28 PM
Hello,
Just documenting 2 UI abnormalities I've come across:

In the Select Game list / Filters: Clicking the hardware check doesn't clear it and all checks below it. FIXED
@Bootup:
Startup-Logo window causes the main window to show missing scanlines right below the about window.
Here's a picture to explain what I mean: http://s16.postimg.org/jlzoxgeet/fbwindowafterstartup.png

And a developing oddity:
Somehow the debug console facility in FB Alpha conflicts with gnu debugger, making it impossible to load & run (and get a backtrace on crash). gdb --args fbads.exe and 'r+enter' yeilds:
Welcome to the FB Alpha [DEBUG] debug console.
[hangs here]

EDIT, a couple more things - driver related :)

Raiden, the tempo of the in-game music is slow, like around 80bpm, it should be a lot faster.  Try it in mame and then fba, and see what I mean.
Gyruss - no in game music
both fixed


best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Arcadez on April 23, 2014, 07:40:09 PM
Just wondering have any issues ever been reported for Asura Buster on PC FBA?? when using FBL on level 3 the game will
lock up but when using MAME it doesn't obviously it could be an issue confined to the xbox versions of FBL
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on April 23, 2014, 08:27:44 PM
Just wondering have any issues ever been reported for Asura Buster on PC FBA?? when using FBL on level 3 the game will
lock up but when using MAME it doesn't obviously it could be an issue confined to the xbox versions of FBL
Yes, the one game does lock up. It's an FBA issue. No idea what it does that. I am 90% sure it is related to the 32-bit 68k handling in fba. not sure why..
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: money_114 on May 19, 2014, 09:22:08 AM
Test Sangokushi II:

wofhfh sgyxz wofh wofha wof3sj wof3sja wofch  miss button C.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 20, 2014, 04:08:26 PM
Test Sangokushi II:

wofhfh sgyxz wofh wofha wof3sj wof3sja wofch  miss button C.

Thanks, its fixed :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on May 20, 2014, 05:27:15 PM
Hey dink, wanted to let you know that you have Super Mod powers with the status upgrade. You can go through and cross off stuff you've already done in this thread if you like. :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on May 20, 2014, 10:35:23 PM
Task Force Harrier (tharrier)-  spites graphic glitches
Fixed!
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 21, 2014, 12:10:51 AM
iq_132: excellent :)

btw, tharrier was playing sounds from the wrong bank - it sounds awesome now [see svn]  :biggrin:

EDIT:
Well, we almost got it.  It seems there exists 1 last problem..
Its a weird shaking effect at the end of level 1, and 3, after you beat the bosses - your player sprite will shake/vibrate "violently" as the computer takes over and drives on to the next level.
I've attached 2 savestates that show this problem (just wait a second for the boss to blow up completely)
EDIT (again): The score is missing as well, it should appear above and slightly to the right of 1UP at the top of the screen.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Arcadez on May 21, 2014, 10:16:55 AM
Nice work with Task Force Harrier there was another game in the nmk16 driver that had graphical problems although much worse
as i recall it was Rapid Hero. Not sure if there are any more games in the driver with graphical bugs?? only tried the two already
mentioned
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 21, 2014, 02:40:40 PM
gamez fan, with the latest svn version, Rapid Hero seems perfect graphically, its just missing the sound because we don't emulate the sound cpu yet (tmp90841).

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Arcadez on May 21, 2014, 04:30:09 PM
gamez fan, with the latest svn version, Rapid Hero seems perfect graphically, its just missing the sound because we don't emulate the sound cpu yet (tmp90841).

best regards,
- dink
Oh Ok then there's always a danger for me when reporting bugs as i use the xbox variant of FBA called FBL which has some cores
which are older and because of that some of the issues with certain games might be fixed in the latest SRC Anyway good to hear
it plays fine now in FBA
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on May 21, 2014, 08:51:13 PM
iq_132: excellent :)

btw, tharrier was playing sounds from the wrong bank - it sounds awesome now [see svn]  :biggrin:

EDIT:
Well, we almost got it.  It seems there exists 1 last problem..
Its a weird shaking effect at the end of level 1, and 3, after you beat the bosses - your player sprite will shake/vibrate "violently" as the computer takes over and drives on to the next level.
I've attached 2 savestates that show this problem (just wait a second for the boss to blow up completely)
EDIT (again): The score is missing as well, it should appear above and slightly to the right of 1UP at the top of the screen.

best regards,
- dink
Fixed the score... as for the sprite issue... that's weird. I have no idea. :\
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 22, 2014, 12:39:51 AM
@ gamez fan, well don't let that stop you from reporting any issues you might find :)

@ iq_132, well, I guess we can consider the shakey ship part a special effect  ;p

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on May 22, 2014, 11:26:59 AM
Gauntlet - game crash after first stage.
Alien Storm - some minor glitches on cutscenes
Excelsor - minor glitches
Night Striker - game freeze
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 22, 2014, 02:05:26 PM
Gauntlet - game crash after first stage.
Alien Storm - some minor glitches on cutscenes
Excelsor - minor glitches
Night Striker - game freeze

WILOWAR, thanks for the bug reports.  So far, the good news:
Night Striker plays fine now, I just need to tighten up the inputs a little bit like I had done for Afterburner.
I'll edit this post as I progress to the next games in the list :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on May 22, 2014, 02:22:39 PM
Ok, thx dink. I have found another bug on Dodonpachi and Gauntlet 2:
Player 1 inputs don't response , only second player.
Stage 2 are not playable, graphic mess
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 22, 2014, 03:10:33 PM
WILOWAR, thanks again for the bug infos! :)

EDIT: I played a few levels of Alien Storm, Excelsior (excelsr.zip, right?), DoDonpachi and they all seem to be in good working order with the latest developers version of FBA, Gauntlet 1 & 2 seem like the only ones left suffering from problems, let's see what can be done..

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: WILOWAR on May 23, 2014, 05:03:08 AM
Hi. I have found that glitch on Alien Storm
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on May 26, 2014, 03:41:34 AM
Ugg, I can't seem to come up with a solution the corrupted level2 in Gauntlet 1 & 2, I put many hours into it yet the fix eludes me..  Hopefully iq_132 or Treble Winner have better luck with it than I did!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 02, 2014, 02:59:09 AM
The SVN FBA from about a month ago had an issue where the default bullet sprites in the game Varth looked like plus (+).  With the current svn, the bullet sprites are back to normal.  I'm just curious as to which change was made to fix this? (I can't find anything)

thanks,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on June 02, 2014, 04:00:23 AM
Most likely the 68K issue....
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 02, 2014, 09:25:57 AM
Most likely the 68K issue....

Ugg, that always seems to get me..  Last time it gave me trouble I had it surgically removed, and replaced with your compiled .obj's :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: kev on June 02, 2014, 01:27:03 PM
Ugg, that always seems to get me..  Last time it gave me trouble I had it surgically removed, and replaced with your compiled .obj's :)

There is still the argument of removing a68k. I can't see it has much use these days.... does it?
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 02, 2014, 02:49:03 PM
Kev, I'd say keep it, at least until the issue with the .c core gets fixed when compiled with a newer gcc.
An example of what I mean: Varth has the wrong sprites for bullets, Altered Beast[the non-fd1074 version] leaves behind sprites, Enduro Racer crashes and a bunch of other weird issues with some games happen when FBA (or more specifically, the Musashi c core) is compiled with gcc 3.6.1 to the latest version.  Switching to the ASM core at least solves that issue. :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on June 02, 2014, 03:58:50 PM
A lot of drivers disable A68K anyway, so having it around doesn't really provide much.

Official binaries are MSVC compiled anyway, and have no issues.

I'd be interested to see if any of our changes have impacted on M68K at some point or if we've always had the issue with newer GCCs?

I wouldn't shed any tears if we nuked A68K though. :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: SNK_Dude on June 06, 2014, 10:46:38 PM
I'm not sure if this was addressed but I just noticed in older neogeo games that have high pitches make a crackling noise , has this been fixed?
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 06, 2014, 11:45:56 PM
SNK_Dude, can you be more specific?  Which game(s), at which point in the game, etc.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: SNK_Dude on June 07, 2014, 12:49:21 AM
SNK_Dude, can you be more specific?  Which game(s), at which point in the game, etc.

best regards,
- dink

well lets see,

Art of Fighting 2
Football Frenzy

are 2 games I noticed it in , it seems to happen at random in the emulator.

In AOF 2 it was when YOU WON or YOU LOST appeared on the screen and with the high pitched TING noise, the noise was crackly.

In Football Frenzy it happened when you were picking out a play.

This happened a few times before with other neogeo games with high pitched noises , cant seem to make it happen at will .

Sorry dink, I'm very bad at describing things well :(

Edit: I THINK I found the problem.........4 point 3rd order FM interpolation was on.........
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 07, 2014, 09:16:42 AM
EDIT: nevermind what I wrote earlier, I found the problem that sometimes makes a nasty static noise, thanks for reporting it, you did a good job explaining it :)  The 4point 3rd order interpolation is supposed to sound better, not worse.. hehe..

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 11, 2014, 01:45:31 AM
I found a sprite priority problem in Konami's Ajax/Typhoon, the tanks and boats go ontop of the bridges, while travling on land or water. Attached are pics and savestates to get to the exact location.

Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on June 11, 2014, 02:57:47 PM
Here's another savestate further into the game, where the tanks drive ontop of the houses/buildings :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 02, 2014, 11:30:01 AM
Does anyone have time to take a look at the Gauntlet 1/2 driver?  If it can't be fixed, can I suggest we disable it or make it debug-only because in its current state its not playable.
The problem: tiles are messed up on the next level in both games.  Start with Gauntlet 2, Just find the first exit, and it'll take you to level 2.  In Gauntlet 1, the second level doesn't look too corrupted, but it really is - try the second level using Mame and you'll see what I mean - the level is laid out proper... or go a little to the right and enter the "exit to level 4" box in FBA, and the game will get stuck after it draws the next screen.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on July 02, 2014, 05:47:30 PM
Reverting the changes to the driver in SVC commit 783 return it to it's best state (ie, the only issue being the missing POKEY sounds).
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 03, 2014, 10:00:00 AM
Treble Winner, I sorta see what happened, in #783 the SlapStick protection emulation was separated from the Gauntlet driver into a separate file so it could be used by other drivers - and perhaps a type-o or slight oversight caused this bug.  Now if I could only slip out of this code-burnout, I would try to fix it :) [I probably just need a little break]

Btw, we never had POKEY sounds due to a lack of a POKEY driver.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on July 03, 2014, 12:28:44 PM
I know what happened - I wrote the driver. :)

Was just pointing out exactly what broke it.

I never got around to porting a POKEY core, hence that known issue.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on July 03, 2014, 02:31:00 PM
I know what happened - I wrote the driver. :)

Was just pointing out exactly what broke it.

I never got around to porting a POKEY core, hence that known issue.
And I broke it. 😁
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 03, 2014, 06:02:25 PM
Treble Winner, Oops, I didn't mean to sound like a d*ck, sometimes I say the obvious when I'm trying to get a better understanding of things.. and some times I'm waaay off, I thought you meant that backing out change 783 removed the pokey sounds.. my bad!  :redface:
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 05, 2014, 11:48:43 PM
Image fight (Japan, Revision A) (d_m72.cpp) - all the graphics are completely corrupt.
If you look closely, you can sorta see the titlescreen under the corrupt garbage on the screen, while its running.
The game works fine in the last public release, from June 2013 - 0.2.97.29, but not in svn.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on July 07, 2014, 01:26:05 AM
Image fight (Japan, Revision A) (d_m72.cpp) - all the graphics are completely corrupt.
If you look closely, you can sorta see the titlescreen under the corrupt garbage on the screen, while its running.
The game works fine in the last public release, from June 2013 - 0.2.97.29, but not in svn.


Can't verify ^^
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 07, 2014, 03:39:02 AM
Can you think of anything that might cause this?  I tried the basic blitter, new fba ini, deleted config/games/imgf*, re-compiled d_m72.cpp.  The other Irem m72 games work fine.. I'm out of ideas  :redface:
The highscore table seems to be the only thing that isn't totally corrupted:
EDIT: I also backlevel'd d_m72.cpp from a year ago and recompiled, no dice.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on July 07, 2014, 09:08:11 AM
No corrupted graphics too for Image fight (Japan, Revision A) (d_m72.cpp)...
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 07, 2014, 01:32:43 PM
Thanks for checking, guys :)

I'm not crazy after all, the corruption I was seeing was actually caused by an overlapping src/dest address in memcpy();

Technical info:
Here's the deal, when using memcpy(), the destination address cannot overlap the source address, if it does, "unexpected results" may happen.  I didn't come up with this rule, I guess some sort of [lib]C standard did..perhaps? :)

in imgfightRomLoadCallback();
...
   memcpy (DrvV30ROM + 0x40000, DrvV30ROM + 0x20000, 0x40000);

I quick change to memmove() solves the problem!  It allows for overlapping addresses.  I guess this is specific to certain versions of gcc.. mine is 4.6.1.  Curious what version iq_132 and JacKc is using?
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on July 07, 2014, 02:20:43 PM
I don't know exactly which version i am using as it was iq_132 who sent me it...But it seems to be an old MinGW version.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 07, 2014, 02:49:37 PM
JacKc, could you run: gcc --version   :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on July 07, 2014, 03:11:52 PM
Need to be careful with memmove though. Some hardware expects the data in both locations.

A better fix would be to address why the drivers are trying to copy more data than they have available (and just copy the correct amount of data) and continue with memcpy.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 07, 2014, 03:41:42 PM

EDIT: re: image fight, the memmove function is just relocating the rom into the way imgfight expects it, see m72.c from mame..
(fba loads it linearily, but imgfight wants 0x20000 bytes at the beginning of the rom then the rest of the rom loaded at 0x40000)

excerpt from man on bsd,
Code: [Select]
     void *
     memmove(void *dst, const void *src, size_t len);

DESCRIPTION
     The memmove() function copies len bytes from src to dst.  The two strings may overlap;
     the copy is always done in a non-destructive manner. <-
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: JacKc on July 07, 2014, 06:10:37 PM
JacKc, could you run: gcc --version   :)

Let's do it !

Code: [Select]
C:\MinGW>gcc --version
gcc (4.3.3-tdm-1 mingw32) 4.3.3
Copyright (C) 2008 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 07, 2014, 06:36:39 PM
JacKc, Thanks :)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Arcadez on July 12, 2014, 08:34:54 PM
I dont like reporting here as im using a build called FBL rather than the latest FBA but..... :biggrin:
Risky Challenge and the clone Gusson Oyoyo seem to have problems i was wondering any chance of the fix for
this from MAME being inserted into the NEC CPU core and the irem decryption tables...???

If it's already been done then accept my apologies  ;p
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on July 12, 2014, 09:13:00 PM
I dont like reporting here as im using a build called FBL rather than the latest FBA but..... :biggrin:
Risky Challenge and the clone Gusson Oyoyo seem to have problems i was wondering any chance of the fix for
this from MAME being inserted into the NEC CPU core and the irem decryption tables...???

If it's already been done then accept my apologies  ;p

Fbal uses an older NEC core. Doesn't support those games
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Arcadez on July 12, 2014, 09:29:21 PM
Fbal uses an older NEC core. Doesn't support those games
Oh no worries then just thought i'd ask as it's a nice wee quirky game i may try to roll the fixes into my  src but like the
game it's a Risky Challenge when i start messing around with CPU Cores :biggrin:
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 15, 2014, 09:13:32 AM
In the game Tokio / Scramble Formation (tokiob.zip w/tokio.zip, drv/taito/d_bublbobl.cpp), about every screenfull of background traveled, there is a little gap between where the backgrounds should link together.  Here's a pic to show what I mean, you'll see this line happen about every screenfull.  (When you get to the clouds section of the level, its even more apparent)

Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 15, 2014, 11:26:26 PM
Here's a savestate that'll take you to the clouds section, where the gap in the background (where it should be seamless) is more apparent.  I tried to repair it myself with that I learned from Treble Winner on the Contra level 2 fix, but it got the best of me.. :(
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: Barry Harris on July 16, 2014, 04:59:17 AM
IIRC the hardware doesn't use tilemaps so it would be different from Contra.

I'll try and take a look at it.
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 18, 2014, 12:27:19 AM
I figured it would be fun to try to solve this one myself, just for something to do, it turns out that the vsync irq was happening too late (total interleaves 100, irq at interleave 98), and the cpu didn't have enough time between when the irq was triggered to when the screen was updated to update the sprite/video ram.  I spent half a day debugging in DrvVideoUpdate() to come to this conclusion hehe.  :eek:  :p
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 19, 2014, 01:53:19 AM
Hi guys,
Would you please take a minute to confirm this behavior:

Load a game from the list (f6), but make sure the game is at least on the second page (or farther down) the list.
After the game loads, go back to the list with f6, and do you see the game you've previously selected in the list highlighted with the blue bar?  If its not there, click the "down" arrow to the rightside of the list twice, now is it visible?

thanks & best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on July 19, 2014, 10:30:45 AM
Found a bug in Tigeroad (us) that doesn't happen in MAME.
When going though the doorway to the third (I think) Boss, all the background tiles are mixed up.  After a second or so, it will go to normal.

Attached you'll find a savestate, just load it then go through the doorway to see what I mean.

Pics: 1) at the doorway, 2) going though the doorway, and the new room scrolls into place, 3) in the room, now things are normal again.

(note: the problematic tiles are drawn with draw_background(0); in DrvDraw() in pre90s/d_tigeroad.cpp)
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: iq_132 on July 19, 2014, 12:00:47 PM
Sweet. I'll take a look tonight or tomorrow.
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Freddy on July 28, 2014, 11:19:39 AM
I have this problem in Sol Divide.  :eek:
http://postimg.org/image/e0s26m33n/
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: dink on July 28, 2014, 01:13:03 PM
Freddy,
Eek!  To help me track down the problem, let me send you a debug version of FBA via pm, please run it and attach a screencap and the file zzBurnDebug.html (you'll have to zip it before attaching it to a message here)

thanks,
- dink
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: SNK_Dude on July 28, 2014, 02:05:31 PM
It seems in Metal Slug 5 the A B C or D buttons do nothing during gameplay, the directions work just not the face buttons.
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Freddy on July 28, 2014, 02:48:41 PM
Freddy,
Eek!  To help me track down the problem, let me send you a debug version of FBA via pm, please run it and attach a screencap and the file zzBurnDebug.html (you'll have to zip it before attaching it to a message here)

thanks,
- dink

problem solved  ;p
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: JacKc on July 28, 2014, 03:02:15 PM
It seems in Metal Slug 5 the A B C or D buttons do nothing during gameplay, the directions work just not the face buttons.
Just tested and nothing wrong for me with the A B C or D buttons...

(http://i.imgur.com/vz0CDTz.png) (http://i.imgur.com/6IatSv7.png)

Which pad, gamepad are you using? Which Os and which FBA version?
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: SNK_Dude on July 28, 2014, 03:21:45 PM
Just tested and nothing wrong for me with the A B C or D buttons...

(http://i.imgur.com/vz0CDTz.png) (http://i.imgur.com/6IatSv7.png)

Which pad, gamepad are you using? Which Os and which FBA version?

Mayflash PS to PC controller converter, Windows 7, FBA 029730 32 bit since 64 bit is kinda buggy.

OK found the problem, its the universe bios 3.1 thats causing that strange glitch where the face buttons dont work during gameplay.

Edit:  its ALL versions of the universe bios doing it, guess I better send a bug report to Raz.
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: JacKc on July 28, 2014, 03:30:13 PM
Thanks for the infos SNK_Dude  :smilie:

Could you tell me which setting are you using with unibios 3.1 (Arcade or Console, Region, etc...) to see if i could reproduce this bug?

best regards,
JacKc.
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: SNK_Dude on July 28, 2014, 03:45:38 PM
Thanks for the infos SNK_Dude  :smilie:

Could you tell me which setting are you using with unibios 3.1 (Arcade or Console, Region, etc...) to see if i could reproduce this bug?

best regards,
JacKc.

http://unibios.free.fr/knownissues.html

Start metal slug 5 in arcade mode then switch to console mode in the Uni-bios, in order for the controls to work you have to get a gameover which is strange I know :P

Just set your lives to 1 in the F2 menu and hurry and die and then they will work .

Edit:  seems the sound problem still persists from previous versions in metal slug like when you shoot your pistol and the sound is crackly , can you please check on that as well?
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: dink on July 28, 2014, 04:11:42 PM
SNK_Dude, try Audio -> Disable FM Interpolation, it usually fixes any crackles/distortion w/Neogeo games.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: SNK_Dude on July 28, 2014, 04:17:12 PM
SNK_Dude, try Audio -> Disable FM Interpolation, it usually fixes any crackles/distortion w/Neogeo games.

best regards,
- dink

Tried that already, its still crackly, give it a try and you will see.....well hear what I mean :P
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: dink on July 28, 2014, 05:36:48 PM
Tried that already, its still crackly, give it a try and you will see.....well hear what I mean :P

The gun sound sounds alright to me, I'll admit that in mame the gun sound is a bit muted sounding, but I don't think it sounds bad in fba at all.  What do you guys think?
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Barry Harris on July 28, 2014, 05:53:14 PM
The only potential for any issue I see is that we don't clip the result for each stage in burn_ym2610.cpp. Only the final result is clipped.

In reality this may make very little difference.
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: dink on July 29, 2014, 09:16:44 AM
The only potential for any issue I see is that we don't clip the result for each stage in burn_ym2610.cpp. Only the final result is clipped.

In reality this may make very little difference.

I tried checking for clipping at all stages, then I realized it was mixing with a 32bit int, so that wouldn't have made a difference - but I ran the new code anyways, and sure enough, it made no difference.  I've seen this before, I think its coming from the psg/ssg part of the ay8910 - in some games (like the games from the new(to FBA)-UPL driver iq_132 had recently wrote), the ssg sound channel was about 5x louder than the fm parts (Atomic Robo Kid, Mutant Night), somehow this had been fixed in MAME when they re-wrote the entire 8910 code - at this point it would be impossible to graft in a fix, so I took the ez route and simply lowered the psg(ssg) channels to match the fm ones.  I can't see doing it for Metal Slug 5 though, the crackle of the gun actually sounds pretty good/non-irritating to me, even with headphones.  Thanks for reporting it, though :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Haze on July 29, 2014, 10:20:13 AM
not sure if it applies to Metal Slug 5 because I'm not hearing it, but some of the later NeoGeo games were clearly developed using an inaccurate emulator (probably NeoRageX) as part of the development.

As a result Nightmare in the Dark has a really annoying crackle when you jump, it didn't happen in very old versions of MAME, and it didn't happen in NeoRageX, but it did happen once we started emulating actual limits of the chip properly, and it does happen on real hardware (so we emulate it)  Not respecting the chip limits actually breaks some other games in worse ways!


Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Barry Harris on July 29, 2014, 10:45:52 AM
I tried checking for clipping at all stages, then I realized it was mixing with a 32bit int, so that wouldn't have made a difference - but I ran the new code anyways, and sure enough, it made no difference.  I've seen this before, I think its coming from the psg/ssg part of the ay8910 - in some games (like the games from the new(to FBA)-UPL driver iq_132 had recently wrote), the ssg sound channel was about 5x louder than the fm parts (Atomic Robo Kid, Mutant Night), somehow this had been fixed in MAME when they re-wrote the entire 8910 code - at this point it would be impossible to graft in a fix, so I took the ez route and simply lowered the psg(ssg) channels to match the fm ones.  I can't see doing it for Metal Slug 5 though, the crackle of the gun actually sounds pretty good/non-irritating to me, even with headphones.  Thanks for reporting it, though :)

best regards,
- dink

Since I added support for the independent sound routes you can reduce the volume of each channel individually.

I can't test at the minute but I always assumed the gun sound was ADPCM, so not related to the AY part anyway?
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: dink on July 29, 2014, 02:08:20 PM
Since I added support for the independent sound routes you can reduce the volume of each channel individually.

I can't test at the minute but I always assumed the gun sound was ADPCM, so not related to the AY part anyway?

It could just as well be :) 
Title: Re: FB Alpha 0.2.97.30 Bugs Reports
Post by: Barry Harris on July 29, 2014, 03:07:53 PM
not sure if it applies to Metal Slug 5 because I'm not hearing it, but some of the later NeoGeo games were clearly developed using an inaccurate emulator (probably NeoRageX) as part of the development.

As a result Nightmare in the Dark has a really annoying crackle when you jump, it didn't happen in very old versions of MAME, and it didn't happen in NeoRageX, but it did happen once we started emulating actual limits of the chip properly, and it does happen on real hardware (so we emulate it)  Not respecting the chip limits actually breaks some other games in worse ways!

The dark-side of emulation. I guess it was easier to use a PC emulator for a quick test than a devkit?
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: 7zxkv on July 31, 2014, 01:08:10 PM
64 bits version is stamped 0.2.97.32 ^^
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Barry Harris on July 31, 2014, 02:38:17 PM
64 bits version is stamped 0.2.97.32 ^^

Jees - you downloaded it quick - was up for like two minutes before I replaced it.

Download again to fix to get the correct version. :)
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: 7zxkv on August 01, 2014, 07:55:13 AM
^_^
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 06, 2014, 02:43:46 PM
Sound, except for explosion, doesn't appear to be working in Galaga (even with the samples in place).
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Barry Harris on August 06, 2014, 03:23:02 PM
The explosion is the only sample. The other sound should be emulated and working.....
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 07, 2014, 12:27:13 AM
The explosion is the only sample. The other sound should be emulated and working.....

Thats the problem, there are no other sounds :/
EDIT: nice fix, thanks.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 07, 2014, 03:28:53 PM
In the Megadrive driver, Wonder Boy in Monster World, the top 4 lines seem to display random tiles instead of the info boxes, I can't seem to figure this one out..

best regards, [attached - pic from FBA & pic from Gens/how it should look]
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: WILOWAR on August 07, 2014, 04:01:45 PM
Hi dink. Could fix a Megadrive emulation in FBA. It's a one garbage. :smilie:
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Freddy on August 07, 2014, 04:23:31 PM
Oh yeah, in Wonder Boy I knew of this bug... and this two black lines on the side... it's terrible.  :eek:
By the way... it's a very fun game!
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Barry Harris on August 07, 2014, 05:20:18 PM
Fixed DrawWindow() 32-cell mode.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 08, 2014, 12:39:19 AM
Treble Winner, you're the king!! :D   Thank you, my good man :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: cmart on August 19, 2014, 09:52:18 PM
Hello everyone, Somehow when I load Gradius III screen just stays black except for the first time I loaded the (World) version which screen was gray and black and nothing happened. I tried loading that same version again and screen was just black for a few mins I would say like 5 mins before I tried loading it again.  I tried loading all 3 versions with basically same results. Don't know if it just takes a while to load but that seems pretty long.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: cmart on August 19, 2014, 09:55:07 PM
Almost forgot. I'm using the X64 version and operating system is Windows 8. Every other game I tried works fine so far
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: cmart on August 20, 2014, 03:35:42 PM
Never mind everything is working with Gradius III
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 20, 2014, 03:39:15 PM
Glad to hear it! :)

best regards & happy gaming,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 20, 2014, 05:29:20 PM
A dev-related issue:
Regarding gamelist.txt - for the first 44 games in the list, the Hardware column is moved over to the remarks column.  Weird, eh?
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 21, 2014, 01:18:43 AM
Thanks Dink on Gradius III response.

I did find a issue with Kero Kero Keroppi's Let's Play Together (USA, Version 2.0). This one loads but screen is all scrambled. The Japan version is fine.

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on August 22, 2014, 01:09:03 AM
Fixed. ^^
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 22, 2014, 02:58:04 AM
you da man IQ
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 22, 2014, 04:05:34 PM
Hey! Someone owes me a sticker.

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on August 22, 2014, 04:07:39 PM
Hey! Someone owes me a sticker.


You're not allowed stickers!
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 22, 2014, 04:37:21 PM
You're not allowed stickers!

Aww!!
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 23, 2014, 06:31:15 AM
you'll get a sticker when the Midway driver is implemented. Oh no my cat is gonna die. lol
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 26, 2014, 12:38:35 AM
I was testing Quiz Tonosama no Yabou (Japan) and it loads but then the screen just stays black.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 29, 2014, 10:46:55 AM
Found a problem with Super Chase Criminal Termination. The screen freezes during the demo and some text appear. Here is a picture
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 30, 2014, 02:00:48 PM
There also seems to be a issue with The Irritating Maze / Ultra Denryu Iraira Bou. Game won't boot up. Just a black screen. FBA just totally freezes
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on August 30, 2014, 02:16:11 PM
There also seems to be a issue with The Irritating Maze / Ultra Denryu Iraira Bou. Game won't boot up. Just a black screen. FBA just totally freezes

The good news is, that one has already been fixed - the fix will be in the next release :)

best regards & thanks for all the bugreports!
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on August 30, 2014, 07:14:12 PM
Anytime Dink. I'll continue reporting as I get to them.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on September 03, 2014, 12:51:43 AM
Hello guys, The King of Fighters 2003 games don't work correctly. The only ones I got to run with no issues is bootleg 2 and KOF 2004 Ultra Plus bootleg. The other ones seem to have graphic issues. This also applies to KOF 2003 dedicated PCB version.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: JacKc on September 03, 2014, 09:51:40 AM
Hi csmart,

could you please give more details and/or snapshots about the kof2003 graphical issues?
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 03, 2014, 10:55:28 AM
JacKc, I just tried kof2003 (neogeo mvs), the game is entirely broken it seems.  It says insert coin / credit 00 at the bottom of the screen, but there are no graphics in the middle of the screen at the titlescreen, and if/when you get the game to start, everything is out of place/distorted.  Do you get a similar result?

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 03, 2014, 12:53:47 PM
JacKc, I just tried kof2003 (neogeo mvs), the game is entirely broken it seems.  It says insert coin / credit 00 at the bottom of the screen, but there are no graphics in the middle of the screen at the titlescreen, and if/when you get the game to start, everything is out of place/distorted.  Do you get a similar result?

Could it be a NeoGeo bio's issue..??? i know Iron-Clad only works with Japan and USA Bios and has close to the same
issues you mentioned above if using say Euro Bio's
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: JacKc on September 03, 2014, 12:54:58 PM
No major problem here concerning kof2003 except some minor glitches with lifebar and character's name under lifebar during play [tested with FBA debug build 0.2.97.32 but same for FBA unicode build 0.2.97.31 with MVS Asia/Europe ver.6 (1 slot) bios and MVS Japan ver. 6 (?slot)]:

(http://i.imgur.com/xQhRAqe.png) (http://i.imgur.com/HdOnrme.png)
(http://i.imgur.com/YCo64bh.png) (http://i.imgur.com/G7uA0Gu.png)
(http://i.imgur.com/YPicSwL.png) (http://i.imgur.com/fPlMrkp.png)


Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: cmart on September 03, 2014, 02:37:39 PM
My problem tends to be the same as Dink's. Only a couple of bootlegs worked fine. Would using the Neo Geo universal bios have to do anything with it.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 03, 2014, 03:37:04 PM
EDIT: see the next message instead.
Crud, I can't get it working after messing around a bit with the dipswitch settings (bios,etc).  I tried exactly the same settings as JacKc used, "MVS Asia/Europe ver.6 (1 slot) bios and MVS Japan ver. 6 (?slot)"

hmmm.. any more ideas? :)
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 03, 2014, 03:46:06 PM
I got it!
Its one of those memcpy() overlap problems.  (derek techno-babbles on: if the destination/source address overlap while its copying, it will work sometimes, but not all the time.  Or sometimes it will work, then later on that day it won't work depending on if the executable it loaded in a different code segment.  ..Or it will work perfect on some systems, but not others.  I probably missed a couple more reasons why it would fail. :P memcpy() can be a real pain in the ass :)  memmove() is a perfect replacement for memcpy, because it does exactly the same thing except it doesn't fail on overlapping src/dest buffer copies.)

EDIT: fixed checked into svn.  Thanks again for reporting the problem, cmart :)
best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 03, 2014, 06:17:00 PM
Dont like reporting bugs but Robocop 2 has similar graphical issues to caveman ninja before it was fixed same kinda thing
with the sprites Plus the alignment seems off in MAME for example you can only move the character to left or right edge of the screen
but i noticed in FBA i cant move all the way right and can actually disappear of the left hand side of the screen
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: cmart on September 03, 2014, 08:50:39 PM
My pleasure Dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 04, 2014, 02:29:07 AM
Dont like reporting bugs but Robocop 2 has similar graphical issues to caveman ninja before it was fixed same kinda thing
with the sprites Plus the alignment seems off in MAME for example you can only move the character to left or right edge of the screen
but i noticed in FBA i cant move all the way right and can actually disappear of the left hand side of the screen

gamez fan, Thanks for reporting it!  Should be fixed now :)  Please don't hesitate to report other bugs.

On the other hand..
I noticed that in the driving scene (level 3, I think) the road is always straight, looks like the raster effects weren't implemented into FBA's deco16ic :(  The part is still playable thought & its really short, like a minigame.  I might try to implement it someday - because it would also fix the driving scene in The Cliffhanger (edrandy).

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 04, 2014, 07:54:34 PM
Small Graphical Problem in super Burger time it seems to sometimes affect the smaller burgers the big ones are ok

(http://www.fshare.it/image.jpeg?i=m41409871wh)

Looks like someone sat on the burger bottom left of the screen it doesn't look good at all LOL
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 05, 2014, 01:20:35 AM
gamez fan, surprizingly enough, that how its supposed to look (its the same in MAME). 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: csmart on September 05, 2014, 03:45:21 AM
VS Block Breaker (Asia) and it's clone Saru-Kani-Hamu-Zou (Japan) just gives me a black screen once it loads and does not go anywhere from there
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 05, 2014, 10:16:39 AM
gamez fan, surprizingly enough, that how its supposed to look (its the same in MAME). 

best regards,
- dink

Hmm in my MAME set it doesn't look this way the burgers and fillings are displayed correctly here's a video from
youtube
https://www.youtube.com/watch?feature=player_detailpage&v=MHOKqB8Or3I#t=315 (https://www.youtube.com/watch?feature=player_detailpage&v=MHOKqB8Or3I#t=315)
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Haze on September 05, 2014, 10:25:05 AM
from the MAME source

Quote
  Super Burgertime has a few bugs:

  Some sprites clip at the edges of the screen.
  Some burgers (from crushing an enemy) appear with wrong colour.
  Colour cycle on title screen doesn't work first time around.

  These are NOT driver bugs!  They all exist in the original game.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 05, 2014, 10:30:21 AM
Well that clears that up then LOL
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 05, 2014, 02:33:58 PM
Hmm in my MAME set it doesn't look this way the burgers and fillings are displayed correctly here's a video from
youtube
https://www.youtube.com/watch?feature=player_detailpage&v=MHOKqB8Or3I#t=315 (https://www.youtube.com/watch?feature=player_detailpage&v=MHOKqB8Or3I#t=315)

That weird white colored patty happens when you squash an enemy in the burger, but in the video, he didn't squash an enemy.  Run fba and mame side-by-side with super burger time, and when the title screen goes to game-demo mode, you'll see what I mean.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on September 05, 2014, 03:12:07 PM
Mmmm... burger time. That game makes me so hungry!
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 05, 2014, 03:59:51 PM
Mmmm... burger time. That game makes me so hungry!

Ha! Yes, I love it..  The classic version (Colecovision) is even better IMO :D
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 05, 2014, 08:49:48 PM
How's Black Tiger play in FBA the game seems to always crash before starting level 3 in FBL ive read all the release threads
i dont see any mention of it ever being broken only thing i noticed was  iq_132 did fine tune the driver a while back
i implemented these code changes into the FBL black tiger driver and still the game crashes
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 06, 2014, 01:04:39 PM
gamez fan, please try to play the FBAlpha version of Black Tiger to level 3, if it crashes here I can fix it asap.  The reason I ask you to play it - I suck terribly at the game.
p.s. at the end of level 2, make a savestate (check your pm first) so getting back to the crash is easy. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 06, 2014, 01:38:56 PM
@dink PM sent
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 06, 2014, 03:15:57 PM
Confirmed black Tiger crashes in FBA just after the 2nd boss

Quote
FB Alpha [DEBUG] v0.2.97.32 fatal exception report (Sat Sep 06 19:13:1

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x006B
 (attempting to read address 0x07CB3621)

EAX: 0x00000000, EBX: 0x00001C00, ECX: 0x00007001, EDX: 0x00000040
ESI: 0x00000000, EDI: 0x00007000, ESP: 0x0022C890, EBP: 0x07CAC620
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 06, 2014, 08:41:40 PM
Seems this is the cause
Quote
</font><font color=#FF3F3F>ZetTotalCycles called when no CPU open
ZetTotalCycles called when no CPU open

I noticed this code was disabled in the driver i hoped by enabling it again it might sort the crash in black tiger
Quote
void __fastcall blacktiger_out(UINT16 port, UINT8 data)
{
   switch (port & 0xff)
   {
      case 0x00:
      {
      //   INT64 cycles = ZetTotalCycles();
      //   ZetClose();
      //   ZetOpen(1);

      //   INT32 nCycles = ((INT64)cycles * nCyclesTotal[1] / nCyclesTotal[0]);
      //   if (nCycles <= ZetTotalCycles()) return;

      //   BurnTimerUpdate(nCycles);
      //   ZetClose();
      //   ZetOpen(0);

after enabling it the game still crashes after level 2 i guess if FBA development was as easy as that we'd all be doing it LOL
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 07, 2014, 01:48:13 AM
gamez fan, its crashing while indexing the bg ram.  The zettotalcycles when no cpu open is quite common, btw.

Well, I poked around for about an hour, but can't figure it out.  Right when level 3 starts, it crashes right here:
in draw_bg():
      INT32 attr  = DrvBgRAM[(ofst << 1) | 1];
I tried increasing the size of DrvBgRAM, but then the background seems to go missing on the later levels.
Catches:
DrvVidRamBankswitch only indexes 4 (0-3) banks (0x1000 each)
The game tries to switch to bank 5 (4) before level 1 and 3.  If I disable the 4 bank limit in the bankswitch function ( & 3), the background goes missing in the first level.
Here's a savestate to take you right to the end of level 2, thanks to gamez fan for providing it.

Looks like we're gonna need help from someone better at this than me, like IQ and Treble Winner :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 07, 2014, 07:49:19 PM
Hmmm i see this in the MAME video src file for black tiger

#define BGRAM_BANK_SIZE 0x1000
#define BGRAM_BANKS 4

i only count 3 in FBA

   INT32 nBank = (bank & 3) * 0x1000;

   ZetMapArea(0xc000, 0xcfff, 0, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 1, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 2, DrvBgRAM + nBank);


so i added a forth

   INT32 nBank = (bank & 3) * 0x1000;

   ZetMapArea(0xc000, 0xcfff, 0, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 1, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 2, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 3, DrvBgRAM + nBank);

then made   DrvBgRAM = Next; Next += 0x008000;

i can now get to level 3 in FBL without the game crashing but the background is missing some progress i guess LOL

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 08, 2014, 02:14:49 AM
Hmmm i see this in the MAME video src file for black tiger

#define BGRAM_BANK_SIZE 0x1000
#define BGRAM_BANKS 4

i only count 3 in FBA

   INT32 nBank = (bank & 3) * 0x1000;

   ZetMapArea(0xc000, 0xcfff, 0, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 1, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 2, DrvBgRAM + nBank);


so i added a forth

   INT32 nBank = (bank & 3) * 0x1000;

   ZetMapArea(0xc000, 0xcfff, 0, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 1, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 2, DrvBgRAM + nBank);
   ZetMapArea(0xc000, 0xcfff, 3, DrvBgRAM + nBank);

then made   DrvBgRAM = Next; Next += 0x008000;

i can now get to level 3 in FBL without the game crashing but the background is missing some progress i guess LOL

I came to exactly the same conclusion, a missing background in level3 :/

But let me explain ZetMapArea.  The 3rd param is for read/write/fetch access to the bank, and the bank pointer is specified in the next parameter: DrvBgRAM + nBank

Which is calculated here:
INT32 nBank = (bank & 3) * 0x1000;

bank & 3 means that it will allow bank to = 0 - 3, thats 4 banks.  The & 3 part is like a limiter, anything over 3 will go to 0.

I spent a retarted amount of time on this one with no luck, we really could use a hand from IQ or Treble Winner :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on September 08, 2014, 03:18:01 AM
I came to exactly the same conclusion, a missing background in level3 :/

But let me explain ZetMapArea.  The 3rd param is for read/write/fetch access to the bank, and the bank pointer is specified in the next parameter: DrvBgRAM + nBank

Which is calculated here:
INT32 nBank = (bank & 3) * 0x1000;

bank & 3 means that it will allow bank to = 0 - 3, thats 4 banks.  The & 3 part is like a limiter, anything over 3 will go to 0.

I spent a retarted amount of time on this one with no luck, we really could use a hand from IQ or Treble Winner :)

best regards,
- dink

I should be home tomorrow. I'll take a crack at fixing this then.
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 08, 2014, 06:04:47 PM
I did some more poking around (aimlessly), and if you put right under INT32 scrolly = ....:
        if (!type) {
            scrolly = ((*DrvScrolly)) & (0x7ff >> 2);
        }

You'll actually get a background in level3, but its not in sync. with the sprites.  It seems like things aren't being calculated properly in 4x8 mode.

Here's some pics, the first is fba w/that above codesnippet, and blacktiger level3 how its supposed to look. (clipped from yt)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on September 08, 2014, 06:51:22 PM
I did some more poking around (aimlessly), and if you put right under INT32 scrolly = ....:
        if (!type) {
            scrolly = ((*DrvScrolly)) & (0x7ff >> 2);
        }

You'll actually get a background in level3, but its not in sync. with the sprites.  It seems like things aren't being calculated properly in 4x8 mode.

Here's some pics, the first is fba w/that above codesnippet, and blacktiger level3 how its supposed to look. (clipped from yt)

best regards,
- dink

Fixed. You're going to be rather unhappy with me when you see the fix. lol
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 08, 2014, 07:05:46 PM
Nice one!! was it the priority masks that caused the problems..???
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on September 08, 2014, 07:17:00 PM
Nice one!! was it the priority masks that caused the problems..???

Sure thing man.

Find this:
ofst = (sx & 0x0f) + ((sy & 0x0f) << 4) + ((sx & 0x30) << 4) + ((sy & 0x70) << 7);
make it this:
ofst = (sx & 0x0f) + ((sy & 0x0f) << 4) + ((sx & 0x30) << 4) + ((sy & 0x70) << 6);
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 08, 2014, 07:25:20 PM
Fixed. You're going to be rather unhappy with me when you see the fix. lol

Great job :D

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 08, 2014, 07:37:00 PM
Sure thing man.

Find this:
ofst = (sx & 0x0f) + ((sy & 0x0f) << 4) + ((sx & 0x30) << 4) + ((sy & 0x70) << 7);
make it this:
ofst = (sx & 0x0f) + ((sy & 0x0f) << 4) + ((sx & 0x30) << 4) + ((sy & 0x70) << 6);

Easy when you know your stuff LOL thanks for the fix!!!
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 10, 2014, 03:26:51 AM
Bug in search, sometimes it doesn't find everything.

For example. I type Mahou into the search box, and it brings up
Dimahoo
Great Mahou Daisakusen (clone of Dimahoo)
Sorcer Striker
Mahou Daisakusen (clone of Sorcer Striker)

(So whats the problem?) It didn't bring up:
Shippu Mahou Daisakusen / Kingdom Grandprix

ideas? looking at the code, it looks like everything is alright...

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 16, 2014, 12:45:27 AM
Vendetta - theres a lot of sprite priority issues, and clipping in the first boss-fight on the back of the truck.

The sprite priority issues start to happen around level 3, I think.  There's people that come out behind doors, but you see them before they come out.  Also, on the ship, there are scooba-divers that swim right through the ship.  I don't have images or states to back this up at this time, will try to get them in the next few days!

Clipping: see the attached pic (c.o. JacKc) - the left side of the truck is missing sometimes, happens at the first boss encounter:
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 19, 2014, 03:40:20 PM
PCEngine, rarely something will show up sort of off by a few pixels.  I think it has something to do with windowing, but, its just a guess :)

Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 19, 2014, 04:26:50 PM
Violent Soldier / Sinistron (same game/different name) on PCEngine has what appears to be a similar problem, just start the game and play for a few seconds, you'll see what I mean.  In the below picture, the only thing out-of-place is that brown horizontal line towards the top.
Something weird: if you play for a few more screens-worth of the game, that weird brown line will actually line up with the tiles above it.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on September 21, 2014, 05:18:47 PM
iq_132, I think the left-side clipping fix for Vendetta caused some right-side sprite clipping in X-Men.. uhoh.. :)  Gamez Fan found this one btw, its really easy to spot - load X-men, insert coin, select character, and watch the intro-cutscene on the right-hand side, sprites start to disapear prematurely.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on September 21, 2014, 07:45:13 PM
iq_132, I think the left-side clipping fix for Vendetta caused some right-side sprite clipping in X-Men.. uhoh.. :)  Gamez Fan found this one btw, its really easy to spot - load X-men, insert coin, select character, and watch the intro-cutscene on the right-hand side, sprites start to disapear prematurely.

best regards,
- dink

He already knows i sent him a PM about it im always the bearer of bad news LOL on a seperate note i still cant suss why
Gradius 3 has gone all green for me  :S
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on October 02, 2014, 12:21:10 PM
Cyber Tank seems to have sound issues it works sometimes other times it doesn't plus it's quite low in FBL
in FBA however ive yet to hear it boot with sound ive loaded it a few times now
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on October 16, 2014, 02:20:06 AM
Toki needs to be hooked up to seibu sound and have the internal old/buggy seibusound removed.  :)
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: iq_132 on October 17, 2014, 01:41:50 AM
Toki needs to be hooked up to seibu sound and have the internal old/buggy seibusound removed.  :)

Done. :D

Cyber Tank seems to have sound issues it works sometimes other times it doesn't plus it's quite low in FBL
in FBA however ive yet to hear it boot with sound ive loaded it a few times now
Doesn't seem to be a pc issue. ^^
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: kevinvszone on October 17, 2014, 07:50:16 AM
error about state saving and loading
 :S
game: kof97
I saved the state to a file called "xxx.fs"in the mobile A ,then copy it to another mobile B,and load the state file "xxx.fs".
fba crashed! but load the xxx.fs in mobile A is ok.
how to solve this problem!
thanks
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: dink on October 17, 2014, 10:16:56 AM
error about state saving and loading
 :S
game: kof97
I saved the state to a file called "xxx.fs"in the mobile A ,then copy it to another mobile B,and load the state file "xxx.fs".
fba crashed! but load the xxx.fs in mobile A is ok.
how to solve this problem!
thanks

Are you using FBA in windows .97.31?
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on October 17, 2014, 05:12:15 PM
Some problems with DJ Boy if you leave the attract mode running after a few cycles the colours like when the game 1st boots
start to reappear shortly afterwards the game will freeze confirmed by dink in FBA also i thought id mention airbuster in
FBL does have some graphical problems as well mostly scrolling based maybe thats not the case in FBA though

For the record in the short playthough of level 1 and part of level 2 in DJ Boy i seen no problems of course the game
could mees up later though
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on October 17, 2014, 05:18:52 PM
Doesn't seem to be a pc issue. ^^

I've more than likely made a mistake with the sound defines then in the driver i might look at it again sometime
but the game does have control issues in FBL also which are kinda game breaking so if it had sound wont really make
much of a difference if you know what i mean LOL
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: Arcadez on October 18, 2014, 06:55:17 PM
I hate being the bearer of bad news but that ole bug with Battle Shark is still happening just tried it in FBA
Title: Re: FB Alpha 0.2.97.31 Bugs Reports
Post by: kevinvszone on October 19, 2014, 11:08:21 PM
Are you using FBA in windows .97.31?
Using FBA .97.31 in Android.
I have saved a state in mobile,and copy it to windows . That's not work too!

Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: Freddy on October 23, 2014, 11:41:41 AM
Hi my friends!
In the Violent Storm game, the transparency effects appears even when is disabled.
By the way, great release!
Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: iq_132 on October 23, 2014, 12:50:03 PM
Hi my friends!
In the Violent Storm game, the transparency effects appears even when is disabled.
By the way, great release!
Those aren't accessory blend effects, but original alpha blending used by the Konami hardware. (it's supposed to be there)
Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: money_114 on October 23, 2014, 04:24:22 PM
I dont know if it is bug, Colecovision and SG-1000 games arent added parent/clone relation.
Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: WILOWAR on October 24, 2014, 01:09:16 PM
Background glitch on Martial Champions (EAB) (mtlchamp):

Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: WILOWAR on October 24, 2014, 01:15:08 PM
Small graphic glitch on Vendetta (vendetta 2pd)
Title: Re: FB Alpha 0.2.97.32 Bugs Reports
Post by: iq_132 on October 24, 2014, 02:15:42 PM
Background glitch on Martial Champions (EAB) (mtlchamp):


Martial champions is very broken. I just forgot to mark it as not working.
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: csmart on October 25, 2014, 05:33:08 PM
Bishi Bashi Championship Mini Game Senshuken (ver JAA, 3 Players) graphic issues
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on October 25, 2014, 06:19:12 PM
Bishi Bashi Championship Mini Game Senshuken (ver JAA, 3 Players) graphic issues
One of the graphics roms is a bad dump. Once it's re dumped, the game will work fine. (not a bug)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on October 26, 2014, 02:24:33 PM
Glitch for Dink. - Small graphic glitch on Turbo Force
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on October 26, 2014, 02:25:51 PM
Glitch for Dink- Bad priority sprites on Thunder Dragon 2
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on October 26, 2014, 02:50:31 PM
Glitch for Dink. - Small graphic glitch on Turbo Force
The Aero Fighter driver needs priorities hooked up. (This will require a bit of re-writing the graphics routines).
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on October 26, 2014, 04:08:45 PM
Glitch for Dink - Some highlights are bad on Violent Storm (EAC)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on October 26, 2014, 05:48:11 PM
Glitch for Dink - Some shadows are bad on Violent Storm (EAC)
That's a highlight. I need to figure out why those don't show. Can you give me a save state at that point in the game please?
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on October 27, 2014, 12:49:53 AM
Ok, This game  Violent Storm has a bad highlights also in the end of Stage 2 - train stage.

Save state for iq 132  :smilie:
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on October 27, 2014, 04:10:35 AM
"Break the Statue" text oddity: (savestate included)
To be fair, the text is broken in all the vids of the game I can find online, so its probably still broken in MAME as well..
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: Freddy on October 28, 2014, 12:22:49 PM
Can't load Garou: Mark of Wolves.... Guru Meditation!
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on October 28, 2014, 01:33:24 PM
Can't load Garou: Mark of Wolves.... Guru Meditation!

Hi Freddy, thanks for the report, I found & fixed the problem!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: Arcadez on October 28, 2014, 06:31:26 PM
Two Konami games with Bugs confirmed in FBA....

Escape Kids fails on Boot
SPY Special Project Y Graphical Errors
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on October 30, 2014, 03:03:37 AM
FBA request from a friend: Hook-up sound to Donkey Kong 3.
Donkey Kong 3 has no sound, it uses 2xNES APU (2a03) which we have :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on November 02, 2014, 06:58:40 PM
FBA request from a friend: Hook-up sound to Donkey Kong 3.
Donkey Kong 3 has no sound, it uses 2xNES APU (2a03) which we have :)

best regards,
- dink
Hooked up! Still buggy though. :S I think our nes apu core is a bit buggy (big surprise given who ported it)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on November 03, 2014, 05:39:55 PM
great :)  when I get some time I'll try to fix the nes apu for multi chips (if possible).

best regards,
- dink
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on November 03, 2014, 05:42:05 PM
spy.zip / Special Project Y / konami/d_spy.cpp, after changing over to the new loading routines, all the graphics have gone totally weird-like or missing.

Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on November 04, 2014, 12:04:42 AM
spy.zip / Special Project Y / konami/d_spy.cpp, after changing over to the new loading routines, all the graphics have gone totally weird-like or missing.


Fixed.
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: JacKc on November 08, 2014, 05:41:28 PM
三国志II: 三國英雄傳 ◦ Sangokushi II: Sanguo YingXiongZhuan (Chinese bootleg set 3, 921005 Asia) [sgyxz]

game freezes at this screen :

(http://i.imgur.com/E1ghhqJ.png)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: JacKc on November 08, 2014, 06:01:39 PM
Today added correct color PROMs set for Super Punch-Out!! (Japan) :

Before :

(http://i.imgur.com/DVS95KF.png)

After :

(http://i.imgur.com/PXl74Oj.png)

code :

Code: [Select]
// Super Punch-Out!! (Japan)

static struct BurnRomInfo spnchoutjRomDesc[] = {
{ "chs1c8la.bin", 0x2000, 0xdc2a592b, 1 | BRF_PRG | BRF_ESS }, //  0 Z80 Code
{ "chs1c8ka.bin", 0x2000, 0xce687182, 1 | BRF_PRG | BRF_ESS }, //  1
{ "chs1-c.8j", 0x2000, 0x1fa629e8, 1 | BRF_PRG | BRF_ESS }, //  2
{ "chs1-c.8h", 0x2000, 0x15a6c068, 1 | BRF_PRG | BRF_ESS }, //  3
{ "chs1c8fa.bin", 0x4000, 0xf745b5d5, 1 | BRF_PRG | BRF_ESS }, //  4

{ "chp1-c.4k", 0x2000, 0xcb6ef376, 2 | BRF_PRG | BRF_ESS }, //  5 N2A03 Code

{ "b_4c_01a.bin", 0x2000, 0xb017e1e9, 3 | BRF_GRA },           //  6 Top Screen Background Characters
{ "b_4d_01a.bin", 0x2000, 0xe3de9d18, 3 | BRF_GRA },           //  7

{ "chp1-b.4a", 0x2000, 0xc075f831, 4 | BRF_GRA },           //  8 Bottom Screen Background Characters
{ "chp1-b.4b", 0x2000, 0xc4cc2b5a, 4 | BRF_GRA },           //  9

{ "chs1-v.2r", 0x4000, 0xff33405d, 5 | BRF_GRA },           // 10 Big Sprite Characters
{ "chs1-v.2t", 0x4000, 0xf507818b, 5 | BRF_GRA },           // 11
{ "chs1-v.2u", 0x4000, 0x0995fc95, 5 | BRF_GRA },           // 12
{ "chs1-v.2v", 0x2000, 0xf44d9878, 5 | BRF_GRA },           // 13
{ "chs1-v.3r", 0x4000, 0x09570945, 5 | BRF_GRA },           // 14
{ "chs1-v.3t", 0x4000, 0x42c6861c, 5 | BRF_GRA },           // 15
{ "chs1-v.3u", 0x4000, 0xbf5d02dd, 5 | BRF_GRA },           // 16
{ "chs1-v.3v", 0x2000, 0x5673f4fc, 5 | BRF_GRA },           // 17
{ "chs1-v.4r", 0x4000, 0x8e155758, 5 | BRF_GRA },           // 18
{ "chs1-v.4t", 0x4000, 0xb4e43448, 5 | BRF_GRA },           // 19
{ "chs1-v.4u", 0x4000, 0x74e0d956, 5 | BRF_GRA },           // 20

{ "chp1-v.6p", 0x2000, 0x75be7aae, 6 | BRF_GRA },           // 21 Bottom Screen Big Sprite Characters
{ "chp1-v.6n", 0x2000, 0xdaf74de0, 6 | BRF_GRA },           // 22
{ "chp1-v.8p", 0x2000, 0x4cb7ea82, 6 | BRF_GRA },           // 23
{ "chp1-v.8n", 0x2000, 0x1c0d09aa, 6 | BRF_GRA },           // 24

{ "chs1-b-6e_white.6e", 0x0200, 0x8efd867f, 0 | BRF_GRA },       // 25 Color PROMS
{ "chs1-b-6f_white.6f", 0x0200, 0x279d6cbc, 0 | BRF_GRA },       // 26
{ "chs1-b-7f_white.7f", 0x0200, 0xcad6b7ad, 0 | BRF_GRA },       // 27
{ "chs1-b-7e_white.7e", 0x0200, 0x9e170f64, 7 | BRF_GRA },       // 28     
{ "chs1-b-8e_white.8e", 0x0200, 0x3a2e333b, 7 | BRF_GRA },       // 29   
{ "chs1-b-8f_white.8f", 0x0200, 0x1663eed7, 7 | BRF_GRA }, // 30

{ "chs1-v.2d", 0x0100, 0x71dc0d48, 0 | BRF_OPT },           // 31 Timing PROM

{ "chs1c6pa.bin", 0x4000, 0xd05fb730, 8 | BRF_SND },           // 32 VLM5030 Samples

{ "chs1-b-6e_pink.6e", 0x0200, 0x0ad4d727, 7 | BRF_OPT },           
{ "chs1-b-6f_pink.6f", 0x0200, 0x86f5cfdb, 7 | BRF_OPT },           
{ "chs1-b-7f_pink.7f", 0x0200, 0x8bd406f8, 7 | BRF_OPT },
{ "chs1-b-7e_pink.7e", 0x0200, 0x4c7e3a67, 0 | BRF_OPT },       
{ "chs1-b-8e_pink.8e", 0x0200, 0xec659313, 0 | BRF_OPT },       
{ "chs1-b-8f_pink.8f", 0x0200, 0x8b493c09, 0 | BRF_OPT },       
};

STD_ROM_PICK(spnchoutj)
STD_ROM_FN(spnchoutj)

Sadly Punch-Out !! have some GFX glitches since it was added in FBA 0.2.97.30 :

(http://i.imgur.com/pIuZ0tg.png)

According to MAME, it seems Punch-Out!! has a different GFX loading routine than Punch-Out!! (Japan) :redface:
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: JacKc on November 14, 2014, 01:05:22 PM
Punch-Out !! Fixed  :smilie:

(http://i.imgur.com/UmTwfGB.png)

(http://i.imgur.com/xGgRWSq.png)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on November 14, 2014, 01:12:45 PM
Punch-Out !! Fixed  :smilie:

(http://i.imgur.com/UmTwfGB.png)

(http://i.imgur.com/xGgRWSq.png)
Nice work! (I meant to say that when you added the fix to the svn)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: JacKc on November 14, 2014, 01:21:58 PM
Thanks iq_132 :smilie:

Fix will be commit soon to SVN but before trying to add punchouta and spnchouta clones to the driver ;p

EDIT : Fix submitted to SVN with Punch-Out!! (Rev A) and Super Punch-Out!! (Rev A) added !!!

(http://i.imgur.com/HCYbQlX.png)
Punch-Out!! (Rev A)

(http://i.imgur.com/AV0sXFa.png)
Super Punch-Out!! (Rev A)

Best regards,
JacKc.





Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: Barry Harris on November 14, 2014, 01:55:11 PM
Thanks iq_132 :smilie:

Fix will be commit soon to SVN but before trying to add punchouta and spnchouta clones to the driver ;p

Nice work Jack. :)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on November 14, 2014, 02:02:19 PM
Battle Shark (World) (bshark) - game freeze after stage 2.
Dragonball Z (rev B) (dbz)- game freeze
Testing on 64 bit version of FBA
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: iq_132 on November 14, 2014, 07:16:42 PM
Battle Shark (World) (bshark) - game freeze after stage 2.
Dragonball Z (rev B) (dbz)- game freeze
Testing on 64 bit version of FBA

Would you be able to give me save states for these (before the freezes happen?)
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: Arcadez on November 14, 2014, 08:29:33 PM
Would you be able to give me save states for these (before the freezes happen?)

Battle Sharks guaranteed to stall during the mission screen right after level 1 which is quite short i can do ya a savestate
if you want though
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: Arcadez on November 14, 2014, 08:45:13 PM
Battle Shark save on the mission screen it should freeze shortly afterwards

Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on November 15, 2014, 01:33:48 AM
gamez fan, bad news re: that savestate, check your pm!
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on November 15, 2014, 12:10:20 PM
Hmm, something has gone horribly wrong with Battle Shark, its locking up now before the game even starts.  weird, eh? :)
When I say lock up, I mean, the screen freezes or goes blank, and in the debug window, the cpu#1 spazzes out with "68K #1 Read byte => F00000" and it counts upwards.

Any ideas, guys?
EDIT: things are looking good - I got it to stop hanging! :D

best regards,
- dink
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: WILOWAR on November 19, 2014, 12:39:22 AM
FBA 64 BIT version has bad, muffled sound compared to 32 bit - all games.  :redface:
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on November 23, 2014, 05:55:08 AM
EDIT: nevermind, see note below!

Avengers (us set 1/parent) in d_lwings.cpp:
Right after beating the last boss, the congratulatory screen is kinda scrambled with the wrong image in FBA.  I found a longplay video (by M.Janet) played in MAME, and the screen is OK.  Need a little help with this one :)
p.s. after the savestate loads, wait for 2 screens to see what I mean.

From the MAME source:
Code: [Select]
Notes:

  avengers061gre2: corrupted graphics in Avengers' ending not fixed.
  This bug is not in the Japanese set "Buraiken".
  It might just be a bug in the original: the tiles for the character
  image are just not present in the US version, replaced by more tiles
  for the title animation. The tile map ROM is the same between the two
  versions.

EDIT2: more proof there's nothing wrong, here's a screencap of Buraiken's (Japanese Avengers) ending...

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on December 02, 2014, 03:14:36 PM
well lets see,

Art of Fighting 2
Football Frenzy

are 2 games I noticed it in , it seems to happen at random in the emulator.

In AOF 2 it was when YOU WON or YOU LOST appeared on the screen and with the high pitched TING noise, the noise was crackly.

In Football Frenzy it happened when you were picking out a play.

This happened a few times before with other neogeo games with high pitched noises , cant seem to make it happen at will .

Sorry dink, I'm very bad at describing things well :(

Edit: I THINK I found the problem.........4 point 3rd order FM interpolation was on.........

I finally found the solution to this problem, sorry for taking so long!!  Technical info: it didn't check for clipping in the first stage of the PSG mixing with interpolation on.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.33 Bugs Reports
Post by: dink on December 04, 2014, 02:56:26 AM
Glitch for Dink- Bad priority sprites on Thunder Dragon 2

Fixed, thanks for reporting!
EDIT: bonus: Fixed the music up a bit, the lead instrument was missing!


best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: WILOWAR on December 04, 2014, 01:01:38 PM
Thanks for fix. It's my favorite arcade  shump all time. What do you think about my cpu AMD FX 9590, it's strong enough for 3D Games on Mame ?? :S
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 04, 2014, 03:02:33 PM
Thanks for fix. It's my favorite arcade  shump all time. What do you think about my cpu AMD FX 9590, it's strong enough for 3D Games on Mame ?? :S

You're welcome!  I stayed up until 3:40 in the morning fixing/playtesting and making it perfect for FBA last night, it was a fun time :)

I don't know about your cpu and mame, sorry!  I just have a p4 2.99 ghz.....

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: csmart on December 04, 2014, 10:26:13 PM
WiloWar  Your PC should be strong enough to run most if not all emulators although Intel processors tend to run programs better than the AMD's. 8 cores really don't mean much specially if a emulator is set up to run on 1, 2 or 4 cores so they won't usually take advantage on what you currently have. The issue might not be your computer though. Mame is designed to run games in their original state if that is the right word which means no speed hacks or other modifications to run specially on older hardware . Usually newer the game or the more powerful the technology was used to run the game the more powerful the computer you will need to run it efficiently. At least what I have taken (I might be wrong) from using Mame the last 12 years Mame "has" games or will potentially have games that you will need a computer that is faster than what we have available today for them to run efficiently. I remember having a single core 1.2GHZ notebook a couple of years ago and I couldn't play a game like Air Gallet because it was too slow but I have since upgraded and the game plays at it's original speed.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 07, 2014, 06:52:00 PM
WILOWAR, Turbo Force is A-OK now, thanks for reporting :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Freddy on December 10, 2014, 10:27:42 AM
Hi folks. Need to fix Landstalker - treasure of king Nole. The game opens, but don't run!
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: WILOWAR on December 10, 2014, 12:11:23 PM
Thx for fix. I played Turbo Force on Mame couple years ago and I think the orange alien form should be under the background stage 2 or maybe I mistake ??
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: csmart on December 10, 2014, 07:43:40 PM
Freddy try using a different Rom you might be using a bad one. That happens to me occasionally.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Arcadez on December 10, 2014, 08:26:30 PM
One long term bug squashed it seems when the new msm6295 sound core was ported it actually fixed the buzzing sounds
in the USA version of Power Instinct 2 it seems perfect now sound wise so sometimes a fix happens and ya dont know it ;)

but as is often the case sometimes another bug pops up Air Attack by comad in the nmk16.cpp driver now has broken sound
confirmed in FBA while using the new nmk16 sound bios file
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 11, 2014, 10:54:15 AM
Freddy, I tried to fix Landstalker, but I think some sort of protection mechanism is kicking in.  I can't figure it out right now :(  I will come back to it though!

gamezfan, Air Attack is nmk16, it doesn't use nmk004 but 112, the fix I made for Dolmen is what broke this one, I'll have it figured out by the next time we meet up.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Haze on December 12, 2014, 06:19:23 AM
none of the official MD games have real protection, at most they fail because of missing backup ram.

Actually Pugsy is a bit of an exception, it has 'backup ram' listed in the header, but fails after a few levels if you actually emulate backup ram, that was done to confuse cart copiers.

Only the 3rd party / unlicensed games have actual real protections, although often weak ones.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 12, 2014, 12:03:50 PM
Thanks Haze!!

Landstalker now works fine in FBA :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: KD Alpha on December 18, 2014, 06:04:16 AM
I'm very new to this entire process, so if this has already been resolved I apologize, but I'm trying to run FightCade on Vista (Service Pack 2) and keep getting Guru Meditation error #c0000005.00557161 any time I try to run ggpofba in any way (through FightCade solo, spectating, a match, outside the FightCade client) and the error report reads as follows:

FB Alpha v0.2.96.74 fatal exception report (Thu Dec 18 03:00:18 2014)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0055
 (attempting to write address 0x00000000)

EAX: 0x00FFFFFF, EBX: 0x0012F990, ECX: 0x0012F988, EDX: 0x00000000
ESI: 0x00000000, EDI: 0x00000002, ESP: 0x0012F960, EBP: 0x00FFFFFF
----------------------------------------------------------------------

...this is very strange, because the ROMs, ROM path, and FightCade client all work perfectly. I also have a standalone GGPO client which runs ggpofba just fine in another folder. The ROMs work perfectly there and it's obvious my computer can run the ggpofba.exe client.

So, I'm kinda stumped as to why FightCade's version of ggpofba.exe and ggpofba-ng.exe that came with the original folder fail to launch at all. If anyone could help me, I'd really love to play some 3rd Strike on GGPO without having to go through the port forwarding process.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: KD Alpha on December 18, 2014, 06:26:16 AM
I have the version which came with the latest version of FightCade. Are they running old software? Can I replace that client with the one that works for me?
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Freddy on December 18, 2014, 12:50:02 PM
Found two bugs:
1) Spiderman vs the Kingpin: the game is running too fast.
2) Ayrton Senna's Super Monaco GP 2: Blue line flashing on the top of the sceen.

Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 19, 2014, 04:06:56 AM
Freddy, thanks again for the bug reports!  These 2 are giving me a bit of trouble at the moment, but I will keep trying..
Can I recommend to play the arcade version of Super Monaco GP (smgp.zip) for the time being?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Freddy on December 19, 2014, 10:34:46 AM
Don't worry, I'm just reporting the bugs! I played Super Monaco GP some months ago, good game! At the moment, in some free time, I started to play World Heroes Perfect and Megaman X. Thank's for suggestion, it's always recommended!
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on December 21, 2014, 11:39:55 AM
Tiger Road game have various graphical problems that make it unplayable, the main sprite is not visible and the background are corrupted too.
I use FB Alpha 0.2.97.33 under AmigaOS 4.1 but maybe the same problem are present in the original version aswell
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: iq_132 on December 21, 2014, 12:09:27 PM
Glitch for Dink - Some highlights are bad on Violent Storm (EAC)

Fixed!
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: iq_132 on December 21, 2014, 12:11:08 PM
Tiger Road game have various graphical problems that make it unplayable, the main sprite is not visible and the background are corrupted too.
I use FB Alpha 0.2.97.33 under AmigaOS 4.1 but maybe the same problem are present in the original version aswell
What levels, when? Can you provide a save state?
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 21, 2014, 12:50:15 PM
Nice iq! *cartman voice* we're hella cool now :D
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 21, 2014, 12:55:15 PM
Regarding those Tiger Road issues, there are a few places where transitioning between rooms causes a huge distortion on the screen, but it goes away pretty quick in the Win version of FBA - the game is fully playable though and doesn't seem to get as bad as the Amiga version.  Maybe the problem is related?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on December 21, 2014, 01:52:24 PM
@iq_132

Quote
What levels, when? Can you provide a save state?

It happen at startup, so at the very first level .. game graphics are corrupted since beginning
Will check if i can provide a save state ..

@dink

Quote
Regarding those Tiger Road issues, there are a few places where transitioning between rooms causes a huge distortion on the screen, but it goes away pretty quick in the Win version of FBA - the game is fully playable though and doesn't seem to get as bad as the Amiga version.  Maybe the problem is related?

Mmm no i don't think it's the case, i just start FB once and then i launch Tiger Road
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 21, 2014, 04:38:22 PM
Hmm, Tiger Road works perfect here, the screen-transistion garbage bug I talked about happens around level 3 I think.  You might have to talk to the amiga-fba porter.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: Freddy on December 22, 2014, 03:27:19 PM
One moe: Chakan is running fast and then slow down!
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: JacKc on December 22, 2014, 04:11:45 PM
Thanks again to dink and iq_132 for the amazing job done on fixing bugs  :smilie:
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 22, 2014, 06:20:41 PM
JacKc nice to see you are back :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: hunoppc on December 23, 2014, 05:17:14 AM
Hello  :cool:,
Yes Samo79
Please post on my forum for the all problems for fixing and add fix at the team FBA ;-)
Here:
http://www.clubevolution4.com/HunoPortSDL/modules/newbb/viewtopic.php?topic_id=117&start=0#forumpost796
This problem is endianess (i think)
I can not test all the games fba because I do not have time, and team FBA does not work on PowerPC machines it is difficult to see what kind of problems related to endianess after me I would undertake to provide them the patch if there because it is can be a problem with the SDK see an error on my part ;-)
Thank you for your understanding and thank you to the team for the team work carried out on this beautiful engine
HunoPPC
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: hunoppc on December 23, 2014, 05:20:51 AM
Yes Dink I manage and take into account the problem, then if I find a problem I'll post here the patch ;-)
HunoPPC
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: hunoppc on December 23, 2014, 06:10:55 AM
Hmm, Tiger Road works perfect here, the screen-transistion garbage bug I talked about happens around level 3 I think.  You might have to talk to the amiga-fba porter.

best regards,
- dink

Fixed now ;-)

(http://www.clubevolution4.com/HunoSDL-Port/TIGERROADfix.png)

HunoPPC
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on December 23, 2014, 09:29:41 AM
Thanks HunoPPC, I added the patch to the main source tree.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on December 23, 2014, 10:05:21 AM
@HunoPPC

Quote
Please post on my forum for the all problems for fixing and add fix at the team FBA ;-)
Here:
http://www.clubevolution4.com/HunoPortSDL/modules/newbb/viewtopic.php?topic_id=117&start=0#forumpost796

Great, happy to have a unique place when add my Amiga reports !
And thanks for the fix in Tiger Road :-)
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: SNK_Dude on January 02, 2015, 01:00:50 PM
After testing it on both  029734 and the Debug

Blast Blade 2 NeogeoCD still wont load past the initial loading screen with the turtle on its back.

KOF 98 NGCD runs on the debug build though, crashes on 029734.
Title: Missing blending effects in Riot
Post by: BisonSAS on January 03, 2015, 09:56:54 AM
Missing blending effects in Riot

FB Alpha:
(https://sites.google.com/site/bisonsas/home/riot-01-03-120051.png)

MAME:
(https://sites.google.com/site/bisonsas/home/riot_latest_svn.png)

In opening demo...
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on February 20, 2015, 09:36:49 AM
Don't know if it's a general bug or not but i have found a little background problem on Garou
(tested on FB Alpha 0.2.97.34 under AmigaOS 4.1 PPC)

Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on February 20, 2015, 11:25:05 AM
Hi samo79,
That background glitch doesn't appear to happen in the windows version of FBA.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on February 20, 2015, 01:05:47 PM
@dink

Thanks for the test, maybe it's another endianess issue ...
I reported the problem to HunoPPC :-)
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: BisonSAS on February 20, 2015, 10:06:49 PM
Don't know if it's a general bug or not but i have found a little background problem on Garou
(tested on FB Alpha 0.2.97.34 under AmigaOS 4.1 PPC)
This bug is caused by prototype ROM in EURO and US regions. Play garoup in JAPANESE region to fix this.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: samo79 on February 27, 2015, 11:03:12 AM
I have the same problem also with garoup  :redface:
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: iq_132 on February 28, 2015, 01:43:44 AM
Missing blending effects in Riot

FB Alpha:
(https://sites.google.com/site/bisonsas/home/riot-01-03-120051.png)

MAME:
(https://sites.google.com/site/bisonsas/home/riot_latest_svn.png)

In opening demo...


Fixed.
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on February 28, 2015, 12:35:16 PM
iq_132, Excellent!! Riot is definitely my favorite Cabal/Blood Bros. style game.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: dink on February 28, 2015, 05:01:58 PM
Riot: while playing through the game, I noticed some sprite/tile clipping here and there.  Here's a state where its the most noticable. (bottom right/train track)
Title: Re: FB Alpha 0.2.97.34 Bugs Reports
Post by: BisonSAS on March 01, 2015, 01:07:54 PM
Fixed.
nice work
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Sturm on March 07, 2015, 09:08:10 PM
Most of the last FBA builds complains about missing .dlls: D3D9.dll and the D3DX9_43.dll; both under my Windows XP (32 bits) and my Windows 8.1 (64 bits). Are they really missing or we are talking about some-kind of bug? When I click ok and ignore the message, FBA runs perfectly anyway.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: 7zxkv on March 07, 2015, 09:54:32 PM
Most of the last FBA builds complains about missing .dlls: D3D9.dll and the D3DX9_43.dll; both under my Windows XP (32 bits) and my Windows 8.1 (64 bits). Are they really missing or we are talking about some-kind of bug? When I click ok and ignore the message, FBA runs perfectly anyway.

download http://www.microsoft.com/en-us/download/details.aspx?id=8109 (This serves always^^)
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Sturm on March 08, 2015, 12:12:37 AM
Thank you a lot, 7zxkv!  :biggrin: But in any case...

1- What exactly that .dlls do? Why does FBA work perfectly even without them?
2- If everyone suffers of the same problem, so, everyone must download these files separately? Is there a way to avoid such extra download?
3- The background image of the FBA for Windows XP is under very low resolution. This one seems to be a quite easy to solve.
4- I think that, in terms of organization, all the folders for roms of specific hardwares should go as subfolders of the "Roms" directory.
5- Such a wonderful surprise to see the upgraded "Game Info". As a suggestion, I could say that it would be nice to see two lines of tabs instead of one single line with row bar.

Regards and congratulations for the FBA Team!  ;p
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: money_114 on March 08, 2015, 09:51:02 AM
gg_alien3 and gg_alien3j miss game name.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: JacKc on March 08, 2015, 09:57:23 AM
gg_alien3 and gg_alien3j miss game name.
Hi money_114,

i guess it is missing for you because it is European fonts :

(http://i.imgur.com/k0o7GP4.jpg)
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: JacKc on March 08, 2015, 10:05:56 AM
d_konami.cpp :

- G.I. Joe (World, EAB, set 1) & clones :
Game freezes at the end of stage 1 just before the first boss and/or during fight with it.

(http://i.imgur.com/JrWABh3.png)

(http://i.imgur.com/qyTVQoj.png)

NOTE: to be able to play this game, it is recommended to uncheck Use assembly MC68000 Core in Misc/Options

d_sidearms.cpp :

- Turtle Ship (Korea)
Title screen is totally borked

(http://i.imgur.com/z9LAyy0.png)
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: dink on March 08, 2015, 12:04:02 PM
gg_alien3 and gg_alien3j miss game name.

Thanks for letting us know.  I changed the description to standard ascii text to avoid localization issues.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: dink on March 08, 2015, 12:16:01 PM
Friendly PSA: The assembly 68k core has been pretty much phased out at this point - don't use it for playing games, its buggy.  We just keep it around for driver development/debugging purposes. 
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: money_114 on March 08, 2015, 01:27:19 PM
Hi money_114,

i guess it is missing for you because it is European fonts :

(http://i.imgur.com/k0o7GP4.jpg)

Yes, it is character encoding issue. It displays null on my OS.

I hope it can be improved.

Some similar issue:
Landstalker - Die Sch鋞ze von K鰊ig Nolo
Stimpy's Invention Starring Starring Ren Ho雓 & Stimpy
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: iq_132 on March 08, 2015, 01:37:59 PM
Friendly PSA: The assembly 68k core has been pretty much phased out at this point - don't use it for playing games, its buggy.  We just keep it around for driver development/debugging purposes. 
The assembly core should really just go away.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Sturm on March 09, 2015, 03:31:45 AM
"WOW New Fantasia" is upside down.  :eek:
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Sturm on March 09, 2015, 03:43:13 AM
There are some Capcom, Kaneco, Sega and Taito games inside the "Misc (pre 90)". Should they go inside their respective hardware groups? Besides, there are a lot of Jaleco, Namco and Tecmo games there... perhaps it's time to create their own hardware groups too...
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: barbudreadmon on March 09, 2015, 05:07:19 AM
tail2nose is a konami game that rely on konamiic.h, it would make sense to have it in the konami folder (that's actually what i'm forced to do on the libretro-fba port)
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: dink on March 09, 2015, 11:18:45 AM
Tail2nose might be using a konami tilegen chip, but it is a V-System game, though.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: JacKc on March 09, 2015, 07:05:19 PM
Some people at Pleasuredome have told me they had encounter a bug when scanning their 7zipped merged sets. This bug could be due to Hash collision options of CMP introduced in version 4.016 with pangb and pangb2 sets (merged into pang.7z) which have bb9.bin twice with different crcs (39f47a63 and 3a5883f5).

(http://i.imgur.com/QujMZhO.jpg)

On a side note, there is no problem with regular zipped splits sets.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Barry Harris on March 09, 2015, 07:17:02 PM
I use 7zipped merged sets without issue.

Is it a torrent 7zip issue as I use standard 7zip?
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: dink on March 09, 2015, 07:30:59 PM
JacKc please link a couple of these 7zipped romsets that cause fba to crash and I'll investigate the crash.

thanks,
- dink
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Huggybaby on March 09, 2015, 11:04:16 PM
Take a look at these dink:
https://www.mediafire.com/?syo0n70mvj0vg44
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: ArcadeTV on March 11, 2015, 11:05:55 AM
I encountered 2 issues with 0.2.97.35

played Last Resort on NCD and all SoundFX were missing once I got into playable game-mode

switching TOKI (arcade) from window to fullscreen and back resulted in messed up colors.


Anyways, great work!
Thanks!
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Huggybaby on March 12, 2015, 02:56:21 AM
Here is the latest report from kdin6tl3nm at The Pleasuredome, pursuant to my original reports of recent set breakage:

Quote
"I found something interesting.  I think it explains why 19xx works and 1941 does not.
 
This is a two part situation.
 
The first part is that when clrmamepro makes a .7z archive through 7z.exe, it never creates a blank directory record.  It only lists items in subfolders by the relative path.  When 7z.exe is used in the GUI or command line, and there are subfolders, it always produces some entries that are marked a "D" (a directory) which have no size and no CRC.  This is barely apparent in the GUI, but much more noticeable on the command line when using the "l" (list) command.
 
This means that the 56 block uncompressed 1941.z7 produced by clrmamepro has 56 items in it.  If you create the same archive from the 7z.exe GUI or z7.exe command line (or t7z.exe or t7z.exe drag-n-drop), the resulting 1941.7z will have 59 items in it, as there are three directory items with zero length.
 
The second part is that these items are sorted alphabetically.  Since the alphabetically sorted list for 19xx puts these folder items at the bottom of the list, FBA doesn't trip over them by the time it gets there.  The alphabetically sorted list for 1941 puts the folder items the top, so FBA trips over them before it gets a chance to see any valid ROMs.
 
This isn't obvious at all in the GUI of 7z.exe, but is easily noticed when using the command line, such as:
 
7z.exe l 1941.7z
 
If someone could advise the FBA team that their .7z processing code is overlooking the fact that not all items in a .7z file are valid file items, it might help with this issue.
 
This theory explains why all .7z files created by the clrmamepro rebuilder work fine and why some of the t7z.exe processed files do not.  The clrmamepro files do not have any folder (only) items listed, so there is no problem.   T7z.exe processed items that have either no folder names or all the folder names are at the bottom will not confuse FBA, so no problem there either.  But the t7z.exe processed items that have folder names appearing above the bottom of the list confuse the FBA .7z parser - which seems to be the problem."
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: dink on March 12, 2015, 06:23:15 PM
Thanks for all the info, & files guys :)  Barry fixed the issue!
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: iq_132 on March 12, 2015, 09:30:24 PM
switching TOKI (arcade) from window to fullscreen and back resulted in messed up colors.
Thanks!
Fixed! Thanks for the bug report.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: Huggybaby on March 14, 2015, 07:40:11 PM
Thank you, may we have a new build to test?

After that I will make noise at PD to get an FBA T7Z Merged set done, because now is the perfect time, esp. considering the recent MESS additions.
Title: Re: FB Alpha 0.2.97.35 Bugs Reports
Post by: SNK_Dude on March 16, 2015, 07:40:04 AM
This is strange,

In the debug build of  0.2.97.35 Last Blade 2 NGCD worked and now in the official build, its back to being broke just as it was in the previous version.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on May 24, 2015, 01:32:09 PM
Game: Soul Divide; Gunbird 2
Problem: Guru meditation in window mode, enhanced, xBR filter.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: snowzero on May 24, 2015, 07:10:13 PM
Hello
I got a bug , I cant play the new fba version
First I was using fba_029712 , then i download fba fba64_029736
So whan i double click the fba.exe archive i got this message below

How can i fix this?

Quote
FB Alpha v0.2.97.36 fatal exception report (Sun May 24 18:13:24 2015
)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0000
 (attempting to read address 0xFFFFFFFFFFFFFFFF)


----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 8.1  (build 9600)
CPU: Intel(R) Core(TM) i5-3317U CPU @ 1.70GHz

Physical RAM: 4070680 KB (3975 MB) total, 1192784 KB (1164 MB) avail
Total RAM:    5643544 KB (5511 MB) total, 1666788 KB (1627 MB) avail
FB Alpha:       17916 KB in use (17916 KB peak, 23168 KB virtual)

Installed displays and display adapters:
    Generic PnP Monitor on Intel(R) HD Graphics 4000 (primary)

----------------------------------------------------------------------
FB Alpha information:

Built on May 1 2015, 20:20:35, using Visual C++ 2013.
    Optimised for X64 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations disabled.
Musashi emulation core enabled for MC680x0 family emulation.

Not emulating any game.

Video settings:
    Interface settings: Video plugin not initialised

Audio settings:
    Interface settings: Audio plugin not initialised

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Teclado
                        mouse    0 System mouse: Mouse
                        joystick 0 Generic   USB  Joystick 

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba64.exe:

fba64.exe (base address 0x00007FF7EAD70000, size 36320 KB)

Exception occurred in module dsound.dll:
              dsound.dll (base address 0x00007FFF62940000, size    628

Modules loaded by fba64.exe:
               ntdll.dll (base address 0x00007FFF7DFB0000, size   1712
            KERNEL32.DLL (base address 0x00007FFF7B630000, size   1272
          KERNELBASE.dll (base address 0x00007FFF7B2D0000, size   1108
              USER32.dll (base address 0x00007FFF7D7E0000, size   1500
               GDI32.dll (base address 0x00007FFF7D410000, size   1348
            COMDLG32.dll (base address 0x00007FFF7DB00000, size    728
            COMCTL32.dll (base address 0x00007FFF781C0000, size   2540
             SHELL32.dll (base address 0x00007FFF7BE80000, size  21600
               WINMM.dll (base address 0x00007FFF6F430000, size    136
               ole32.dll (base address 0x00007FFF7D960000, size   1616
            ADVAPI32.dll (base address 0x00007FFF7DE40000, size    680
            SETUPAPI.dll (base address 0x00007FFF7BC30000, size   1896
              msvcrt.dll (base address 0x00007FFF7DEF0000, size    680
             SHLWAPI.dll (base address 0x00007FFF7BBD0000, size    336
             combase.dll (base address 0x00007FFF7B770000, size   2116
           WINMMBASE.dll (base address 0x00007FFF6F400000, size    168
              RPCRT4.dll (base address 0x00007FFF7B9A0000, size   1284
             sechost.dll (base address 0x00007FFF7D6D0000, size    356
            CFGMGR32.dll (base address 0x00007FFF7B280000, size    316
              DEVOBJ.dll (base address 0x00007FFF79F20000, size    160
              SHCORE.DLL (base address 0x00007FFF794C0000, size    712
               IMM32.DLL (base address 0x00007FFF7D790000, size    216
               MSCTF.dll (base address 0x00007FFF7D570000, size   1348
              dsound.dll (base address 0x00007FFF62940000, size    628
            POWRPROF.dll (base address 0x00007FFF7A750000, size    280
             dinput8.dll (base address 0x00007FFF58BE0000, size    264
               ddraw.dll (base address 0x00007FFF67EA0000, size    992
            DCIMAN32.dll (base address 0x00007FFF694A0000, size     36
                d3d9.dll (base address 0x00007FFF59990000, size   2180
             VERSION.dll (base address 0x00007FFF74180000, size     40
              dwmapi.dll (base address 0x00007FFF78FE0000, size    132
            D3DX9_43.dll (base address 0x00007FFF513F0000, size   2444
             uxtheme.dll (base address 0x00007FFF79D80000, size   1188
      kernel.appcore.dll (base address 0x00007FFF79D30000, size     44
           CRYPTBASE.dll (base address 0x00007FFF7B040000, size     44
    bcryptPrimitives.dll (base address 0x00007FFF7AFD0000, size    396
                 HID.DLL (base address 0x00007FFF7A2C0000, size     52
            WINTRUST.dll (base address 0x00007FFF7B3F0000, size    324
             CRYPT32.dll (base address 0x00007FFF7B450000, size   1916
              MSASN1.dll (base address 0x00007FFF7B1B0000, size     68

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 12, 2015, 10:58:40 AM
Is there a way to allow auto-fire in the games: Aliens and 19xx: war against destiny?
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 12, 2015, 02:42:15 PM
Is there a way to allow auto-fire in the games: Aliens and 19xx: war against destiny?

For 19XX, it works the same way as all other games - press f5 after the game loads and scroll down near the bottom of the list and find "P1 Auto-Fire .." and set the autofire key(s).  On the other hand, Aliens doesn't seem to like autofire because it has its own built-in autofire mechanism. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 12, 2015, 05:34:45 PM
Hey dink... you're gone brow, miss your news!
Here, in the last version of FBA, i can't set auto-fire in the 19xx. I tried, but doesnt works.
In Aliens, only the main weapon has the auto-fire set. The others we have to push the bottons repeatedly  :redface:
* upgrade: in this version and can set the normal imput keys, but can't set auto-fire keys at all? any guess?
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 14, 2015, 03:13:24 PM
Hmm very strange, can you paste your 19xx.ini to http://pastebin.com and I'll take a look?
I'll see what can be done with aliens, thanks :)

There is no news because well, a few reasons.  first, FBA is almost perfect now - the only bugs remaining are the ones that can't be fixed (as far as I can tell..).  Another reason - there havn't been many bugs reported.  But theres also some terrible stuff that happened regarding real life circumstances and things :/ [I don't really want to talk about it yet] I'm hoping that things clear up and normalize (regarding IRL conditions) by mid-summer - then perhaps the fun can resume..

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 15, 2015, 09:29:35 AM
Hope you can overcome this situations and circumstances in the best way. I know some strange bugs in FBA, some of then I put here, but still remains and I don't know why. About the auto-fire macro, it's really strange, because I can't set in any games at all (begins in the "system pause" - above I can change the keys). Here the link: http://pastebin.com/fpsF50qT
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 15, 2015, 02:39:50 PM
Freddy, thanks, please try this:  sometimes clicking the autofire macro doesn't work, you'll need to click in different places, then it will work.  I don't know why. :)
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 15, 2015, 03:11:40 PM
The colors in Congo Bongo seem to be messed up with the Enhanced blitter, OK with basic.  any ideas?
EDIT: fixed!
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 15, 2015, 05:25:51 PM
No dink, doesn't work here. Strange, because in the past I set some auto-fire keys.
By the way, look the game Turbo Outrun, has a strange bug and in the Asura Buster Eternal Warrior the game stuck in the jelly pink boss. Hum, Chakan has a problem in some part of the background stage, which goes very fast!
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 15, 2015, 05:34:55 PM
Freddy, the Asura pink boss lockup is known and unfixable at the moment.  Could you give more information, pics and savestates regarding Chakan and Turbo Outrun?

thanks & best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 15, 2015, 06:01:33 PM
1) Chakan goes very fast in some parts of the screem (f.e. goes here):
(http://s15.postimg.org/lxj2wq0p3/chakan.jpg) (http://postimg.org/image/lxj2wq0p3/)
2)Ayrton Senna Monaco GP has some flashes on the screem (you need to play the game):
(http://s1.postimg.org/dp0ns2k4b/senna.jpg) (http://postimg.org/image/dp0ns2k4b/)
3) In Turbo Outrun, sometimes the road doesn't appears:
(http://s15.postimg.org/u89hialmv/outrun.jpg) (http://postimg.org/image/u89hialmv/)
4) Not a bug, but is good to change that: Zombies is not the main rom, it's a clone from the game "zombies ate my nighbors".
5) Can't set auto-fire buttons


Hope can help more!
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Arcadez on June 18, 2015, 07:00:24 PM
Seems there was a bug in Spark Man basically players 1 and 2 were the same colour this was just fixed in MAME and since
i didn't have much on tonight ive added that fix to FBA. Simple copy n paste about my level really :D

(http://www.mameworld.info/ubbthreads/userfiles/341583-0000.png)

Note the above player 2 should be green

(http://www.fshare.it/image.jpeg?i=gl1434669r3)

static void draw_normal_sprites(INT32 which, INT32 new_style, INT32 gfxbank_type)

- draw_single_sprite(tile + (attr & 0x3)*0x100 + gfxbank + (which*0x8000), (((attr >> 2) & 0xf) | colorbank) + 0x10 * m_palettebank, sx, sy, tile_flipx, tile_flipy);
+ draw_single_sprite(tile + (attr & 0x3)*0x100 + gfxbank + (which*0x8000), (((attr >> 2) & 0xf) ^ colorbank) + 0x10 * m_palettebank, sx, sy, tile_flipx, tile_flipy);

Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 18, 2015, 09:00:36 PM
Nice catch gamez fan :)
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 18, 2015, 09:01:59 PM
Freddy, unfortunately its now to the point where I fix one game in the Megadrive code, and it breaks another one.  ugh.  I'll keep trying, of course, but for the very few games affected - it doesn't look too good.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 19, 2015, 09:23:07 AM
Freddy, unfortunately its now to the point where I fix one game in the Megadrive code, and it breaks another one.  ugh.  I'll keep trying, of course, but for the very few games affected - it doesn't look too good.

I thought that, because in old versions of the emulator don't have this bugs. Man, this codes are crazy, huh? Thank god that I just play the games!  :biggrin:
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 22, 2015, 07:03:15 AM
Hello FBA team and game fans!
I don't know if it is a bug, but I can't allow continues in DoDonPachi DaiOuJou
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 22, 2015, 08:00:48 AM
Hello FBA team and game fans!
I don't know if it is a bug, but I can't allow continues in DoDonPachi DaiOuJou

Hi Freddy :)

Try this:
load game, Ctrl-F5 and set "Test Mode" ON and let game boot to the test screen.
Select "6. System", go down to "2. CONTINUE" and press joystick Right to toggle it ON
Press Ctrl-F5 again, and set "Test Mode" Off, and exit the test mode screens.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Arcadez on June 22, 2015, 05:52:40 PM
@Freddy You may need to do the same with Esp-Galuda and Ketsui as like DDP3 the continue mode is set to off in those games
by default if i remember correctly
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Freddy on June 23, 2015, 07:51:53 AM
@dink Thank you! Worked fine!  ;p
@gamez fan Yeah, in some games you can press F3 and configure the game. But in DDP DaiOuJou you need to set test mode "on".   :smilie:

I have a suggestion for the FBA time. Lately I played FBA in Kaillera server. Sometimes I recommend the emulator to other players, but unfortunately the first impression is not so good. Maybe because of the standard configuration. For example, the pluggin audio option is set in 22050HZ and this frequency doesn't works in some games. I don't know why, but in the first run, the emulador goes very lagged in Enhanced blitter option. To remove the lag, I need to go in "blitter options" and them in "advanced setting" and turn off the follow option: "use directx texture manegement". Then, I turn on the same option and the lag is removed. Another thing, most of computer has the video configuration set in 1280x800, and the standard video in FBA is set in 640x480.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 23, 2015, 10:10:04 AM
Thanks Freddy - I've been wanting to change these [bad] defaults for ages now, but I keep forgetting!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Arcadez on June 24, 2015, 04:32:30 PM
Not really a bug more of an oversight ;)

The ThunderMAME samples for the in level music in ghox are all just short of 5 mins not enough to last the 6+ levels it's used for
they always run out before the boss encounters now depending on how quickly you finish the levels that could be 1 or 2 before
the boss it depends if your progress has been slowed by tricky to hit targets basically the music stops and your left with SFX only

Anyway in ThunderMAME ive confirmed the Samples for Ghox are set to autoloop so ive made this change in the d_ghox.cpp
FBA driver changing the samples to now Autoloop so at least your never without a tune in the game

Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Barry Harris on June 25, 2015, 03:47:25 AM
Thanks Freddy - I've been wanting to change these [bad] defaults for ages now, but I keep forgetting!

best regards,
- dink

You have to be careful though.....

The D3D7 blitter is preferred - but not available in 64-bit builds.

xAudio2 is preferred - but IIRC isn't as well supported as DSound.

There are plenty of other caveats as well.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on June 25, 2015, 07:36:44 AM
Treble Winner, I think the least we need to do is change the default samplerate to 44100hz for DSound.  22khz would have been OK in the mid/early-90s.  As I can think of a few games that wouldn't even work at that rate, due to limitations in the sound core (after I wake up a bit more I can name them, too .. lol!)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Barry Harris on June 25, 2015, 07:45:43 AM
Treble Winner, I think the least we need to do is change the default samplerate to 44100hz for DSound.  22khz would have been OK in the mid/early-90s.  As I can think of a few games that wouldn't even work at that rate, due to limitations in the sound core (after I wake up a bit more I can name them, too .. lol!)

best regards,
- dink

Completely agree. We should probably detect the users resolution and colour depth and set the default based on those too.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: SNK_Dude on August 26, 2015, 12:27:19 AM
I couldn't see a thread search feature to avoid making a dupe post but here is what I just found.

Kabuki Klash Neogeo has a giant orange obstruction in the opening sequence on the right side of the screen.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on August 26, 2015, 07:47:15 PM
Hi SNK_Dude, I tried it here with the latest gcc build and this obstruction doesn't appear on my side.
Do you still have the gcc build I had sent you several months ago?  Is there any chance you could test with that build to see if it appears?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: SNK_Dude on August 27, 2015, 09:29:05 PM
Hi SNK_Dude, I tried it here with the latest gcc build and this obstruction doesn't appear on my side.
Do you still have the gcc build I had sent you several months ago?  Is there any chance you could test with that build to see if it appears?

best regards,
- dink

Would that happen to be a debug XP build from the 1st of the year?

FB Alpha [DEBUG] v0.2.97.35

The picture is from the milestone release of 02.97.36

The bug does not appear in the debug build I have .
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on August 28, 2015, 08:17:06 AM
SNK_Dude, thanks for testing, the release builds are made with MSVC.  I think it might be a compiler issue, Barry / Treble Winner would have to take a look into it since he's the only dev that uses it.  The other issues you had been experiencing with neogeo-cd and such are probably related as well, since I can't reproduce them on my side :(
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Barry Harris on August 28, 2015, 10:04:08 AM
It works fine in the release builds (and it's easy to download a compiled binary to test :)).

For the record, keeping GCC working is a million times harder than MSVC as well. Look at the M68K issues we had with later GCC (and plenty of other issues). MSVC builds tend to be quicker across the board too.

I'm still trying to find the time to do a more modern blitter (by this time DX12) - but it will be a while before that is available in GCC/MinGW headers. Our blitters are hopelessly out of date now sadly. :(
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: SNK_Dude on August 28, 2015, 12:07:38 PM
Is there way for me to help pinpoint this issue or any future issues?

Any kind of log function or something?
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Romhack on August 28, 2015, 04:00:36 PM
It works fine in the release builds (and it's easy to download a compiled binary to test :)).

For the record, keeping GCC working is a million times harder than MSVC as well. Look at the M68K issues we had with later GCC (and plenty of other issues). MSVC builds tend to be quicker across the board too.

I'm still trying to find the time to do a more modern blitter (by this time DX12) - but it will be a while before that is available in GCC/MinGW headers. Our blitters are hopelessly out of date now sadly. :(

We have intf/video/opengl  :rolleyes: It's OpenGL >3.3.
Something like MAME and RetroArch shader's would be great.

Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: yokese on September 07, 2015, 12:36:57 PM
I think I've found a bug with internal rom paths searching engine. I've googled about it but I haven't found anything. I don't undrestand because it hasn't been reported before (?).

I have the full rom sets and the other games for consoles supported, organized in different directories (F:\MAME\roms\fba\coleco;F:\MAME\roms\fba\roms....). I have all the (seven) paths for the differrent system correctly configured in fb (with final slash ant the correct paths).

The problem is related with roms with same zip name for the different systems (i.e. frogger) configured. After running a rom scan only the game found in the first configured path (before the rest), with an same zip rom name, is found for that system. The other same zip roms names are reported as not found for the rest of the systems. Also trying to play that game (not the one for the first system found), it's again reported that the game it's not found (I think that it's trying to read the files from the first zip found with that name, that it hasn't to be the right zip for that system).

I think this is a bug, I haven't found a solution yet. I've found same the  problem for both fba.exe and fba64.exe. I've tested it in a Windows 7 x64 system.

 
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Barry Harris on September 07, 2015, 02:40:29 PM
I think I've found a bug with internal rom paths searching engine. I've googled about it but I haven't found anything. I don't undrestand because it hasn't been reported before (?).

I have the full rom sets and the other games for consoles supported, organized in different directories (F:\MAME\roms\fba\coleco;F:\MAME\roms\fba\roms....). I have all the (seven) paths for the differrent system correctly configured in fb (with final slash ant the correct paths).

The problem is related with roms with same zip name for the different systems (i.e. frogger) configured. After running a rom scan only the game found in the first configured path (before the rest), with an same zip rom name, is found for that system. The other same zip roms names are reported as not found for the rest of the systems. Also trying to play that game (not the one for the first system found), it's again reported that the game it's not found (I think that it's trying to read the files from the first zip found with that name, that it hasn't to be the right zip for that system).

I think this is a bug, I haven't found a solution yet. I've found same the  problem for both fba.exe and fba64.exe. I've tested it in a Windows 7 x64 system.

Not a bug - check the Rom Path Dialog entry in the chm manual included or on the site - http://www.fbalpha.com/manual/
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: yokese on September 08, 2015, 06:38:49 AM
Not a bug - check the Rom Path Dialog entry in the chm manual included or on the site - http://www.fbalpha.com/manual/
Ok, thank you, I didn't know about this special managing system of ROM paths in Final Burn.
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on September 08, 2015, 08:03:09 AM
Ok, thank you, I didn't know about this special managing system of ROM paths in Final Burn.

Don't feel bad, I just found out about them a few months ago :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: WILOWAR on September 11, 2015, 11:59:12 AM
Lethal Enforcers (ver EAB, 10/14/92 19:53) (lethalenub) - graphic mess
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: sqrxz2 on October 18, 2015, 09:46:24 PM
roms were working normally, until suddenly halfway trough loading ANY NeoGeo game I get

Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0044
 (attempting to read address 0x1AED2AC8)

EAX: 0x0AC40020, EBX: 0x00000000, ECX: 0x10292AA8, EDX: 0x02723F08
ESI: 0x0271ED68, EDI: 0x00000000, ESP: 0x0251CEFC, EBP: 0x0251CF04
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on October 18, 2015, 10:45:02 PM
sqxrz2: would you go into the folder with fba*.exe, then into the config sub-folder and rename (don't delete) fba*.ini to fbabroke.ini, then try again with a fresh config?  If this does solve the problem, could you please link a copy of fbabroke.ini so I can investigate?

thanks,
- dink
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: Arcadez on November 01, 2015, 08:06:41 PM
Dont know who last worked on lastduel.cpp ive noticed a wee mistake in one of the Rom Defines no big deal but shouldn't Led Storm be like this.......

struct BurnDriver BurnDrvLedstorm = {
   "ledstorm", "madgear", NULL, NULL, "1988",
   "Led Storm (US)\0", NULL, "Capcom", "Miscellaneous",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_CLONE | BDF_ORIENTATION_VERTICAL, 2, HARDWARE_MISC_PRE90S, GBF_RACING, 0,
   NULL, DrvuRomInfo, DrvuRomName, NULL, NULL, DrvInputInfo, DrvDIPInfo,
   DrvInit, MadgearExit, DrvFrame, NULL, MadgearScan,
   NULL, 0x800, 240, 384, 3, 4
};

Rather than Madgearu as there is no such version

struct BurnDriver BurnDrvMadgearu = {
   "ledstorm", "madgear", NULL, NULL, "1988",
   "Led Storm (US)\0", NULL, "Capcom", "Miscellaneous",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_CLONE | BDF_ORIENTATION_VERTICAL, 2, HARDWARE_MISC_PRE90S, GBF_RACING, 0,
   NULL, DrvuRomInfo, DrvuRomName, NULL, NULL, DrvInputInfo, DrvDIPInfo,
   DrvInit, MadgearExit, DrvFrame, NULL, MadgearScan,
   NULL, 0x800, 240, 384, 3, 4
};
Title: Re: FB Alpha 0.2.97.36 Bugs Reports
Post by: dink on November 01, 2015, 09:05:17 PM
the BurnDriver struct name can be anything really, as long as the data inside it links to the right roms and such. 
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 05, 2015, 07:53:03 AM
Maybe I spotted two "bugs":

- Kaitei Takara Sagashi (kaitei) starts correctly, but it freezes when the gameplay begins... no problem with the "Namco license" version (kaitein).

- Megadrive's Mickey Mania starts correctly, but it freezes when a demo or gameplay section begins (same issue for all versions: md_mmania, md_mmaniaj, md_mmaniau and md_mmaniaup).
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: dink on November 05, 2015, 08:43:48 AM
Maybe I spotted two "bugs":

- Kaitei Takara Sagashi (kaitei) starts correctly, but it freezes when the gameplay begins... no problem with the "Namco license" version (kaitein).

- Megadrive's Mickey Mania starts correctly, but it freezes when a demo or gameplay section begins (same issue for all versions: md_mmania, md_mmaniaj, md_mmaniau and md_mmaniaup).

Thanks,
For kaitei, see the "Notes:" in the rom info box at the bottom of the screen when the game is highlighted :)

Regarding MD games with issues, the MD driver is at its limit for which fixes can be made.  Fixing one game breaks another every time.  But luckily, most games work good, its just a handfull that don't.  Some day I would like to take out our Megadrive driver and replace it with Charles MacDonald's brilliant Genesis Plus emulator code.  Either that, or I might try to create alternate frame-code selectable via dip (mega-hack).

thanks and best regards,
- dink
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 05, 2015, 09:59:15 AM
Thanks,
For kaitei, see the "Notes:" in the rom info box at the bottom of the screen when the game is highlighted :)

Ops... sorry for the "false alarm"...  I was a little absent-minded and I didn't read the notes: "freezes up, use kaitein instead!"  :p

Regarding MD games with issues, the MD driver is at its limit for which fixes can be made.  Fixing one game breaks another every time.  But luckily, most games work good, its just a handfull that don't.  Some day I would like to take out our Megadrive driver and replace it with Charles MacDonald's brilliant Genesis Plus emulator code.  Either that, or I might try to create alternate frame-code selectable via dip (mega-hack).

Obviously, there's no hurry... but in a next FBA release I will be happy to see an improvement of Megadrive driver, perhaps with the Mega CD/SEGA CD support! :biggrin:  (just kidding, I'm really a "bad guy"!)  :p

thanks and best regards,
- dink

Thanks to you for the excellent work! :)
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 06, 2015, 02:06:57 AM
I noticed a "strange thing"...
if I load Dig Dug (digdug) and then I try to load another game (I tried with various titles) the emulator crashes... same thing if I try with the option "Exit game".
For test I used FBA 0.2.97.37 32 bit on Win7 64 bit.
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: dink on November 06, 2015, 07:40:12 AM
Gab75, hmm, I can't seem to make problem happen here with the release build or my development/gcc build of FBA.  will you please attach your fba*.ini in "fba folder"\config so I can see if it might be due to a certain setting?  You'll have to zip it first.
(generally I need to reproduce the problem on my side to be able to fix a problem like this)

thanks,
- dink
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 06, 2015, 12:54:56 PM
Gab75, hmm, I can't seem to make problem happen here with the release build or my development/gcc build of FBA.  will you please attach your fba*.ini in "fba folder"\config so I can see if it might be due to a certain setting?  You'll have to zip it first.
(generally I need to reproduce the problem on my side to be able to fix a problem like this)

Of course! hereunder my fba.ini file in zipped format...    :wink:
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: dink on November 06, 2015, 02:55:50 PM
Hi, please see your PM - I sent a debug version of FBA, unzip/copy the included exe over your current FBA exe and try digdug.  When it crashes, please tell me what the guru message says. (screencap if possible).

thanks,
- dink
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 06, 2015, 06:27:55 PM
Hi, please see your PM - I sent a debug version of FBA, unzip/copy the included exe over your current FBA exe and try digdug.  When it crashes, please tell me what the guru message says. (screencap if possible).

Hi dink,
I sent you a PM with the screen capture of "crash event"... but the guru message doesn't say much...
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 06, 2015, 06:56:59 PM
PS: I tried to use Dig Dug Rom with FBA 64 bit, but nothing is changed with respect to FBA 32 bit...
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: dink on November 06, 2015, 07:20:07 PM
I need a screen capture of the guru message, including all the numbers! :)
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 07, 2015, 01:25:56 AM
I need a screen capture of the guru message, including all the numbers! :)

Ok, I sent you all guru message infos by PM !  :)
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: SNK_Dude on November 09, 2015, 03:22:48 PM
Has Haunted Castle been reported yet?

The sound (BGM) in it got borked in the latest FBA, in the previous build it was accurate.
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Gab75 on November 18, 2015, 02:37:50 PM
I noticed a "strange thing"...
if I load Dig Dug (digdug) and then I try to load another game (I tried with various titles) the emulator crashes... same thing if I try with the option "Exit game".
For test I used FBA 0.2.97.37 32 bit on Win7 64 bit.

The "bug" was related to an issue in the sound core... dink fixed it, great! ;)

PS: in addition to Dig Dug, (IIRC) the issue was also in Galaga, Pac-man, Pac-land, Pengo and Rally-X.
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: tikman on December 31, 2015, 08:03:43 AM
is this bug: [http://imgur.com/m0O4n07 (http://imgur.com/m0O4n07)]

Quote
Puck Man (Japan set 1)
puckman
Namco (1980, Pac-man hardware)

its "upside down" even the control is also inverted.


Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: iq_132 on December 31, 2015, 08:14:59 AM
is this bug: [http://imgur.com/m0O4n07 (http://imgur.com/m0O4n07)]

its "upside down" even the control is also inverted.



Use a different video blitter.
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: tikman on December 31, 2015, 08:22:10 AM
Use a different video blitter.

thanks! it works on softFX and directX9.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on April 12, 2016, 08:00:08 AM
SNK Main Event (mainsnk) doesn't work... black screen after the boot...

In SNK TouchDown Fever (all versions) the "rotate vertically aligment games" option doesn't work properly... in few words, the positioning of virtual screen doesn't rotate... update: moreover (as far as I could ascertain) the game controls don't work, it's impossible move the players or make a choice in the menu screens.
Title: Re: FB Alpha 0.2.97.37 Bugs Reports
Post by: Barry Harris on April 12, 2016, 08:29:50 AM
Use a different video blitter.

Or use the option to force flip on the DDraw blitter using software rather than GPU.

We should really remove the DDraw blitter though. :)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Arcadez on April 12, 2016, 03:01:05 PM
In SNK TouchDown Fever (all versions)  the game controls don't work, it's impossible move the players or make a choice in the menu screens.

TD Fever and Fighting Soccer need the controls for both games hooked up in the driver it might get done at some point or maybe
not either way there's a few games like this in FBA maybe they need to be marked with the debug flag in the driver untill such time
as they're fully playable..???
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: JacKc on April 15, 2016, 10:03:44 AM
notice a little graphic issue in grdians since it was added to FBA (this issue is not in MAME)

(http://i.imgur.com/h8bz0h5.png)


Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: iq_132 on April 15, 2016, 10:40:44 AM
I'm pretty sure that is protection-related. We either need to implement the protection or disable the game.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on April 15, 2016, 01:34:21 PM
I'm pretty sure that is protection-related. We either need to implement the protection or disable the game.

iq_132, the game actually works perfectly except for that part.  its just a little transitional piece from before the game starts, and doesn't matter or detract from the game at all - no need to disable this great game :)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: iq_132 on April 15, 2016, 01:58:54 PM
Except for the bug reports about it every few months. :/
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on April 15, 2016, 02:13:17 PM
I'll mark the game notes: "graphic issue @ game start".  When someone reports the bug, reply "read the game notes" ;)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: JacKc on April 15, 2016, 02:39:00 PM
I think it is better to mark as game notes "imperfect protection emulation @ game start" and keep it as working.

So for people (like me) reporting every few months this little graphic issue (which seems to not affect the playability of the game), this issue will be known and the devs also will know that something in the future can be improved regarding protection emulation (and maybe improve protection for others games in d_seta2.cpp)

http://git.redump.net/mame/tree/src/mame/drivers/seta2.cpp

Quote
grdians:
- the map screen after the character selection needs zooming. There is a global
  zoom register that should affect the background map and the level picture but
  not the frontmost frame. This latter should use color 7ff (the last one) and
  ignore the individual color codes in the tiles data. Note: the frontmost frame
  has the shadow bit set, and has become invisible after implementing it.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on April 15, 2016, 06:04:00 PM
The reason I don't think it should be marked as such is that it has nothing to do with protection.  "Unemulated graphic mode @ game start" or something like graphic glitch @ game start is better suiting IMO.  I got it, how about "Imperfect graphics @ game start cut-scene", that makes sense and would not confuse our fans.

best regards,
- dink

I think it is better to mark as game notes "imperfect protection emulation @ game start" and keep it as working.

So for people (like me) reporting every few months this little graphic issue (which seems to not affect the playability of the game), this issue will be known and the devs also will know that something in the future can be improved regarding protection emulation (and maybe improve protection for others games in d_seta2.cpp)

http://git.redump.net/mame/tree/src/mame/drivers/seta2.cpp
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on April 17, 2016, 08:32:07 AM
While I was working on the Game Gear PNGs I noticed that three games (operating in SMS mode) had issues with the screen size and the colors scheme... I suppose the bugs are connected to the different video resolution and colors indexing between Master System and Game Gear (SMS 256x192px and 6 bit RGB palette, GG 160x144px and 12 bit RGB palette).
The "implicated" games are:
the Excellent Dizzy Collection (gg_excdizzy, gg_excdizzyp);
Street Hero (gg_shero, gg_sheroa);
Super Tetris (gg_stetris).

Attached two pics as example...
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on April 17, 2016, 09:18:49 AM
Thanks, they'll be fixed in the next version ;)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on April 20, 2016, 03:12:04 PM
While I was testing some ROMs I noticed the following bugs:
1) In the Data East Mutant Fighter intro (all versions) the image of colosseum appears partially corrupted (tearing in the upper side), probably an issue with the scrolling of background clouds;
2) the graphic tiles of SEGA Heavyweight Champ "decrypted" (hwchampjd) are totally corrupted.

Attached two "explanatory" pics...
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on April 22, 2016, 08:08:38 AM
These "issues" are not related to the games emulation, but to the translation template...
while I was working on the UI translation I noticed that the voice "state: nothing to undo" hasn't a counterpart in the translation template. Moreover the voices "Angle" and "Fishbowl Factor" (3D projection properties) remain in english language indipendently from the UI language template.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: JacKc on April 22, 2016, 02:11:33 PM
While I was testing some ROMs I noticed the following bugs:
...
2) the graphic tiles of SEGA Heavyweight Champ "decrypted" (hwchampjd) are totally corrupted.

Attached two "explanatory" pics...
2) It has been fixed. A simple copy/paste error when syncing FBA with MAME.

Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on May 25, 2016, 10:47:05 AM
Maybe I found a little bug in Kaneko's Gals Panic 4 (galpani4) and Gals Panic S (galpanis).
1) Gals Panic 4: in the "continue screen" the countdown numbers seem to have an imperfect adherence of the sprites during the scaling-in effect (see the attached png)
2) Gals Panic S: similar issue with the scaling-out effect of the "boss" explosion (see the attached png)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on May 25, 2016, 05:46:47 PM
The zooming code in the suprnova driver has issues, every few zooms it puts in a transparent line (or lines) due to some scaling maths being off.  I tried once or twice to fix it with no luck, maybe iq_132 has an idea? :)

notes for debug / 100% recreate: load vs. block breaker, after bootup and the insert coins screen it will have a funny screen with a monkey and hamster on each side of the screen, one squishing the other (causing them to scale), hitting pause during this and f1 several times will sooner or later cause the lines I'm talking about.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on May 26, 2016, 03:30:13 AM
notes for debug / 100% recreate: load vs. block breaker, after bootup and the insert coins screen it will have a funny screen with a monkey and hamster on each side of the screen, one squishing the other (causing them to scale), hitting pause during this and f1 several times will sooner or later cause the lines I'm talking about.

The attached snapshots are esplicative of the "issue" that you are talking about!
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on May 26, 2016, 04:17:51 AM
The zooming code in the suprnova driver has issues, every few zooms it puts in a transparent line (or lines) due to some scaling maths being off.  I tried once or twice to fix it with no luck, maybe iq_132 has an idea? :)

Maybe I'm wrong, but, through a visual inspection, the issue seems to be related with an imperfect sprites/objects scaling synchronization... in other words, sometimes, during the scaling, the sprites don't stick among them. An example can be give by the four sprites/objects that they assemble each countdown number; to be more explicit I attached two snapshots, I edited the second one to match the sprites (the green lines highlight the changes of position).
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: iq_132 on May 26, 2016, 08:54:00 AM
Maybe I'm wrong, but, through a visual inspection, the issue seems to be related with an imperfect sprites/objects scaling synchronization... in other words, sometimes, during the scaling, the sprites don't stick among them. An example can be give by the four sprites/objects that they assemble each countdown number; to be more explicit I attached two snapshots, I edited the second one to match the sprites (the green lines highlight the changes of position).
That's exactly what is happening. The math for sprite zooming is usually a little fuzzy and can be off like this when the rounding isn't quite correct. I may look at this later... or I could always just start banging my head on my keyboard now.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on May 26, 2016, 09:32:21 AM
... or I could always just start banging my head on my keyboard now.

Probably, in this case, the edges of your head and keyboard will match perfectly, but the issue with the Supernova scaling code would remain unchanged !!! :P
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on July 24, 2016, 01:18:04 AM
I take this opportunity to "highlight" two Sega Super Hang-on (all ROMs) bugs:
1) the exhaust flames (overboost mode) and tires screeching effects are "audible", but not visible;
2) the title screen freezes after few seconds, stop of music/sound (if present)  and video animation. In any case the game is not really freezed, indeed if you use P1 coin or P2 coin inputs it's possible to begin a game session.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on July 25, 2016, 08:31:23 PM
I came up with a fix for the graphics issues, but the hang @ the titlescreen is still present.  Maybe Barry has an idea for this one?  (I tried tweaking the timing & irq's... no luck...)

best regards,
- dink

I take this opportunity to "highlight" two Sega Super Hang-on (all ROMs) bugs:
1) the exhaust flames (overboost mode) and tires screeching effects are "audible", but not visible;
2) the title screen freezes after few seconds, stop of music/sound (if present)  and video animation. In any case the game is not really freezed, indeed if you use P1 coin or P2 coin inputs it's possible to begin a game session.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on July 26, 2016, 01:06:30 AM
I came up with a fix for the graphics issues, but the hang @ the titlescreen is still present.  Maybe Barry has an idea for this one?  (I tried tweaking the timing & irq's... no luck...)

Thanks! :) I'm glad to know that the "first point" is solved ! The exhaust flames and screeching tire are "small" visual effects, but (IMHO) these are the "little things" that make the difference! ;)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: WILOWAR on July 26, 2016, 02:58:58 AM
Dragon Egg (pce_dragnegg) - game freeze on start
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on July 28, 2016, 02:09:10 AM
While I was testing SEGA Out Run I noticed that the bgm playback is too slow (all ROMs)... (about half of normal speed).
Moreover Out Run Japan Deluxe sitdown (outrundxj) doesn't run (black screen on start-up) and the musics in the "car audio" select menu are audible only in the Out Run Enhanced Edition (outruneh)... I don't know if this last point is "normal".
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on July 28, 2016, 07:33:09 AM
That was a side effect of debug code left in from debugging super hangon, sorry about that - nothing to see here :)

p.s. those aren't black helicopters flying over you right now, either.  ;)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Gab75 on July 28, 2016, 03:05:46 PM
Thanks for the clarification! :)
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: hursit on August 17, 2016, 12:16:43 AM
Hello
when i was playing C.O.W Boys of moo mesa. There is a sound problem. İn the 2nd stage when the train door open the girl is screaming is '' HELP, HELP'' there is a sound problem. I checked at the mame, but it was good wasnt problem

thanks....
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on August 17, 2016, 08:16:42 AM
Hello
when i was playing C.O.W Boys of moo mesa. There is a sound problem. İn the 2nd stage when the train door open the girl is screaming is '' HELP, HELP'' there is a sound problem. I checked at the mame, but it was good wasnt problem

thanks....

I just tried in the latest FBA, and it sounds exactly the same as MAME.  Some things to check though: Moo Mesa's sound chip operates internally at 48khz, so if you have the your samplerate under 44100hz there might be problems.  Check Audio -> Plugin Options -> and make sure 44100 or 48000hz is checked (depending on what you want / what your soundcard can handle) and let me know if that makes a difference.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: hursit on August 27, 2016, 05:26:28 PM
Hello
i tried at 48000 and still same.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on August 27, 2016, 06:04:09 PM
Hursit, what does it sound like?   Can you make a recording?
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: BaconIsGood16 on October 06, 2016, 02:43:46 AM
Hello, I just wanted to report a bug on Soldier Blade for the Turbografx 16 and the PC Engine version. The game freezes on the first level after the mid level boss. Thank You and have a nice day.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on October 06, 2016, 09:49:00 PM
BaconIsGood16, thanks for letting us know!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Usopp on October 08, 2016, 03:25:59 PM
When running Fatal Fury 2 on the Neo Geo, if you LOAD any saved states it causes the game to put the clock always on "00" into the next round (if you load before Round 2 stars) making you losing your credit after that or the attacks don't hit the enemy (if you load before Round 1 starts), making only the grapping moves available.

Already tested several different ROMs and this bug happened with all of them, including different BIOS from different regions. That doesn't happen with Fatal Fury Special, only with Fatal Fury 2.
Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: Arcadez on October 18, 2016, 04:52:19 PM
Noticed some graphical problems with Tail 2 Nose it does use Konami Gfx so i guess it got broke with the Konami changes of late
as you can see no BG when playing the game.







Title: Re: FB Alpha 0.2.97.38 Bugs Reports
Post by: dink on October 19, 2016, 08:34:26 PM
Thanks, Tail2Nose is fixed now.
Also another issue in .39 release, Konami's The Main Event was accidentally left out.  sorry guys!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on October 28, 2016, 04:05:08 PM
Charlie Ninja (Simple156.cpp) seems to have some dip/service related issues in FBA it's defaulting to..........

Coin 1  3 coin 1 credit
Coin 2  3 coin 1 credit
Screen Rotation On (Although the Flip doesn't seem to be active)
Demo Sound Off
Continue Off
Game Level V Hard
Player Level  1
Life Number  2
Title Mode Japan

When it should be according to how it is in MAME

Coin 1  1 coin 1 credit
Coin 2  1 coin 1 credit
Screen Rotation Off
Demo Sound On
Continue On
Game Level  Normal
Player Level  3
Life Number  3
Title Mode English


All the other games in the driver are correct for their dip/service mode default settings, obviously these settings for Charlie Ninja
are wrong and making the game play less enjoyable in FBA.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on October 28, 2016, 06:38:04 PM
thanks, its fixed.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on October 28, 2016, 08:02:12 PM
thanks, its fixed.

best regards,
- dink

Good job big man cheers!!!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on November 05, 2016, 06:08:12 PM
Confirmed in latest FBA i guess a fix done for was it Bonk's Adventure..??? cant mind must have broke Great Thousand Mile Rally 2

Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on November 05, 2016, 09:03:45 PM
GTMR2 is fixed now.  Also while hunting this bug down I found another one which caused a crash when exiting any kaneko16 game which didn't use nvram when a kaneko16 game with nvram was loaded before it.  eek :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on November 07, 2016, 08:41:11 AM
GTMR2 is fixed now.  Also while hunting this bug down I found another one which caused a crash when exiting any kaneko16 game which didn't use nvram when a kaneko16 game with nvram was loaded before it.  eek :)

best regards,
- dink

Good job and thanks for taking the time to sort it cheers!!!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Gab75 on December 10, 2016, 08:52:28 AM
Some days ago mafer asked for an issue with the "single PCB versions" of Demon Front and SVG, they need the bios files (pgm_t01s.rom and pgm_m01s.rom) inside the zipped ROM to work properly... but in the "FB Alpha ClrMame" dat file there's an apparent contradiction: if I understood correctly, the pgm bios files should be merged and not directly in the zipped ROM... maybe does the dat file need an adjustment !?


Demon Front (V107, Korea, Single PCB Version)
Code: [Select]
<game name="dmnfrntpcb" cloneof="dmnfrnt" romof="dmnfrnt">
<description>Demon Front (V107, Korea, Single PCB Version) [Insert coin to get past ERROR]</description>
<year>2002</year>
<manufacturer>IGS</manufacturer>
<rom name="demonfront_v107-u43.bin" size="2097152" crc="671d8a31"/>
<rom name="t04501.u29" merge="t04501.u29" size="8388608" crc="900eaaac"/>
<rom name="a04501.u3" merge="a04501.u3" size="8388608" crc="9741bea6"/>
<rom name="a04502.u4" merge="a04502.u4" size="8388608" crc="e104f405"/>
<rom name="a04503.u6" merge="a04503.u6" size="8388608" crc="bfd5cfe3"/>
<rom name="b04501.u9" merge="b04501.u9" size="8388608" crc="29320b7d"/>
<rom name="b04502.u11" merge="b04502.u11" size="2097152" crc="578c00e9"/>
<rom name="w04501.u5" merge="w04501.u5" size="8388608" crc="3ab58137"/>
<rom name="dmnfrnt_igs027a.bin" merge="dmnfrnt_igs027a.bin" size="16384" status="nodump"/>
<rom name="demonfront_v107-u62.bin" size="4194304" crc="cb94772e"/>
<rom name="pgm_t01s.rom" merge="pgm_t01s.rom" size="2097152" crc="1a7123a0"/>
<rom name="pgm_m01s.rom" merge="pgm_m01s.rom" size="2097152" crc="45ae7159"/>
<rom name="pgm_p02s.u42" size="131072" crc="78c15fa2"/>


S.V.G. - Spectral vs Generation (V100, Japan, Single PCB Version)
Code: [Select]
<game name="svgpcb" cloneof="svg" romof="svg">
<description>S.V.G. - Spectral vs Generation (V100, Japan, Single PCB Version)</description>
<year>2005</year>
<manufacturer>IGS</manufacturer>
<rom name="svg_v100jp.u50" size="524288" crc="8d0405e4"/>
<rom name="t05601w016.bin" merge="t05601w016.bin" size="2097152" crc="03e110dc"/>
<rom name="a05601w064.bin" merge="a05601w064.bin" size="8388608" crc="ea6453e4"/>
<rom name="a05602w064.bin" merge="a05602w064.bin" size="8388608" crc="6d00621b"/>
<rom name="a05603w064.bin" merge="a05603w064.bin" size="8388608" crc="7b71c64f"/>
<rom name="a05604w032.bin" merge="a05604w032.bin" size="4194304" crc="9452a567"/>
<rom name="b05601w064.bin" merge="b05601w064.bin" size="8388608" crc="35c0a489"/>
<rom name="b05602w064.bin" merge="b05602w064.bin" size="8388608" crc="8aad3f85"/>
<rom name="w05601b064.bin" merge="w05601b064.bin" size="8388608" crc="bfe61a71"/>
<rom name="w05602b032.bin" merge="w05602b032.bin" size="4194304" crc="0685166d"/>
<rom name="svgpcb_igs027a_execute_only_area" size="392" status="nodump"/>
<rom name="svgcpb_igs027a_v100_japan.bin" size="15992" crc="7a59da5d"/>
<rom name="svg_v100jp.u64" size="4194304" crc="399d4a8b"/>
<rom name="svg_v100jp.u65" size="4194304" crc="6e1c33b1"/>
<rom name="pgm_t01s.rom" merge="pgm_t01s.rom" size="2097152" crc="1a7123a0"/>
<rom name="pgm_m01s.rom" merge="pgm_m01s.rom" size="2097152" crc="45ae7159"/>
<rom name="svg_bios.u49" size="131072" crc="3346401f"/>
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: rubens99999 on January 05, 2017, 06:55:46 AM
FBA changing the image format of all the games.

FBA plays all games in 4: 4 format (Whereas games are in 4: 3 format).

Also Street Fighter 2 is a game in widescreen format  (Street Fighter 2 is a little narrow format than 16: 9).

But Even FBA playing Street Fighter 2 game in 4: 4 format.


We want to play in the original format of all the games.

Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Haze on January 05, 2017, 07:31:36 AM
FBA changing the image format of all the games.

FBA plays all games in 4: 4 format (Whereas games are in 4: 3 format).

Also Street Fighter 2 is a game in widescreen format  (Street Fighter 2 is a little narrow format than 16: 9).

But Even FBA playing Street Fighter 2 game in 4: 4 format.


We want to play in the original format of all the games.

Street Fighter 2 is intended to be rendered as 4:3, it is NOT A WIDE SCREEN GAME

multiple sources within Capcom have confirmed that, even if it's just common sense.

99.99% of arcade games from that period are 4:3, there are only a tiny number of exceptions and those were all games with large scale dedicated deluxe cabinets like Virtua Racing.

The only traditional Street Fighter series entry (aside the modern games) to have a wide-screen mode is Street Fighter 3 - 2nd Impact, where the option can be turned on in service mode.  That option wasn't even included in 3rd Strike as it wasn't popular enough.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Gab75 on January 05, 2017, 07:59:45 AM
FBA changing the image format of all the games.

FBA plays all games in 4: 4 format (Whereas games are in 4: 3 format).

Also Street Fighter 2 is a game in widescreen format  (Street Fighter 2 is a little narrow format than 16: 9).

But Even FBA playing Street Fighter 2 game in 4: 4 format.

If you select the right settings in the "Video" menu ("Stretch" and "Monitor properties")  the games should be emulated in the correct aspect ratio/format.

We want to play in the original format of all the games.

Here's a "tip" for next time... the verb "to wish" is better than the verb "to want" ! ;)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: KaaMoS on January 12, 2017, 08:15:04 AM
Hi, friends.

I know thats a known issue, but I wanted to mark that Asura Busters (asurabus.zip) is still freezing at first boss.
Is there any cause? I've made a query but it didn't show any result about the reason.

I like this game, but is a pitty to not be able to play and complete it.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on January 12, 2017, 08:25:02 AM
Hi, friends.

I know thats a known issue, but I wanted to mark that Asura Busters (asurabus.zip) is still freezing at first boss.
Is there any cause? I've made a query but it didn't show any result about the reason.

I like this game, but is a pitty to not be able to play and complete it.

we know about this, it's the legendary 68*020 bug that is keeping us from porting taito f3.  I've been doing some research on this issue the past couple of days and hopefully will have a cure some day.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: KaaMoS on January 12, 2017, 09:03:56 AM
Thanks, dink, for the info.
I know you'll find the solution, no matter if sooner or later :)

I wanted to tell you that each time I read your posts, as individuals or as FBA team, all of you have been getting deeper and deeper into the code, solving the hardest cases, with passion and always doing the best for everyone.

Don't know.. It's what I feel from this side.
For me you've grown as formidable developers and I wanted to thank you all!

Cheers! :)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: furiadeoso on January 12, 2017, 11:11:26 AM
Thanks, dink, for the info.
I know you'll find the solution, no matter if sooner or later :)

I wanted to tell you that each time I read your posts, as individuals or as FBA team, all of you have been getting deeper and deeper into the code, solving the hardest cases, with passion and always doing the best for everyone.

Don't know.. It's what I feel from this side.
For me you've grown as formidable developers and I wanted to thank you all!

Cheers! :)

+1

 Thanks!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on January 12, 2017, 02:46:55 PM
Thanks guys!

Here's the current progress with Asura Buster, you'll have to watch this video :)
 https://www.youtube.com/watch?v=RMbYiFMupBY

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Gab75 on January 12, 2017, 03:19:42 PM
Here's the current progress with Asura Buster, you'll have to watch this video :)
 https://www.youtube.com/watch?v=RMbYiFMupBY

Excellent work! :)

PS: are you making progress with 68*020 core?
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on January 12, 2017, 06:13:40 PM
getting close to having it fixed.  Dream World and Asura BUster are fixed.  We're about 3/4 the way there to a fixed 020 :)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Gab75 on January 13, 2017, 12:51:37 AM
getting close to having it fixed.  Dream World and Asura BUster are fixed.  We're about 3/4 the way there to a fixed 020 :)

Great news! Now Taito F3 driver can be seen on the horizon! ;)

PS: a big thanks for your hard work (dink and iq_132) ! :)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: KaaMoS on January 19, 2017, 12:53:02 PM
Thanks guys!

Here's the current progress with Asura Buster, you'll have to watch this video :)
 https://www.youtube.com/watch?v=RMbYiFMupBY

best regards,
- dink
Impressive!
I knew you could do it :D
Thanks dink!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Stifu on February 02, 2017, 04:44:26 AM
Not really a bug, but does anyone else stumble into this trap every now and then? ROM dirs need to end with a "\". When editing them manually, I tend to forget it. This could be handled automatically.

Also, the UI to manage ROM dirs is kinda awkward. Why not have a single window with 20 paths, rather than 20 tabs? It'd improve visibility and avoid extra clicks. Or better yet, have a dynamic / flexible number of paths if you want more. I reckon this is more of a feature request than a bug report, but I didn't think it deserved its own thread.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 02, 2017, 09:04:04 AM
That's a great idea, and I'm totally with you on that.  It really could use some work.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: jan_klaassen on February 02, 2017, 10:09:56 AM
Also, why not have a recursive directory search and then have less paths (for arcade systems)?
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Stifu on February 02, 2017, 11:29:36 AM
That'd be great. I actually checked whether this was supported last year, out of curiosity, but alas... :p
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: furiadeoso on February 06, 2017, 07:20:23 AM
Hi!
I've just reported a new bug in DDTOD: http://www.fbalpha.com/bugs/00040/

Sound disappears. What a strange thing! Have you experience it in that or other game?

Thanks.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 06, 2017, 09:17:49 AM
Hi!
I've just reported a new bug in DDTOD: http://www.fbalpha.com/bugs/00040/

Sound disappears. What a strange thing! Have you experience it in that or other game?

Thanks.

This is a common issue, and can easily be fixed.  Press F5 and go down about 4 entries under the last P4 control, there's a volume up and volume down assignable button.  Double click & choose the "clear lock" button then "clear input" for both of them, this way while you're playing the game, you don't accidentally hit the volume up/down buttons.  It basically disables those buttons.
Now if you want those 2 buttons disabled for every CPS2 game, go into the config/games folder and copy the 2 volume lines from the ddtod.ini and put it in your preset.ini in the config/presets subdir...assuming you have this set up - see http://http://neo-source.com/index.php?topic=2800.0 for more info :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: furiadeoso on February 06, 2017, 03:44:57 PM
Thanks Dink. But you say that this issue is caused by pressing buttons accidentally. I don't understand how it can be happening always in the same point of the game and simultaneously in two netplay players.

Best regards.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 06, 2017, 05:39:35 PM
Thanks Dink. But you say that this issue is caused by pressing buttons accidentally. I don't understand how it can be happening always in the same point of the game and simultaneously in two netplay players.

Best regards.

If that's the case and there is a bug or something more sinister "behind the scenes" happening I'll need a little more help from you, like some savestates before during and after the volume goes down.

But... I have actually seen it happen in netplay also, and it was because someone was pressing a key that was set as the cps2-volume down key.  The next time the volume goes down assign a key/button to "volume up" and use that to try to restore the volume.  If that doesn't work I'll definitely need the savestates.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: furiadeoso on February 13, 2017, 05:24:46 AM
If that's the case and there is a bug or something more sinister "behind the scenes" happening I'll need a little more help from you, like some savestates before during and after the volume goes down.

But... I have actually seen it happen in netplay also, and it was because someone was pressing a key that was set as the cps2-volume down key.  The next time the volume goes down assign a key/button to "volume up" and use that to try to restore the volume.  If that doesn't work I'll definitely need the savestates.

best regards,
- dink
We will check it. Thanks.
Best regards.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 15, 2017, 01:30:23 PM
I don't know if it's really a bug, but "Strikers 1945 Plus" got a lot of slowdown with current fba (on my i7 with standalone fbalpha, not on my raspberry with libretro-fbalpha ;)). I heard it was a lot smoother with the 0.2.97.37 release (i didn't test it myself though, but it was mentioned by the guy who reported this to me on github), so it could be a regression.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: jan_klaassen on February 15, 2017, 02:05:09 PM
I don't know if it's really a bug, but "Strikers 1945 Plus" got a lot of slowdown with current fba.

That game has a speedhack, which is normally disabled. IIRC the slowdown is correct. You can simply overclock its CPU to make it run smooth.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Gab75 on February 15, 2017, 03:01:09 PM
I don't know if it's really a bug, but "Strikers 1945 Plus" got a lot of slowdown with current fba (on my i7 with standalone fbalpha, not on my raspberry with libretro-fbalpha ;)). I heard it was a lot smoother with the 0.2.97.37 release (i didn't test it myself though, but it was mentioned by the guy who reported this to me on github), so it could be a regression.

I don't know if in the previous FBAs Strikers 1945 Plus was smoother, but the slowdowns are present with the full emulation speed (all frames rendered, 59,18 fps), so, probably, the slowdowns are intrinsic of the original hardware (I never played with the real cabinet, so I can't be sure).

PS: the S1945Plus (original hardware) is based on the Neo Geo MVS, so also your raspberry Pi should emulate it without problems... ;)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 15, 2017, 03:51:37 PM
Thanks for the quick answer, i just tried it with the cpu overclock feature (first time i use it, it never crossed my mind i could solve original hardware slowdown with it) and it feels a lot better.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 15, 2017, 04:03:16 PM
Do you know where in the FBA Src the speedhack for Strikers 1945 Plus can be found..???
Probably 1625 to 1646 in neo_run.cpp (s1945p is mentioned) ? But it doesn't seem to help (it is enabled by default on libretro-fbalpha), perhaps this speedhack doesn't work properly anymore and that's why people said it was smoother in older fba releases.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 16, 2017, 02:08:52 PM
Even with CPU oc, the game is not as smooth as it should be.
The .37 FBA revision played it way smoother (i could spot no differences in speed compared with the arcade machine) without any OC. It is definitelly an issue with latest FBA.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 16, 2017, 02:21:29 PM
Even with CPU oc, the game is not as smooth as it should be.
The .37 FBA revision played it way smoother (i could spot no differences in speed compared with the arcade machine) without any OC. It is definitelly an issue with latest FBA.
It seems like the fix for the sound in karnov's revenge, haunted castle and some other games is the cause of this regression from .37 to .38
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 16, 2017, 05:30:08 PM
Thanks guys, I'll look into it.  :)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 16, 2017, 05:40:12 PM
Ouch, I now see and realize how bad the slowdown is in strikers 1945 plus.  Will try to do something about it asap!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: jan_klaassen on February 16, 2017, 05:43:35 PM
Big difference with my builds too (no speedhacks). I just compared, my build is fluid with no slowdown until a couple of levels in. Looks like the sound sync between the cpus is going sideways.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 16, 2017, 06:09:50 PM
In .37 I "fixed" ZetRunEnd(), and that had the side effect of breaking a ton of a games.. and probably more that weren't discovered yet.  I then realized there was a reason it was broken in the first place and changed it back.

Stikers 1945Plus! benefitted from this immensely, though.  So now its enabled just for this game. problem solved :)

barbudreadmon, I'll pm you the changes

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on February 16, 2017, 07:41:04 PM
In .37 I "fixed" ZetRunEnd(), and that had the side effect of breaking a ton of a games.. and probably more that weren't discovered yet.  I then realized there was a reason it was broken in the first place and changed it back.

Stikers 1945Plus! benefitted from this immensely, though.  So now its enabled just for this game. problem solved :)

barbudreadmon, I'll pm you the changes

best regards,
- dink

It didn't work on the xbox it seems as the game still slows to a crawl when the screen fills up with enemies and bullets, but im sure
it will on other platforms which have more power under the hood.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 17, 2017, 06:21:34 AM
Greatt!!!!

Now to wait for someone to compile it for android :D
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 17, 2017, 06:42:06 AM
It didn't work on the xbox it seems as the game still slows to a crawl when the screen fills up with enemies and bullets, but im sure
it will on other platforms which have more power under the hood.

If the sound becomes bad as well, then it is surely lack of power, if the sound stays good, then it's an issue with the emu.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 17, 2017, 02:12:13 PM
It didn't work on the xbox it seems as the game still slows to a crawl when the screen fills up with enemies and bullets, but im sure
it will on other platforms which have more power under the hood.
I'm kinda surprised. It's using around 35% of 1 cpu core on my raspberry pi 3.

Greatt!!!!

Now to wait for someone to compile it for android :D
If you are using retroarch, it should be available on libretro's buildbot.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 17, 2017, 04:01:07 PM
Yes, got the core and it works flawlessly. Thanks guys, you are great!

I didn't even know that .39 FBA was ported to android. It works great and it has a ton of options in the core, like Kaneko speed up and dips for most games  :biggrin:
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 23, 2017, 05:00:43 PM
King of Fighters 98 Anniversary Edition (2016) >kof98ae2016<  has some sound issues like sound overlapping and some distortions.
Examples: end of Iori's desperation move sounds weird (down, forward, down backwards + punch), the beginning of Kyo's hidden desperation move (half circle backwards X 2 + both punches).

Actually, depending on the rom, sound is weird in different spots. Revision .37 was better in this game as far as i know.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 23, 2017, 06:29:29 PM
We added code in .39 to give voices to the new characters in this game, and that part seemed to work fine.  I will look into this a little deeper and see if the other issues you mention can hopefully be fixed.

King of Fighters 98 Anniversary Edition (2016) >kof98ae2016<  has some sound issues like sound overlapping and some distortions.
Examples: end of Iori's desperation move sounds weird (down, forward, down backwards + punch), the beginning of Kyo's hidden desperation move (half circle backwards X 2 + both punches).

Actually, depending on the rom, sound is weird in different spots. Revision .37 was better in this game as far as i know.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 23, 2017, 06:48:52 PM
Revision .37 was better in this game as far as i know.
Could be related to the z80 cpu core issue ?
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on February 23, 2017, 08:08:06 PM
I don't ever play fighting games, so bear with me...
How do I do half circle back?  I tried everything I can think of but can't get him to make that move.


King of Fighters 98 Anniversary Edition (2016) >kof98ae2016<  has some sound issues like sound overlapping and some distortions.
Examples: end of Iori's desperation move sounds weird (down, forward, down backwards + punch), the beginning of Kyo's hidden desperation move (half circle backwards X 2 + both punches).

Actually, depending on the rom, sound is weird in different spots. Revision .37 was better in this game as far as i know.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on February 24, 2017, 03:05:25 AM
el_rika, you seem to use libretro-fbalpha, did you update it to the latest version ?
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Stifu on February 24, 2017, 10:54:27 AM
I don't ever play fighting games, so bear with me...
How do I do half circle back?  I tried everything I can think of but can't get him to make that move.

Half circle back = half a circle from forward to back, passing by the lower side (ie: forward, forward/down, down, down/back, back).

Note that you can't do desperation moves whenever you want... Depending on the game and selected settings, you either need a full super bar and/or be low on life. So it's tricky if you're not into fighting games. I guess it'd be easier if you're provided with a savestate and/or a macro.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on February 24, 2017, 01:23:43 PM
el_rika, you seem to use libretro-fbalpha, did you update it to the latest version ?

yes, i did.

both .38 and .39 have strange sound issues in this game. Could be that i have an incompatible rom, though i tried 3 different versions.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on February 24, 2017, 04:01:54 PM
If the sound becomes bad as well, then it is surely lack of power, if the sound stays good, then it's an issue with the emu.

Yeah the sound is fine, so as you say it's very likely a problem with the Neogeo code in FBL when it comes to this game as
we have alot of VMM loading code wrapped around the Gfx code so the big Neogeo roms dont run out of mem on boot
due to the 64mb Ram limitations of the Xbox console, maybe something in that extra VMM code which causes issues with
Strikers 1945 Plus.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: Arcadez on February 24, 2017, 04:13:20 PM
I'm kinda surprised. It's using around 35% of 1 cpu core on my raspberry pi 3.
If you are using retroarch, it should be available on libretro's buildbot.

Yeah i dont think it's the hardware as such more than likely a Emulator problem as we have older MAME ports on the xbox and
Strikers 1945 Plus plays like a treat when using those.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on March 10, 2017, 01:27:43 PM
Battle Garregga issue.

I tested on .37, .38, .39, and after a while (pretty random, from a couple of minutes to fifteen minutes) the fire button (which is autofire in this game) behaves strangely:
1. it changes the autofire rate, with huge gaps appearing between salvos (it should normally be a pretty constant rate of fire).
2. stops working completely (the ship simply stops firing till i drop a bomb or die, or it just comes back after a few seconds, or not al all).
It is usually 1 followed by 2.
Tested mostly with Golden Bat (fourth ship chose by pressing A+B+C).

In Mame this doesn't happen.

Cheers, and have a beautiful weekend!  :biggrin:
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 10, 2017, 06:07:20 PM
Hi el_rika,
Its really important to fix this one.  Please check your PM's here, I need some more information/help to track down this bug.
thanks for the report! :)

best regards,
- dink

Battle Garregga issue.

I tested on .37, .38, .39, and after a while (pretty random, from a couple of minutes to fifteen minutes) the fire button (which is autofire in this game) behaves strangely:
1. it changes the autofire rate, with huge gaps appearing between salvos (it should normally be a pretty constant rate of fire).
2. stops working completely (the ship simply stops firing till i drop a bomb or die, or it just comes back after a few seconds, or not al all).
It is usually 1 followed by 2.
Tested mostly with Golden Bat (fourth ship chose by pressing A+B+C).

In Mame this doesn't happen.

Cheers, and have a beautiful weekend!  :biggrin:
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 10, 2017, 09:12:08 PM
el_rika:
I talked to a friend regarding our Battle Garegga emulation and things, he says that you probably accidentally put your ship into "program autofire" mode.  This will record the fire buttons you press and play them back.  Its built into the game itself, you can read about it here: http://shmups.system11.org/viewtopic.php?t=351 search for autofire.  It causes problems exactly like you mentioned when it is accidentally activated.

I think I never ran into this in the million times I've played Battle Garegga because I always use the FBAlpha Autofire instead which can easily be configured: Input -> Autofire Rate, and Input -> Map Game Inputs and scroll way down to map the autofire buttons.

If you think its a bug and not this, please do the recording stuff I PM'd you about and I will investigate :)

best regards,
- dink

Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on March 11, 2017, 05:08:28 AM
thanks for answering, i'm checking the link right now!

edit:
Ok, so i tested the game for the last few days, and also asked the guys at shmup forums about the fire rate. I swear the developers couldn't have made this game more complicated if the wanted, this is the MGS of shmups right here  :p
It is still a bit random the change in fire rate, but i guess it is how it is.

One small other thing though. I noticed that, unless i overclock the internal CPU of the emu to 200 (max), Garegga has slowdowns here and there (like when you lose your last life of the credit and all the power ups fall from you, or when the 2-nd stage boss appears, etc). As far as i know, the original PCB has almost zero slowdown, so i guess this is the way to experience it.

Thanks for you patience, have a great week!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 17, 2017, 04:58:12 PM
Oops, I didn't see your reply until now because you edited instead of replied.  :redface:

I agree, Battle Garegga is seriously advanced in all respects, every time I play it I learn something new from the game.   and also most perfect shooter ever  :biggrin:
I think our emulation of it is near-perfect, but I will compare our emulation of B.Garegga with MAME and PCB to find those timing problems you have mentioned, and try my best to fix them properly without needing any sort of overclocking.

best regards,
- dink

thanks for answering, i'm checking the link right now!

edit:
Ok, so i tested the game for the last few days, and also asked the guys at shmup forums about the fire rate. I swear the developers couldn't have made this game more complicated if the wanted, this is the MGS of shmups right here  :p
It is still a bit random the change in fire rate, but i guess it is how it is.

One small other thing though. I noticed that, unless i overclock the internal CPU of the emu to 200 (max), Garegga has slowdowns here and there (like when you lose your last life of the credit and all the power ups fall from you, or when the 2-nd stage boss appears, etc). As far as i know, the original PCB has almost zero slowdown, so i guess this is the way to experience it.

Thanks for you patience, have a great week!
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 17, 2017, 09:10:46 PM
So far I tried Battle Garegga in MAME and FBA, and the slowdown when you die at the first and second boss is exactly the same for both emulators.  I don't see any slowdown when the 2nd level boss appears in at all, can you possibly make a video of this slowdown or record a input recording(using the windows version) to show me how and where this happens so I can figure out where the problem is?  Are you using the windows version?  If not, can you see if the same problem happens in the windows version?

Thanks & best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: jan_klaassen on March 18, 2017, 09:05:27 AM
The hardware that game runs on has a register that reflects the CRT status in detail, and that's probably wrong to some degree in most or all emulators. The games heavily depend on it, and will sit in loops to wait for certain conditions.

e.g. here's one from battle garegga (there are more):
Code: [Select]
002236 -- -- -- -- 3f07 move.w  D7, -(A7)
002238 -- -- 3e39 0021 c03c move.w  $21c03c.l, D7
00223e -- -- -- 6b00 0008 bmi     2248
002242 -- -- 3e39 0021 c03c move.w  $21c03c.l, D7
002248 -- -- -- -- 5307 subq.b  #1, D7
00224a -- -- -- 0c07 00ee cmpi.b  #-$12, D7
00224e -- -- -- -- 64e8 bcc     2238
002250 -- -- -- -- 3e1f move.w  (A7)+, D7
002252 -- -- -- -- 4e75 rts

Get that register right, and it affects both the slowdown and the sprites moving out of sync (my current source code is a bit better with the CPU at 100%). These games are a part of the reason for the CPU overclocking feature in fba.

Batrider also has some weirdness with the sound communication, though that only seems to affect the attract mode. FBA's drivers need an update to synchronise the cpus and sound better, but that probavly won't affect the slowdown at all.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 18, 2017, 02:42:54 PM
Where does the issue with Batrider's sound happen?  I'd like to fix this asap but need to know what to listen for.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 18, 2017, 09:00:26 PM
Ahh right, so after listening to Batrider on MAME and PCB, I realized how sluggish ours is.  Bumping the interleave up from 8 to 64 gets ours on par with everything :)  Happy day!

EDIT: after many many many more comparisons, I found a couple spots where certain sounds lagged still.  Increasing the interleave a bit more and removing a check that only ran the soundcpu every other frame interleave did the trick. 

I wonder if any other toaplan games suffer from this as well?  I guess I will have to investigate.  :cool:

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 19, 2017, 09:31:03 AM
Regarding the recent toaplan bughunt / from the "all video effects matters" and "I was always told FBAlpha's Toaplan emulation was infallible" departments.

Gab75 pointed out earlier that the mosaic effect is missing from FixEight during scene transistions.  I made a fix for this, but we need to do some more testing before committing - since some major games are involved (battle garegga/bakraid, mahoudai, shippumd & truxton2).

best regards,
- dink
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on March 20, 2017, 07:25:01 AM
Oops, I didn't see your reply until now because you edited instead of replied.  :redface:

I agree, Battle Garegga is seriously advanced in all respects, every time I play it I learn something new from the game.   and also most perfect shooter ever  :biggrin:

It is indeed a pretty good game. I just discovered it a year ago and i love it. It is an outstanding achievement from the developers seeing how it is so complex and difficult yet the game is so balanced and addictive  :)

The hardware that game runs on has a register that reflects the CRT status in detail, and that's probably wrong to some degree in most or all emulators. The games heavily depend on it, and will sit in loops to wait for certain conditions.

Get that register right, and it affects both the slowdown and the sprites moving out of sync (my current source code is a bit better with the CPU at 100%). These games are a part of the reason for the CPU overclocking feature in fba.


So my assessment was correct. I think with default CPU clock, Garegga stutters a bit compared to PCB (when you die, at the levels transition, some bombs involving a lot of sprites, etc). With the clock to 160 though, it is smooth. I foud Progear to benefit from this too, though a bit more testing is needed.

Sadly i can not use the emu on PC atm, it is antiquated :(

My newly acquired Note 3 should be strong enough to keep me in the loop. Except for the Cave SH3 games (in mame of course), everything flies ;)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on March 20, 2017, 07:42:38 AM
Sadly i can not use the emu on PC atm, it is antiquated :(
Which means you are using fba4droid ? libretro-fbalpha ? You should mention it when you report an issue, it could be an issue specific to the port.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 20, 2017, 07:50:38 AM
Get that register right, and it affects both the slowdown and the sprites moving out of sync (my current source code is a bit better with the CPU at 100%). These games are a part of the reason for the CPU overclocking feature in fba.

Could you please be a little more specific, and/or share the code? 
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: el_rika on March 20, 2017, 10:09:33 AM
Which means you are using fba4droid ? libretro-fbalpha ? You should mention it when you report an issue, it could be an issue specific to the port.

libretro-fba in Retroarch. I will be more detailed from now on in my findings. Thanks!  :smilie:
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: barbudreadmon on March 20, 2017, 03:19:15 PM
libretro-fba in Retroarch. I will be more detailed from now on in my findings. Thanks!  :smilie:
If there is any difference between fba standalone and libretro-fba in regards to those slowdowns, perhaps looking at the new z80 core would be a good idea (it was pre-released for libretro-fba a few weeks ago to fix the issue for s1945p, and there shouldn't be any major difference except this one for battle garegga)
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: jan_klaassen on March 21, 2017, 03:56:49 PM
Could you please be a little more specific, and/or share the code?

I simply meant what I said... There's a register that reflects the CRT's status (electron beam position, blanking...) that the games depend on to avoid graphics glitches. It's undocumented, and needs to be emulated correctly or you run into various problems.

Also, when forced interleave between the CPUs affects the timing, it's time to get rid of it, and just sync the CPUs whenever they access a shared resource, which is how things generally *should* work anyway... batrider and battle bakraid seem to let the Z80 trigger interrupts on the 68K as well as the other way around, so you can't get it perfect unless you have per-instruction interleave, but you can get close enough.

I did both of the above for batrider and battle garegga (battle bakraid aways had proper cpu sync), and the games run a bit better. I'll do the same for the rest when I have time.
Title: Re: FB Alpha 0.2.97.39 Bugs Reports
Post by: dink on March 21, 2017, 09:08:20 PM
Also, when forced interleave between the CPUs affects the timing, it's time to get rid of it, and just sync the CPUs whenever they access a shared resource, which is how things generally *should* work anyway... batrider and battle bakraid seem to let the Z80 trigger interrupts on the 68K as well as the other way around, so you can't get it perfect unless you have per-instruction interleave, but you can get close enough.

Thanks, that did the trick. The interleave for batrider is back to 8 (from 128) and the sound timing is perfect now.  I synchronized the z80 cycles to the 68k before setting the soundlatches, and got rid of those silly zetrun's after the nmi.

edit: regarding bgaregga and the ToaScanlineRegister, I did many tests between your more advanced version and fba's current simplified version of the function.  I also tested a super-simplified version of this from Raine, which basically just returns 0x8000 | (counter++&0x1ff), and another ported from MAME which somewhat resembles yours.  Between them all there really is no difference at all in the lag at the second boss.  Then I tested different emulators: yours vs. FBA vs. MAME and many-a-time, and really there is no difference in the lag when the ship blows up.  I found that the laser attack of the second level boss causes the most lag when your ship blows up, so I used that as the testcase.

... so.. at this point I think the best thing for people not willing to deal with that lag is to bump up the cpu speed.  Or buy the PCB :) 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Arcadez on April 17, 2017, 05:09:12 PM
Found a problem with Bio-Ship Paladin NMK16.cpp it's not specific to this build as it's been this way for a while, check
level two and you'll notice the BG is missing not sure about the later levels as i've not got that far as of yet.



Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 17, 2017, 09:14:30 PM
gamez fan thanks for the bug report, problem solved. :)
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 18, 2017, 01:11:44 PM
Not a new problem, but something I've had since the beginning: vertical games are displayed upside down on my computer (but are displayed correctly on my Pi).
I have the "Rotate vertically aligned games" option checked, but it seems the rotation is done in the wrong direction.

Any ideas? I have a NVIDIA GeForce GTX 660, for what it's worth.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: iq_132 on April 18, 2017, 01:33:03 PM
Change blitters.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: jan_klaassen on April 18, 2017, 02:27:36 PM
ddraw blitter and manufacturers dropping 2D support is not a good combination. That thing should be considered to have legacy AKA "strictly there for compatibility to run on old rubbish" status.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Arcadez on April 18, 2017, 03:41:05 PM
gamez fan thanks for the bug report, problem solved. :)

Nice one dink!!! i knew you'd get to the bottom of it ;)
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 18, 2017, 03:52:26 PM
Hmm okay, thanks.

By the way, I just tried playing Super Cup Finals (scfinals.zip). Trying to insert credits triggers a sound, but credits are not added (whether I add P1 or P2 coins).

Edit: also, Pururun sound emulation is imperfect. It seems there are missing music channels or something. I guess it should sound the way it does on MAME (https://youtu.be/9bs8GsVPmjs). For example, when you're in the first level, there is some kind of beat channel in the tune that is missing in FBA. Available if you need more info.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Gab75 on April 18, 2017, 04:24:35 PM
By the way, I just tried playing Super Cup Finals (scfinals.zip). Trying to insert credits triggers a sound, but credits are not added (whether I add P1 or P2 coins).

The game has some issues... to add coins you can use the "service coin" input (9 by default)
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 18, 2017, 06:25:06 PM
Thanks for the reports,
For super cup finals, use 9 to insert a coin.  This one is weird, and I can't figure out why it does that.  I will keep trying though.

The problem with Pururun has been corrected!

best regards,
- dink

Hmm okay, thanks.

By the way, I just tried playing Super Cup Finals (scfinals.zip). Trying to insert credits triggers a sound, but credits are not added (whether I add P1 or P2 coins).

Edit: also, Pururun sound emulation is imperfect. It seems there are missing music channels or something. I guess it should sound the way it does on MAME (https://youtu.be/9bs8GsVPmjs). For example, when you're in the first level, there is some kind of beat channel in the tune that is missing in FBA. Available if you need more info.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 19, 2017, 03:39:11 PM
Thanks for the reports,
For super cup finals, use 9 to insert a coin.  This one is weird, and I can't figure out why it does that.  I will keep trying though.

The problem with Pururun has been corrected!
Nice, thanks! :smilie:
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on April 29, 2017, 02:05:12 PM
GP Rider (World, FD1094 317-0163) ------------ gpriders.zip

is listed as a clon of:

GP Rider (World, FD1094 317-0163) (Twin setup)  ------- gprider.zip

However both parent and clon need exactly the same 30 files, and then are exactly the same game.
Maybe the clon files should be different?

Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on April 29, 2017, 04:44:07 PM
I know that this is not very important, but this game:

Knuckle Bash (Korean PCB

has a missing ")" at the end of its name.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 29, 2017, 06:26:13 PM
I know that this is not very important, but this game:

Knuckle Bash (Korean PCB

has a missing ")" at the end of its name.
Not sure what you mean. I do see the ending ")" in the game list.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 29, 2017, 06:40:19 PM
Rasek, Thanks for letting us know!

Stifu, it's in the non-Japanese game name, enable "Latin text only" mode to see.

best regards,
- dink

I know that this is not very important, but this game:

Knuckle Bash (Korean PCB

has a missing ")" at the end of its name.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: iq_132 on April 29, 2017, 06:56:34 PM
I know that this is not very important, but this game:

Knuckle Bash (Korean PCB

has a missing ")" at the end of its name.
Good eye! It's fixed now (dink).
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 29, 2017, 06:59:10 PM
Rasek, try this gpriders.zip, its just basically an empty zip file so you don't have to have a duplicate romset for gpriders.  On the other hand, gpriders should play fine without a gpriders.zip at all as long as the parent set is good.  I think :)

best regards,
- dink

GP Rider (World, FD1094 317-0163) ------------ gpriders.zip

is listed as a clon of:

GP Rider (World, FD1094 317-0163) (Twin setup)  ------- gprider.zip

However both parent and clon need exactly the same 30 files, and then are exactly the same game.
Maybe the clon files should be different?
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on April 29, 2017, 08:39:07 PM
Hi dink,

There is no need for a duplicate file.
Just having the parent is enough.
As the files that the "clon" need are the same 30 files that the "parent", all of them are already available.

Also it is not necessary to have an empty gpriders.zip
Game can be launched without it.
After all, it is the same game that the "parent".
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: barbudreadmon on April 30, 2017, 03:03:14 AM
Stratof's level 3 "pink glob" are not rendered properly, the following video shows how they should be rendered :
https://www.youtube.com/watch?v=VB3QiJPjkkY&feature=youtu.be&t=454

Actually this issue was reported to fbalpha-libretro a few months ago, but at first i thought it was a port issue.

Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Gab75 on April 30, 2017, 04:24:41 AM
Stratof's level 3 "pink glob" are not rendered properly, the following video shows how they should be rendered :
https://www.youtube.com/watch?v=VB3QiJPjkkY&feature=youtu.be&t=454

Actually this issue was reported to fbalpha-libretro a few months ago, but at first i thought it was a port issue.

Indeed, watching your video, the pink globs should have a "translucent effect"... I'm not sure the real hardware supports the translucent effect (probably not)... maybe the translucent effect is simulated with a "flashing effect" (like the title in the intro).
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 30, 2017, 06:30:18 AM
I've been getting error messages on the first Land Maker startup. A red text blinks 3 times over a black background (something error, can't read it, it's too fast). A little while after those error messages, the game still starts properly. The following Land Maker startups do not show those errors, but I can repro the problem if I delete landmakr.ini and landmakr.nv and try again.

Also, I noticed one pixel row seems off at the bottom of the game intro. See screenshot.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 30, 2017, 08:22:03 AM
Thanks for the report!
At the present time, our Raiga emulation doesn't support alpha blending or raster effects.  (that's why the title flickers horribly).

best regards,
- dink

Stratof's level 3 "pink glob" are not rendered properly, the following video shows how they should be rendered :
https://www.youtube.com/watch?v=VB3QiJPjkkY&feature=youtu.be&t=454

Actually this issue was reported to fbalpha-libretro a few months ago, but at first i thought it was a port issue.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on April 30, 2017, 08:33:48 AM
F3 games will get kinda in a "bad mood" if their nvram goes corrupt, and this will happen if you close the game while its writing to the nvram. (which could be any time during the game...) I think that might be the cause of the error message @ boot - try going into config/games and rename landmakr.nv to landmakr.nvbak or something, and see if that clears them up.  If it does, please send me your landmakr.nvbak file and I'll take a peek just to be sure.

I know about that line in the intro, I'm not sure that it can be fixed, but I'll give it another try.

thanks,
- dink

I've been getting error messages on the first Land Maker startup. A red text blinks 3 times over a black background (something error, can't read it, it's too fast). A little while after those error messages, the game still starts properly. The following Land Maker startups do not show those errors, but I can repro the problem if I delete landmakr.ini and landmakr.nv and try again.

Also, I noticed one pixel row seems off at the bottom of the game intro. See screenshot.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Stifu on April 30, 2017, 09:47:42 AM
Well, I get those errors (on PC and Pi) only when I have no nv file yet. I don't get the errors if a nv file is present. Don't you get the same behavior?
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on May 04, 2017, 10:53:54 AM
I miss some scenes in Operation Wolf.
For example, at the end of stage 2 (Jungle), there should be a final boss (a bad guy covering behind a woman).
Seems that this scene is not emulated.

Also, the game should have some randomly generated extra levels "The enemy has located you".
I have never seen them.

Here is a video of the arcade:
https://www.youtube.com/watch?v=cQqaw_Vf9wk

-Jungle Boss can be seen at 19:25
-"The enemy has located you" extra level at 21:38


Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on May 04, 2017, 11:04:07 AM
I found this, just in case it can help:

http://www.bryanmcphail.com/wp/?p=794
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on May 04, 2017, 11:08:00 AM
And this:

http://forum.arcadecontrols.com/index.php?topic=150248.0
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on May 04, 2017, 11:34:30 AM
Using the "Set Dipswitches" to run the game in Japanese, those 2 issues are solved, and two other I havent noticed yet are also solved:

-At the end of stage 4, there is now a nice explosion effect. I had forgotten that from my Arcades days...
-At the end of stage 5, the pov is raised to show the sky, and the battle with the remaining helicopters is held there, not at ground level.

So all 4 bugs are solved... but only if you play in Japanese :-(
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on May 05, 2017, 05:29:55 PM
Rasek,
I played and compared Operation Wolf in MAME and FBA, and they operate exactly the same in both emu's.  I afraid that until someone dumps the protection MCU, there really isn't much we can do about those issues.  In the meantime, check out these excellent games from my top lightgun games list:  Alligator Hunt, Beast Busters, Blood Bros., and Cabal. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: 3xcl4m4t10n on May 05, 2017, 08:06:35 PM
It seems that since 0.2.97.11 the memory card option is broken (doesn't work at all) on Neo Geo games, any ideas about this?
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Rasek on May 05, 2017, 09:51:08 PM
Rasek,
I played and compared Operation Wolf in MAME and FBA, and they operate exactly the same in both emu's.  I afraid that until someone dumps the protection MCU, there really isn't much we can do about those issues.  In the meantime, check out these excellent games from my top lightgun games list:  Alligator Hunt, Beast Busters, Blood Bros., and Cabal. 

best regards,
- dink

Hi dink, thank you very much for your answer and your tips  ;p
I will try those games... Cabal specially.
And of course Operation Wolf in Japanese, which has the Jungle Boss (and the weak point he had at the Arcades, still works in FBA  :biggrin: ).
Just wondering why setting that dipswitch makes the game work properly... Something related to protection, I suppose.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: iq_132 on May 15, 2017, 12:31:12 AM
Stratof's level 3 "pink glob" are not rendered properly, the following video shows how they should be rendered :
https://www.youtube.com/watch?v=VB3QiJPjkkY&feature=youtu.be&t=454

Actually this issue was reported to fbalpha-libretro a few months ago, but at first i thought it was a port issue.


Fixed.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Gab75 on May 15, 2017, 12:54:34 AM
Fixed.

Excellent! :)
Out of curiosity: does the real hardware manage a true semi-transparent layer or use some tricks to create the translucent effect?
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: iq_132 on May 15, 2017, 01:05:07 AM
Excellent! :)
Out of curiosity: does the real hardware manage a true semi-transparent layer or use some tricks to create the translucent effect?
According to MAME it does an additive blend to achieve this, so a true semi-transparent layer.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Gab75 on May 15, 2017, 03:57:05 AM
According to MAME it does an additive blend to achieve this, so a true semi-transparent layer.

Remarkable for an arcade game of early 90s! Thanks for the clarification! :)
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on May 15, 2017, 07:32:21 AM
Very nice!! :D
Title: FB Alpha 0.2.97.42 Bugs Reports
Post by: IPLA on July 13, 2017, 01:13:49 PM
Hi,

In windows 7,  FBA UI  doesn't work when icons function is activated.

Best regards.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on July 13, 2017, 01:18:33 PM
In windows 7,  FBA UI  doesn't work when icons function is activated.

Maybe you can find the solution in the the following post:
http://http://neo-source.com/index.php?topic=2838.msg24212#msg24212
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: IPLA on July 13, 2017, 01:37:36 PM
Maybe you can find the solution in the the following post:
http://http://neo-source.com/index.php?topic=2838.msg24212#msg24212

Hi Gab75,

I tried that solution but doesn't worked for my.

Best regards.

Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: Gab75 on July 13, 2017, 02:22:55 PM
Hi Gab75,

I tried that solution but doesn't worked for my.

Hi IPLA,
I'm sorry that it wasn't helpful... Did you try with all FBA versions?
I use Windows 7 64 bit and FBA 32 bit (Windows Binary and Windows XP Binary) and I haven't issues with the icons driver (I set GDI handle quota to 65,536)...
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on July 13, 2017, 06:06:11 PM
The reason FBA ui goes bonkers when icons is enabled: the system is running out of gdi handles from loading all of the icons.  I have a couple ideas I'm going to try to implement to reduce the number of handles needed.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: nee on July 20, 2017, 03:34:34 PM
I found this segfault/crash launching kov2p, in versions 0.2.97.40 and 0.2.97.42. The stack trace is from the libretro version.

I reported it to the libretro port maintainer but I think I confused them, and it might be helpful if people who are more familiar with the codebase can look at this, since it's likely a memory safety issue or overflow in the emulation code.

Thread 1 "retroarch" received signal SIGSEGV, Segmentation fault.
0x00007fffe6778497 in Arm7ReadByte (addr=939524096) at src/cpu/arm7_intf.cpp:208
208                     return membase[READ][addr >> PAGE_SHIFT][addr & PAGE_BYTE_AND];
(gdb) bt
#0  0x00007fffe6778497 in Arm7ReadByte (addr=939524096) at src/cpu/arm7_intf.cpp:208
#1  0x00007fffe677fb1d in arm7_cpu_read8 (addr=939524096) at src/cpu/arm7/arm7core.c:187
#2  0x00007fffe6788eaa in Arm7Run (cycles=277) at src/cpu/arm7/arm7exec.c:802
#3  0x00007fffe61a09c0 in pgmFrame () at src/burn/drv/pgm/pgm_run.cpp:873
#4  0x00007fffe5d4eade in BurnDrvFrame () at src/burn/burn.cpp:719
#5  0x00007fffe68ea5b0 in ForceFrameStep () at src/burner/libretro/libretro.cpp:795
#6  0x00007fffe68ebcb0 in retro_run () at src/burner/libretro/libretro.cpp:1317
#7  0x000000000040d819 in core_run () at core_impl.c:415
#8  0x0000000000411e35 in runloop_iterate (sleep_ms=sleep_ms@entry=0x7fffffffe8ec) at retroarch.c:3051
#9  0x000000000040c732 in rarch_main (argc=1, argv=<optimized out>, data=0x0) at frontend/frontend.c:129
#10 0x00007ffff55f64ca in __libc_start_main () from /usr/lib/libc.so.6
#11 0x0000000000409fba in _start ()


I can reproduce this consistently on one of my machines, but I've found that reproducing it in general is highly dependent on the operating system/host CPU, among other factors. kov and kovplus don't trigger it, but kov2p, kovsh, and theglad do.
Title: Re: FB Alpha 0.2.97.40 Bugs Reports
Post by: dink on July 23, 2017, 07:24:30 AM
I found this segfault/crash launching kov2p, in versions 0.2.97.40 and 0.2.97.42. The stack trace is from the libretro version.

I reported it to the libretro port maintainer but I think I confused them, and it might be helpful if people who are more familiar with the codebase can look at this, since it's likely a memory safety issue or overflow in the emulation code.

I see the problem, thanks for the bug report :)

code change:
Code: [Select]
Index: arm7_intf.cpp
===================================================================
--- arm7_intf.cpp       (revision 4897)
+++ arm7_intf.cpp       (working copy)
@@ -391,6 +391,7 @@

        for (INT32 i = 0; i < 3; i++) {
                membase[i] = (UINT8**)malloc(PAGE_COUNT * sizeof(UINT8*));
+               memset(membase[i], 0, PAGE_COUNT * sizeof(UINT8*));
        }

        CpuCheatRegister(nCPU, &Arm7CheatCpuConfig);

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: nee_ on July 23, 2017, 02:13:04 PM
Marvellous, thank you very much.

(Unfortunately I can't get a password reset email from this forum.  :redface: )
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 03, 2017, 11:16:24 PM
Hi.  I'm still having some sound and graphical issues in Strikers 1945 plus.  I only have the issue when using the "Zero Fighter" plane.  The super shot explosion is distorted.  Also the music in some levels will skip around or loop or just stop.  You also get some random white noise pops.  Unsure why but it seems limited to using that plane. 

Thanks for the help and all you have done with the emulator.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: dink on August 04, 2017, 01:51:12 PM
Wildman1024, I played the first 2 levels with Zero Fighter on my p4/winxp system and could not reproduce any glitches to audio/video as you mentioned. 
Did you watch the FPS counter while playing the game?  it can be toggled w/backspace.  Does the FPS stay at or above 58?  Does it dip down a bit when the glitches occur?  If it dips down below the upper 50's, try enabling Auto Frameskip under Video.  Also try the XAudio2 audio plugin under the Audio tab, and if it still doesn't help, try increasing the
"buffer size" (under Audio tab again)

Since I can't reproduce the problem on my side, and if some settings don't help - I'll need you to give me some more information and an input recording (Game -> Replay -> Record Input), then attach it to a message here and let me know around the frame #'s the glitches happen - After you record it, play it back and watch the frame counter.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 04, 2017, 08:25:51 PM
Wildman1024, I played the first 2 levels with Zero Fighter on my p4/winxp system and could not reproduce any glitches to audio/video as you mentioned. 
Did you watch the FPS counter while playing the game?  it can be toggled w/backspace.  Does the FPS stay at or above 58?  Does it dip down a bit when the glitches occur?  If it dips down below the upper 50's, try enabling Auto Frameskip under Video.  Also try the XAudio2 audio plugin under the Audio tab, and if it still doesn't help, try increasing the
"buffer size" (under Audio tab again)

Since I can't reproduce the problem on my side, and if some settings don't help - I'll need you to give me some more information and an input recording (Game -> Replay -> Record Input), then attach it to a message here and let me know around the frame #'s the glitches happen - After you record it, play it back and watch the frame counter.

best regards,
- dink

Dink.  Thank you for the reply.  Its greatly appreciated.

I tried the tings you mentioned and it did not help me.  I have a recording to send you.  Thank you

***Not sure how to send you the file***
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on August 05, 2017, 07:47:00 AM
Hi.  I'm still having some sound and graphical issues in Strikers 1945 plus.  I only have the issue when using the "Zero Fighter" plane.  The super shot explosion is distorted.  Also the music in some levels will skip around or loop or just stop.  You also get some random white noise pops.  Unsure why but it seems limited to using that plane. 

I did various tests (with different audio settings) and I found some audio issues when I disabled the "FM interpolation".
Have you the FM interpolation enabled? If not, you can enable it in the audio menu (Audio => 4-point 3rd order FM interpolation)
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: dink on August 05, 2017, 08:17:49 AM
Dink.  Thank you for the reply.  Its greatly appreciated.

I tried the tings you mentioned and it did not help me.  I have a recording to send you.  Thank you

***Not sure how to send you the file***

Just click "attachments and other options" when replying (under the message box), or upload the file to http://www.sendspace.com and post the link here.

thanks,
- dink
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: jan_klaassen on August 05, 2017, 09:13:26 AM
I did various tests (with different audio settings) and I found some audio issues when I disabled the "FM interpolation".
Have you the FM interpolation enabled? If not, you can enable it in the audio menu (Audio => 4-point 3rd order FM interpolation)

Quite right. FM interpolation is actuially a bit of a misnomer -- only if that is enabled will fba emulate the chip at the correct clock frequency / sample rate. You should always have it enabled.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 11:31:30 AM
Just click "attachments and other options" when replying (under the message box), or upload the file to http://www.sendspace.com and post the link here.

thanks,
- dink

I do not have that option.  I will upload to your link.

https://www.sendspace.com/file/zq99er (https://www.sendspace.com/file/zq99er)

Delete link
https://www.sendspace.com/delete/zq99er/7aa2df2d0080a9426f2e073d1970d01b (https://www.sendspace.com/delete/zq99er/7aa2df2d0080a9426f2e073d1970d01b)
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on August 05, 2017, 11:49:32 AM
I do not have that option.  I will upload to your link.

If you expand the underlying picture you can see  where is the "Attachments and other options" function... PS: I used this function to attach the picture! ;)

Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 12:11:36 PM
If you expand the underlying picture you can see  where is the "Attachments and other options" function... PS: I used this function to attach the picture! ;)

OK I see now.  I saw trying to do it through a PM not directly here.

Thank you for the "how to"
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 12:12:10 PM
Here is the file

Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 12:16:06 PM
This is the explosion that I was talking about.  This is your super shot with the Zero.  Is this normal?  Doesn't seem right to me. 
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on August 05, 2017, 01:23:38 PM
This is the explosion that I was talking about.  This is your super shot with the Zero.  Is this normal?  Doesn't seem right to me.

Unfortunately I can't try the game with the original PCB... I tried the game with MAME and the "super shot explosion" doesn't change (attached two MAME screenshots)
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 01:26:24 PM
Unfortunately I can't try the game with the original PCB... I tried the game with MAME and the "super shot explosion" doesn't change (attached two MAME screenshots)

That must be normal then.  Thank you for checking.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on August 05, 2017, 01:54:26 PM
PS: maybe I found a small bug... if I use the XAudio2 audio plugin in combination with 44.1 kHz samplerate, after a while I began a game session, the sound effects stop working (differently the music goes on without problems)... the sound effects don't stop to work in an exact spot, approximately shortly before to meet the level boss.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Wildman1024 on August 05, 2017, 02:01:14 PM
PS: maybe I found a small bug... if I use the XAudio2 audio plugin in combination with 44.1 kHz samplerate, after a while I began a game session, the sound effects stop working (differently the music goes on without problems)... the sound effects don't stop to work in an exact spot, approximately shortly before to meet the level boss.

Yes it is kinda random.  But that's pretty similar to my issue. Gameplay is fine though.
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: dink on August 05, 2017, 10:06:25 PM
Thanks for the testing and bug report, the problem is now fixed :)  The "speedhack" was running too many cycles on the z80 causing certain soundcommands to get skipped, and if the wrong one gets skipped - like a timer re-init, music stops.  (or worse)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: Gab75 on August 06, 2017, 12:12:40 AM
Thanks for the testing and bug report, the problem is now fixed :)  The "speedhack" was running too many cycles on the z80 causing certain soundcommands to get skipped, and if the wrong one gets skipped - like a timer re-init, music stops.  (or worse)

Thanks for your invaluable support ! :)
Title: Re: FB Alpha 0.2.97.42 Bugs Reports
Post by: barbudreadmon on August 06, 2017, 07:00:25 AM
Thanks for the testing and bug report, the problem is now fixed :)  The "speedhack" was running too many cycles on the z80 causing certain soundcommands to get skipped, and if the wrong one gets skipped - like a timer re-init, music stops.  (or worse)

best regards,
- dink
Thank you for the good work :).
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Wildman1024 on August 06, 2017, 07:54:34 PM
Thank you very much.  Your hard work is much appreciated. 
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: shine on August 08, 2017, 04:20:39 AM
Hi, not sure if this is really a bug, but maybe you can help. I found that if you load a game directly via a savestate (tried with CPS2 ssf2xj), that had some settings modified (EEPROM settings, F2), it loads them correctly, but if you press F3 to reset the driver, then these settings are wiped. But if you modify settings again, then press F3 again, settings are kept.
It seems like if the savedata load doesn't set an eeprom flag or something, so when you press F3, it justs resets the EEPROM. But if you go to settings (F2) then save, that flag is set so when pressing F3 it doesn't wipe the data. I've run through the source code but couldn't figure out by myself. Any idea?

Thanks!
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dma on September 02, 2017, 01:38:57 PM
Aquajack - The water changes color/palette, similar to 19XX but more easily reproducable. (after savestate load) Now I'm having trouble reproducing this one.. Maybe it was a fluke?
It happens here, colour going quite monochrome but on a different colour full screen (red) or windowed (green) in-game, while mainly greyish-brown in intermission.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: ClearSky on September 03, 2017, 06:18:46 AM
In the game Arbalester, music playback is slow (about 50% slower).

The whole game also seems to run a bit slower, but I'm not completely sure.

Here's my system info:

Code: [Select]
FB Alpha v0.2.97.42 system information (Sun Sep  3 12:13:15 2017
).

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 7 Service Pack 1 (build 7601)
CPU: AMD Athlon(tm) II X3 455 Processor

Physical RAM: 4193464 KB (4095 MB) total, 1982644 KB (1936 MB) avail
Total RAM:    8385068 KB (8188 MB) total, 5803464 KB (5667 MB) avail
FB Alpha:       41056 KB in use (46440 KB peak, 101072 KB virtual)

Installed displays and display adapters:
    Generic PnP Monitor on NVIDIA GeForce 9500 GT (primary)

----------------------------------------------------------------------
FB Alpha information:

Built on Jul 9 2017, 20:25:03, using Visual C++ 2017.
    Optimised for X64 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations disabled.
Musashi emulation core enabled for MC680x0 family emulation.

Emulating arbalest (Arbalester)
    Vertical refresh is 60.00 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix763, 980bpp
                        Source image 384x224, 32bpp
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit
                        Using software rotation,

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 44100Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Keyboard
                        mouse    0 System mouse: Mouse
                        joystick 0 2-Axis,8-Button 

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fba64.exe:

fba64.exe (base address 0x000000013F530000, size 55188 KB)

Modules loaded by fba64.exe:
               ntdll.dll (base address 0x0000000077840000, size   1704
            kernel32.dll (base address 0x0000000077720000, size   1148
          KERNELBASE.dll (base address 0x000007FEFD8E0000, size    424
              USER32.dll (base address 0x0000000077620000, size   1000
               GDI32.dll (base address 0x000007FEFDED0000, size    412
                 LPK.dll (base address 0x000007FEFEAB0000, size     56
               USP10.dll (base address 0x000007FEFEAE0000, size    812
              msvcrt.dll (base address 0x000007FEFE5E0000, size    636
            COMDLG32.dll (base address 0x000007FEFDB70000, size    604
             SHLWAPI.dll (base address 0x000007FEFE1A0000, size    452
            COMCTL32.dll (base address 0x000007FEFBE30000, size   2000
             SHELL32.dll (base address 0x000007FEFEC90000, size  13868
               WINMM.dll (base address 0x000007FEFA820000, size    236
               ole32.dll (base address 0x000007FEFE220000, size   2032
              RPCRT4.dll (base address 0x000007FEFE4B0000, size   1204
            ADVAPI32.dll (base address 0x000007FEFEBB0000, size    876
             sechost.dll (base address 0x000007FEFE9F0000, size    124
             WININET.dll (base address 0x000007FEFDC10000, size   1192
              urlmon.dll (base address 0x000007FEFDD40000, size   1552
             XmlLite.dll (base address 0x000007FEFD950000, size    212
            OLEAUT32.dll (base address 0x000007FEFFA70000, size    872
             CRYPT32.dll (base address 0x000007FEFD990000, size   1460
              MSASN1.dll (base address 0x000007FEFD7F0000, size     60
[size=12pt][size=8pt]            iertutil.dll (base address 0x000007FEFDF40000, size   2428
            AVIFIL32.dll (base address 0x000007FEF47F0000, size    124
             MSACM32.dll (base address 0x000007FEFBE00000, size     96
             MSVFW32.dll (base address 0x000007FEF4730000, size    164
               IMM32.DLL (base address 0x000007FEFE420000, size    184
               MSCTF.dll (base address 0x000007FEFE680000, size   1060
    api-ms-win-core-synch-l1-2-0.DLL (base address 0x000007FEF3450000,
              dsound.dll (base address 0x000007FEF8490000, size    544
            POWRPROF.dll (base address 0x000007FEFC310000, size    176
            SETUPAPI.dll (base address 0x000007FEFE790000, size   1884
            CFGMGR32.dll (base address 0x000007FEFD8A0000, size    216
              DEVOBJ.dll (base address 0x000007FEFDB40000, size    104
             dinput8.dll (base address 0x000007FEF2480000, size    240
               ddraw.dll (base address 0x000007FEEFBF0000, size    964
            DCIMAN32.dll (base address 0x000007FEF8620000, size     32
              dwmapi.dll (base address 0x000007FEFB740000, size     96
                d3d9.dll (base address 0x000007FEEF200000, size   2044
             VERSION.dll (base address 0x000007FEFC880000, size     48
             d3d8thk.dll (base address 0x000007FEF86B0000, size     28
            D3DX9_43.dll (base address 0x000007FEEEA10000, size   2444
             uxtheme.dll (base address 0x000007FEFBD80000, size    344
                 HID.DLL (base address 0x000007FEFB7A0000, size     44
            WINTRUST.dll (base address 0x000007FEFDB00000, size    236
             ntmarta.dll (base address 0x000007FEFB9A0000, size    180
             WLDAP32.dll (base address 0x000007FEFE450000, size    328
           CRYPTBASE.dll (base address 0x000007FEFD680000, size     60
             CLBCatQ.DLL (base address 0x000007FEFEA10000, size    612
            MMDevApi.dll (base address 0x000007FEFC160000, size    300
             PROPSYS.dll (base address 0x000007FEFC030000, size   1200
            AUDIOSES.DLL (base address 0x000007FEF6B70000, size    316
            RICHED20.DLL (base address 0x000007FEF1F30000, size    632
            nvd3dumx.dll (base address 0x000007FEE9260000, size  17756
               PSAPI.DLL (base address 0x0000000077A10000, size     28
                avrt.dll (base address 0x000007FEFC2E0000, size     36

----------------------------------------------------------------------
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Gab75 on September 03, 2017, 08:22:40 AM
In the game Arbalester, music playback is slow (about 50% slower).

The whole game also seems to run a bit slower, but I'm not completely sure.

I did a comparison with the MAME version and, as you reported, the sound playback is slower in the FBA version (moreover, probably as a consequence of the "wrong timing", the music sounds a bit distorted)... otherwise I have not found any noticeable difference in the game speed...
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: ClearSky on September 03, 2017, 11:14:11 AM
I did a comparison with the MAME version and, as you reported, the sound playback is slower in the FBA version (moreover, probably as a consequence of the "wrong timing", the music sounds a bit distorted)... otherwise I have not found any noticeable difference in the game speed...

You are right. I tested it in MAME, and the game speed is as it should be.

The only issue is the slow music playback in FBA.

I hope this can be fixed, I really like using FBA.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 03, 2017, 06:36:35 PM
Arbalester music is fixed :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.29 Bugs Reports
Post by: dink on September 03, 2017, 06:55:49 PM
It happens here, colour going quite monochrome but on a different colour full screen (red) or windowed (green) in-game, while mainly greyish-brown in intermission.

Unfortunately the video emulation for Aquajack isn't completely working.  So this game has wrong colors for some things.  I'll try to figure out what is going on here - but no promises that this status will change any time soon.  This isn't just a FBAlpha problem, it happens in MAME and Raine as well.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 04, 2017, 12:01:34 AM
.... later that night...
How does this look?  :biggrin:  (second picture is how it looked before)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dma on September 04, 2017, 07:15:52 AM
.... later that night...
How does this look?  :biggrin:  (second picture is how it looked before)
Waah, it looks accurate according to flyers around : http://www.flyerfever.com/post/93471170263/aqua-jack
Good job again dink!
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: ClearSky on September 04, 2017, 07:24:56 AM
Arbalester music is fixed :)

best regards,
- dink

Wow, that was fast.

Thanks for fixing it.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Arcadez on September 04, 2017, 09:12:43 AM
.... later that night...
How does this look?  :biggrin:  (second picture is how it looked before)

Nice fix @dink proper correct colours now in Aqua Jack for the first time in any Emulator.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 05, 2017, 07:50:16 AM
We're not out of the dark yet, the colors in level 4 of Aquajack are messed up, but can't be un-messed up at this point by shuffling data around - but I have another idea that I'm going to explore tonight :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Haze on September 05, 2017, 11:02:05 AM
We're not out of the dark yet, the colors in level 4 of Aquajack are messed up, but can't be un-messed up at this point by shuffling data around - but I have another idea that I'm going to explore tonight :)

best regards,
- dink

given that the old colours also look 'ok' (hence nobody noticing they were wrong) I'd suspect it's some kind of pen addition effect, and that maybe both are valid and the game at some point does a 'time of day' effect.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 16, 2017, 08:00:29 AM
Bad news regarding Aquajack color hack:
Unfortunately its not possible to get all levels to look OK without some rather severe and ugly palette hacks.  I've decided to just leave it as-is/as it was for now until the problem is a bit better understood.  Who knows  :rolleyes:

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on September 24, 2017, 02:48:28 AM
While fixing some default controls in fbalpha-libretro i ended up searching for information on the Chase HQ cabinet :
http://www.ukvac.com/forum/taito-chase-hq-fix-tidy-up_topic357660_post994952.html

I'm not 100% sure but it seems to me like the gear is supposed to be some kind of analog control, or at least something with 2 positions. Someone on github also mentioned mame is handling it as an analog control.

Controls in fba look like this :
Code: [Select]
A("Steering"         , BIT_ANALOG_REL, &TaitoAnalogPort0     , "p1 x-axis" ),
{"Brake"             , BIT_DIGITAL   , TC0220IOCInputPort0 + 5, "p1 fire 1" },
{"Accelerate"        , BIT_DIGITAL   , TC0220IOCInputPort1 + 5, "p1 fire 2" },
{"Turbo"             , BIT_DIGITAL   , TC0220IOCInputPort1 + 0, "p1 fire 3" },
{"Gear"              , BIT_DIGITAL   , TC0220IOCInputPort1 + 4, "p1 fire 4" },

Edit : another issue with controls : p2 coin in backfire doesn't seem to work.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 24, 2017, 08:52:07 AM
barbudreadmon: some games have analog or digital controls, and sometimes we chose to go with the digital control only because it was easier to code in.   Tonight when I have more time I'll check to see if this digital control is somehow impeeding gameplay, and if it is I'll add the analog control.

Regarding Backfire, p2 doesn't work properly in any emulated environment.  I added a single-screen setting for this game a few days ago.  (Wrally2 also has this option, avail. in next version - but both 1p and 2p work)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on September 26, 2017, 04:30:35 AM
barbudreadmon: some games have analog or digital controls, and sometimes we chose to go with the digital control only because it was easier to code in.   Tonight when I have more time I'll check to see if this digital control is somehow impeeding gameplay, and if it is I'll add the analog control.
If i understand well, the Gear control had 2 positions (High and Low : https://www.arcade-museum.com/game_detail.php?game_id=7318), so i'm actually just wondering how the current fba controls handle it : Gear button pressed is High and unpressed is Low ? That would be totally fine, having analog control while the control only support 2 positions seems kinda overboard anyway.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 26, 2017, 08:48:20 AM
If i understand well, the Gear control had 2 positions (High and Low : https://www.arcade-museum.com/game_detail.php?game_id=7318), so i'm actually just wondering how the current fba controls handle it : Gear button pressed is High and unpressed is Low ? That would be totally fine, having analog control while the control only support 2 positions seems kinda overboard anyway.

Now I remember!
Chase HQ's gear shifter uses the new burn_shift device, when the gear button is pressed it toggles between high and low gear, and also writes a little H / L to the bottom right of the screen.  It was added in .40.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on September 29, 2017, 01:46:30 AM
Thanks for the explanation :).

I noticed what appeared as some kind of graphical glitch on "VS Block Breaker" title screen while fixing libretro-fbalpha's default mapping. Didn't check on fba standalone yet though, i'll try to confirm and make a proper report with a screenshot when i get back from work.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 29, 2017, 09:05:18 AM
barbudreadmon, try deleting the nvram / config/games/vblok*.fs, I think that might help in some instances of weirdness with vblokbrk, but if there is still an issue please let me know,

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on September 30, 2017, 10:44:19 AM
This one almost drove me crazy as i wasn't able to reproduce it and was starting to wonder if i dreamed it, but i was finally able to reproduce it.

It is not a nvram issue (got it before and after deleting my nvram), but it only happens if you insert coin at a specific time (see my second screenshot).

I don't think it is worth investigating, as it doesn't seem to impair gameplay.

Edit : the screenshots are from fbalpha-libretro but i'm able to reproduce it on fba standalone : just press coin button during the sfx after my second screenshot
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on September 30, 2017, 06:16:11 PM
barbudreadmon, thanks for the reproduce, I've been trying to track down the cause of that one for ages :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on October 07, 2017, 05:20:33 AM
Hi everyone,

I think those games have some input issues :
- deroon/deroona : button 1-4 doesn't seem to do anything, both in menu and in game
- lordgun : i couldn't find a way to reload, i suppose it makes sense since i can't shoot out of the screen.
- most of the "hunting" series (deer, trophy and turkey) seems to have issues with the shot not following the crosshair.

PS : to be honest, i'm mostly interested in deroon, since puzzle game is one of my favorite genre :p.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on October 07, 2017, 08:30:59 AM
Thanks, derodero and lordofgun have been fixed.  Lordofgun reloads when you shoot the left side, but I changed it to reload when you shoot any side.

For the hunting series, you'll have to go into service mode and calibrate the guns (IIRC).  If that's not it, please let me know :)
When things aren't so busy I'll probably hook up default calibrations for those games, so they can be played right away.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on October 07, 2017, 09:51:05 AM
Nice job, thanks :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on October 08, 2017, 12:13:31 PM
I took another look at the hunting series, trying to access service mode end up in adding coins.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on October 08, 2017, 06:37:47 PM
barbudreadmon, toggle service mode in the dips.  most of the time "service" means "service coin" and is by default mapped to the 9 key.  If a game has a button service mode, it's usually mapped to the f2 key (like in Taito F3).  Unfortunately though, there are several games that use a service coin button to enter service mode, or even worse, a toggle dip to set the service mode when a button is needed.  I try to fix them as I find them, but its a slow process..

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: KaaMoS on October 10, 2017, 04:24:26 PM
Hi friends...
Just wanted to tell that Double Dragon (Special 2017) can't be loaded. Seems to be it is not listed, as mentioned for last .42 release.
Don't know if it is due to that problem reported by chinese forums against Jackc and FBAs clone releases.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on October 10, 2017, 10:02:43 PM
KaaMoS, there is only 1 version of the romset that will work, so try other versions until you get the right one ;)

The next version of FBA won't support any of this guys hacks, for a few reasons - if you'd like to keep playing them, keep a copy of .42 around just for them. (kof* special, dd special by gsc2007).  While he says nothing but bullshit about us that isn't true (we didn't remove any copyright stuff etc).  He intentionally changed opcodes and put in bad opcodes so that his hacks only work in his hacked version of MAME.  Usually this isn't a problem - but he doesn't supply the source changes to this version of MAME, so like anything else that comes from that end of the world - use extreme caution when running supplied executables.  Also, he violates MAME license by not releasing the source - so it's even more pathetic that he complains about us, when all we did was change the bad opcodes so the game would boot.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: iq_132 on October 10, 2017, 10:31:33 PM
Hi friends...
Just wanted to tell that Double Dragon (Special 2017) can't be loaded. Seems to be it is not listed, as mentioned for last .42 release.
Don't know if it is due to that problem reported by chinese forums against Jackc and FBAs clone releases.
I'm curious what he said. ^^ I haven't heard anything about this.

*edit*
Here's the source to emulate these in FBA

Code: [Select]
// Double Dragon (Special 2017, hack)
// Modified by: GSC2007
// Version number: Ver 1.0.0311

static struct BurnRomInfo doubledrspRomDesc[] = {
{ "082-p1sp.p1",  0x100000, 0x8ea8ee3d, 1 | BRF_ESS | BRF_PRG }, //  0 68K code
{ "082-p2sp.p2",  0x100000, 0x0e2616ab, 1 | BRF_ESS | BRF_PRG }, //  0 68K code
{ "082-p3sp.p3",  0x020000, 0x8b4839c4, 1 | BRF_ESS | BRF_PRG }, //  0 68K code

{ "082-s1.s1",    0x020000, 0xbef995c5, 2 | BRF_GRA },           //  1 Text layer tiles / TC531000

{ "082-c1.c1",    0x200000, 0xb478c725, 3 | BRF_GRA },           //  2 Sprite data / TC5316200
{ "082-c2.c2",    0x200000, 0x2857da32, 3 | BRF_GRA },           //  3 / TC5316200
{ "082-c3.c3",    0x200000, 0x8b0d378e, 3 | BRF_GRA },           //  4 / TC5316200
{ "082-c4.c4",    0x200000, 0xc7d2f596, 3 | BRF_GRA },           //  5 / TC5316200
{ "082-c5sp.c5",  0x200000, 0xb9c799fe, 3 | BRF_GRA },           //  6 / TC5316200
{ "082-c6sp.c6",  0x200000, 0x11569bc9, 3 | BRF_GRA },           //  7 / TC5316200
{ "082-c7.c7",    0x100000, 0x727c4d02, 3 | BRF_GRA },           //  8 / TC538200
{ "082-c8.c8",    0x100000, 0x69a5fa37, 3 | BRF_GRA },           //  9 / TC538200

{ "082-m1.m1",    0x020000, 0x10b144de, 4 | BRF_ESS | BRF_PRG }, // 10 Z80 code / TC531001

{ "082-v1.v1",    0x200000, 0xcc1128e4, 5 | BRF_SND },           // 11 Sound data / TC5316200
{ "082-v2.v2",    0x200000, 0xc3ff5554, 5 | BRF_SND },           // 12 / TC5316200
};

STDROMPICKEXT(doubledrsp, doubledrsp, neogeo)
STD_ROM_FN(doubledrsp)

static UINT8 *doubledrspExtraROM;

static INT32 DoubledrspInit()
{
  INT32 nRet = NeoInit();

if (nRet == 0) {
        doubledrspExtraROM = (UINT8*)BurnMalloc(0x20000);

if (BurnLoadRom(doubledrspExtraROM, 2, 1)) return 1;

UINT16 *rom = (UINT16*)doubledrspExtraROM;
for (INT32 i = 0; i < 0x20000/2; i++) {
if (rom[i] == 0x4e7d) rom[i] = 0x4e71;
if (rom[i] == 0x4e7c) rom[i] = 0x4e75;
}

rom = (UINT16*)Neo68KROMActive;

for (INT32 i = 0; i < 0x100000/2; i++) {
if (rom[i] == 0x4e7d) rom[i] = 0x4e71;
if (rom[i] == 0x4e7c) rom[i] = 0x4e75;
}

rom[0xbff2] = 0x2b7c; // 4ef9
rom[0xbff3] = 0x0001; // 0091
rom[0xbff4] = 0x7fee; // 0206
rom[0xbff5] = 0xa26a; // 4e7d

        SekOpen(0);
        SekMapMemory(doubledrspExtraROM, 0x900000, 0x91ffff, MAP_ROM);
        SekClose();
}

return nRet;
}

static INT32 DoubledrspExit()
{
    BurnFree (doubledrspExtraROM);

    return NeoExit();
}

struct BurnDriver BurnDrvdoubledrsp = {
"doubledrsp", "doubledr", "neogeo", NULL, "2017",
"Double Dragon (Special 2017, hack)\0", NULL, "hack", "Neo Geo MVS",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE, 2, HARDWARE_PREFIX_CARTRIDGE | HARDWARE_SNK_NEOGEO, GBF_VSFIGHT, 0,
NULL, doubledrspRomInfo, doubledrspRomName, NULL, NULL, neogeoInputInfo, neogeoDIPInfo,
DoubledrspInit, DoubledrspExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette,
0x1000, 320, 224, 4, 3
};

Code: [Select]
// The King of Fighters '95 (Special 2017)
// Modified by: GSC2007
// Version number: Ver 1.0.0627

static struct BurnRomInfo kof95spRomDesc[] = {
{ "084-p1sp.p1",  0x100000, 0x8bcca012, 1 | BRF_ESS | BRF_PRG }, //  0 68K code
{ "084-p2sp.p2",  0x100000, 0x5cb1af9e, 1 | BRF_ESS | BRF_PRG }, //  1
{ "084-p3sp.p3",  0x020000, 0x030e71cb, 1 | BRF_ESS | BRF_PRG }, //  2

{ "084-s1sp.s1",  0x020000, 0x83cbae60, 2 | BRF_GRA },           //  3 Text layer tiles / TC531000

{ "084-c1.c1",    0x400000, 0xfe087e32, 3 | BRF_GRA },           //  4 Sprite data / TC5332202
{ "084-c2.c2",    0x400000, 0x07864e09, 3 | BRF_GRA },           //  5 / TC5332202
{ "084-c3.c3",    0x400000, 0xa4e65d1b, 3 | BRF_GRA },           //  6 / TC5332202
{ "084-c4.c4",    0x400000, 0xc1ace468, 3 | BRF_GRA },           //  7 / TC5332202
{ "084-c5.c5",    0x200000, 0x8a2c1edc, 3 | BRF_GRA },           //  8 / TC5316200
{ "084-c6.c6",    0x200000, 0xf593ac35, 3 | BRF_GRA },           //  9 / TC5316200
{ "084-c7.c7",    0x100000, 0x9904025f, 3 | BRF_GRA },           // 10 / TC538200
{ "084-c8.c8",    0x100000, 0x78eb0f9b, 3 | BRF_GRA },           // 11 / TC538200

{ "084-m1.m1",    0x020000, 0x6f2d7429, 4 | BRF_ESS | BRF_PRG }, // 12 Z80 code / TC531001

{ "084-v1.v1",    0x400000, 0x84861b56, 5 | BRF_SND },           // 13 Sound data / TC5332201
{ "084-v2.v2",    0x200000, 0xb38a2803, 5 | BRF_SND },           // 14 / TC5316200
{ "084-v3.v3",    0x100000, 0xd683a338, 5 | BRF_SND },           // 15 / TC538200
};

STDROMPICKEXT(kof95sp, kof95sp, neogeo)
STD_ROM_FN(kof95sp)

static UINT8 *kof95spExtraROM;

static INT32 Kof95spInit()
{
  INT32 nRet = NeoInit();

if (nRet == 0) {
        kof95spExtraROM = (UINT8*)BurnMalloc(0x20000);

if (BurnLoadRom(kof95spExtraROM, 2, 1)) return 1;

UINT16 *rom = (UINT16*)kof95spExtraROM;
for (INT32 i = 0; i < 0x20000/2; i++) {
if (rom[i] == 0x4e7d) rom[i] = 0x4e71;
if (rom[i] == 0x4e7c) rom[i] = 0x4e75;
}

rom = (UINT16*)Neo68KROMActive;

for (INT32 i = 0; i < 0x100000/2; i++) {
if (rom[i] == 0x4e7d) rom[i] = 0x4e71;
if (rom[i] == 0x4e7c) rom[i] = 0x4e75;
}

rom[0x1f3a8] = 0x2b7c; // 4ef9
rom[0x1f3a9] = 0x0003; // 0090
rom[0x1f3aa] = 0xe7fa; // 16be

        SekOpen(0);
        SekMapMemory(kof95spExtraROM, 0x900000, 0x91ffff, MAP_ROM);
        SekClose();
}

return nRet;
}

static INT32 Kof95spExit()
{
    BurnFree (kof95spExtraROM);

    return NeoExit();
}

struct BurnDriver BurnDrvKof95sp = {
"kof95sp", "kof95", "neogeo", NULL, "2017",
"The King of Fighters '95 (Special 2017, hack)\0", NULL, "hack", "Neo Geo MVS",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_HACK, 2, HARDWARE_PREFIX_CARTRIDGE | HARDWARE_SNK_NEOGEO, GBF_VSFIGHT, FBF_KOF,
NULL, kof95spRomInfo, kof95spRomName, NULL, NULL, neogeoInputInfo, neogeoDIPInfo,
Kof95spInit, Kof95spExit, NeoFrame, NeoRender, NeoScan, &NeoRecalcPalette,
0x1000, 304, 224, 4, 3
};

As you can see, all that was done to "protect" these was change all instances of 0x4e71 to 0x4e7d, 0x4e75 to 0x4e7c and mess up a jump to a sub that I patched out.

Anywho, I admire the gall of someone (GSC2007) that takes someone else's work (SNK) makes minor changes and then passes it off as their own and gets pissed off when other people use it how they want (ME).
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on October 27, 2017, 01:52:25 AM
Hi everyone,

Got a report on libretro-fbalpha mentioning player 3 can't add coins on ctribe, and it seems there is no input info indeed in the ddragon3 driver for this button :
Code: [Select]
static struct BurnInputInfo DrvInputList[] =
{
{"P1 Coin"           , BIT_DIGITAL  , DrvInputPort1 + 0, "p1 coin"   },
{"P1 Start"          , BIT_DIGITAL  , DrvInputPort0 + 7, "p1 start"  },
{"P1 Up"             , BIT_DIGITAL  , DrvInputPort0 + 2, "p1 up"     },
{"P1 Down"           , BIT_DIGITAL  , DrvInputPort0 + 3, "p1 down"   },
{"P1 Left"           , BIT_DIGITAL  , DrvInputPort0 + 1, "p1 left"   },
{"P1 Right"          , BIT_DIGITAL  , DrvInputPort0 + 0, "p1 right"  },
{"P1 Fire 1"         , BIT_DIGITAL  , DrvInputPort0 + 4, "p1 fire 1" },
{"P1 Fire 2"         , BIT_DIGITAL  , DrvInputPort0 + 5, "p1 fire 2" },
{"P1 Fire 3"         , BIT_DIGITAL  , DrvInputPort0 + 6, "p1 fire 3" },

{"P2 Coin"           , BIT_DIGITAL  , DrvInputPort1 + 1, "p2 coin"   },
{"P2 Start"          , BIT_DIGITAL  , DrvInputPort2 + 7, "p2 start"  },
{"P2 Up"             , BIT_DIGITAL  , DrvInputPort2 + 2, "p2 up"     },
{"P2 Down"           , BIT_DIGITAL  , DrvInputPort2 + 3, "p2 down"   },
{"P2 Left"           , BIT_DIGITAL  , DrvInputPort2 + 1, "p2 left"   },
{"P2 Right"          , BIT_DIGITAL  , DrvInputPort2 + 0, "p2 right"  },
{"P2 Fire 1"         , BIT_DIGITAL  , DrvInputPort2 + 4, "p2 fire 1" },
{"P2 Fire 2"         , BIT_DIGITAL  , DrvInputPort2 + 5, "p2 fire 2" },
{"P2 Fire 3"         , BIT_DIGITAL  , DrvInputPort2 + 6, "p2 fire 3" },

{"P3 Start"          , BIT_DIGITAL  , DrvInputPort3 + 7, "p3 start"  },
{"P3 Up"             , BIT_DIGITAL  , DrvInputPort3 + 2, "p3 up"     },
{"P3 Down"           , BIT_DIGITAL  , DrvInputPort3 + 3, "p3 down"   },
{"P3 Left"           , BIT_DIGITAL  , DrvInputPort3 + 1, "p3 left"   },
{"P3 Right"          , BIT_DIGITAL  , DrvInputPort3 + 0, "p3 right"  },
{"P3 Fire 1"         , BIT_DIGITAL  , DrvInputPort3 + 4, "p3 fire 1" },
{"P3 Fire 2"         , BIT_DIGITAL  , DrvInputPort3 + 5, "p3 fire 2" },
{"P3 Fire 3"         , BIT_DIGITAL  , DrvInputPort3 + 6, "p3 fire 3" },

{"Reset"             , BIT_DIGITAL  , &DrvReset        , "reset"     },
{"Service"           , BIT_DIGITAL  , DrvInputPort1 + 2, "service"   },
{"Dip 1"             , BIT_DIPSWITCH, DrvDip + 0       , "dip"       },
{"Dip 2"             , BIT_DIPSWITCH, DrvDip + 1       , "dip"       },
{"Dip 3"             , BIT_DIPSWITCH, DrvDip + 2       , "dip"       },
{"Dip 4"             , BIT_DIPSWITCH, DrvDip + 3       , "dip"       },
};
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on October 27, 2017, 09:05:18 AM
For the Combatribes there are only 2 coin inputs.  For 3 player, set the dips to "# of players:" 3, reset, put coins into any slot and press 1p 2p 3p start to start the players :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Bad Dude on October 28, 2017, 06:59:28 AM
Hello folks,
In Kaiser Knuckle game, the kick buttons doesn't work, at least here, in my computer.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on October 28, 2017, 07:54:30 AM
Bad Dude,
For Kaiser Knuckle, you'll have to press F5 and map buttons 4 5 and 6 to buttons you wish to use for kicking.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: gxb on November 03, 2017, 10:02:22 AM
KaaMoS, there is only 1 version of the romset that will work, so try other versions until you get the right one ;)

The next version of FBA won't support any of this guys hacks, for a few reasons - if you'd like to keep playing them, keep a copy of .42 around just for them. (kof* special, dd special by gsc2007).  While he says nothing but bullshit about us that isn't true (we didn't remove any copyright stuff etc).  He intentionally changed opcodes and put in bad opcodes so that his hacks only work in his hacked version of MAME.  Usually this isn't a problem - but he doesn't supply the source changes to this version of MAME, so like anything else that comes from that end of the world - use extreme caution when running supplied executables.  Also, he violates MAME license by not releasing the source - so it's even more pathetic that he complains about us, when all we did was change the bad opcodes so the game would boot.

best regards,
- dink
Good job! I really feel digusted with those bastards. They can not politely talk at all.  It's good to remove all drivers of their crap.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on November 04, 2017, 10:18:07 AM
Hi everyone,

i think moomesa, bucky and their clones got some issues with 2+ players, i couldn't get player 3 and 4 to join whatever the dipswitch setting and the coin/start buttons i pressed.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 04, 2017, 06:05:07 PM
Good job! I really feel digusted with those bastards. They can not politely talk at all.  It's good to remove all drivers of their crap.

Thank you for your support :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 04, 2017, 06:08:51 PM
Thanks for the bug report, here's a fix.  Just change the 8 in line #1210 to a 16 - "for (INT32 i = 0; i < 16; i++) {"

Hi everyone,

i think moomesa, bucky and their clones got some issues with 2+ players, i couldn't get player 3 and 4 to join whatever the dipswitch setting and the coin/start buttons i pressed.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on November 05, 2017, 02:44:38 AM
Thanks for the bug report, here's a fix.  Just change the 8 in line #1210 to a 16 - "for (INT32 i = 0; i < 16; i++) {"
You mean like this in d_moo.cpp ?
Code: [Select]
for (INT32 i = 0; i < 16; i++) {
DrvInputs[0] ^= (DrvJoy1[i] & 1) << i;
DrvInputs[1] ^= (DrvJoy2[i] & 1) << i;
DrvInputs[2] ^= (DrvJoy3[i] & 1) << i;
DrvInputs[3] ^= (DrvJoy4[i] & 1) << i;
}
It was on line 1101 for me though, i guess there are new things in this driver for next release then :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 05, 2017, 08:14:13 AM
barbudreadmon: that'll do :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: shine on November 05, 2017, 10:44:03 AM
Kaiser Knuckle kick inputs have wrong mappings (d_taitof3.cpp), that's why he can't bind the buttons. These are the correct ones

   {"P1 Button 4",      BIT_DIGITAL,   DrvJoy4 + 0,   "p1 fire 4"},
   {"P1 Button 5",      BIT_DIGITAL,   DrvJoy4 + 1,   "p1 fire 5"},
   {"P1 Button 6",      BIT_DIGITAL,   DrvJoy4 + 2,   "p1 fire 6"},

   {"P2 Button 4",      BIT_DIGITAL,   DrvJoy3 + 8,   "p2 fire 4"},
   {"P2 Button 5",      BIT_DIGITAL,   DrvJoy3 + 9,   "p2 fire 5"},
   {"P2 Button 6",      BIT_DIGITAL,   DrvJoy3 + 10,   "p2 fire 6"},

Bad Dude,
For Kaiser Knuckle, you'll have to press F5 and map buttons 4 5 and 6 to buttons you wish to use for kicking.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 05, 2017, 08:25:01 PM
shine, thanks for the fix info!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Bad Dude on November 12, 2017, 06:24:56 AM
Game: Ex-Mutants.
Problem: The screen is freezing at the begining of the game.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: w553491775 on November 12, 2017, 07:14:43 AM
Hi,author,it seemed this emulation can't  play rom which named kovplus consummately,even if patched the corresponding repire ips. Specific bug is the  secret room of bamboo grove can not go out .May i ask how to resolve it?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 12, 2017, 07:43:11 AM
Game: Ex-Mutants.
Problem: The screen is freezing at the begining of the game.

This game was fixed when I did some Megadrive improvements a little while back, it will be available in the next version :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Combone on November 12, 2017, 07:08:05 PM
Hi  :smilie:

No Sound in "Toukidenshou - Angel Eyes".

(https://www.canalicara.com/upload/photos/eventos2013/20130130_touki/8.jpg)

Playing today this game and no have sound :(

Make little test in MAME and sound works.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Arcadez on November 12, 2017, 07:31:16 PM
Hi  :smilie:

No Sound in "Toukidenshou - Angel Eyes".

(https://www.canalicara.com/upload/photos/eventos2013/20130130_touki/8.jpg)

Playing today this game and no have sound :(

Make little test in MAME and sound works.

Not a bug as such more a case of FBA does not support the sound core this game and Deron DeroDero require.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Combone on November 12, 2017, 07:50:22 PM
Not a bug as such more a case of FBA does not support the sound core this game and Deron DeroDero require.

Ok :( Thanks for info :)

Sound core is YMF262 and YMZ280B. Right?.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Gab75 on November 13, 2017, 12:45:37 AM
Ok :( Thanks for info :)

Sound core is YMF262 and YMZ280B. Right?.

Yes... and, to be more accurate, you need to add an OKI6295 (an ADPCM sound chip) and a Z80 (the CPU that manages the audio sub-system)... :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 13, 2017, 07:59:38 AM
re: derodero/angel eyes,
the reason we can't get it partially working with the soundchips we have is that the 262 generates the interrupts for the z80. 
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Bad Dude on November 13, 2017, 02:17:18 PM
This game was fixed when I did some Megadrive improvements a little while back, it will be available in the next version :)

best regards,
- dink

So, maybe you know that the game Galahad (Legend of Galahad) have some issues too. Check it out.
Dink, the next version of FBA will be release sooner?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 13, 2017, 09:04:31 PM
The good news is Galahad is completely fixed :)  Usually a new exe is released every 3 or 6 months, depending on what is going on. 

best regards,
- dink

So, maybe you know that the game Galahad (Legend of Galahad) have some issues too. Check it out.
Dink, the next version of FBA will be release sooner?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Bad Dude on November 14, 2017, 07:16:31 AM
The good news is Galahad is completely fixed :)  Usually a new exe is released every 3 or 6 months, depending on what is going on. 

best regards,
- dink

Good news. A new FBA is coming up. Seizing the opportunity, I think will be a great thing for the emulador the
addition of the arcade system used to preview Super NES called Nintendo Super System (NSS). List of games:
Thanks. Keep the work!
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 14, 2017, 07:21:34 AM
Well, we aren't taking requests right now, sorry about that.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on November 26, 2017, 06:03:50 AM
There could be some issue with savestates in the konami mystwarr driver, probably some pointer included in it. See https://github.com/libretro/fbalpha/issues/159

What i did to reproduce this issue in fba standalone is saving state while in ram rom check, then reload with the state.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 26, 2017, 08:47:31 AM
I spent some time making serveral savestates at different points in time while the ram/rom check screen was up in Violent Storm, but every time I loaded the state it checked out fine afterwords. 
[A few moments later]  I also tried with the release version in a fresh setup.  hrmm,  maybe I'm missing something? :)

best regards,
- dink

There could be some issue with savestates in the konami mystwarr driver, probably some pointer included in it. See https://github.com/libretro/fbalpha/issues/159

What i did to reproduce this issue in fba standalone is saving state while in ram rom check, then reload with the state.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on November 26, 2017, 10:56:29 AM
Check "restore full state on load" and use this one.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: hursit on November 28, 2017, 01:45:24 PM
Hello people.

I realise interesting Bug on Cow Boys of Moo Mesa.
I just tried the game (moomesa.zip ) in mame. After i tried in FBA. In the FBA there is some scene missing.
This screen is from the game's intro

https://i.hizliresim.com/nJdpY0.png (https://i.hizliresim.com/nJdpY0.png)

But in FBA there is only black screen in this screen.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: iq_132 on November 28, 2017, 03:15:34 PM
Hello people.

I realise interesting Bug on Cow Boys of Moo Mesa.
I just tried the game (moomesa.zip ) in mame. After i tried in FBA. In the FBA there is some scene missing.
This screen is from the game's intro

https://i.hizliresim.com/nJdpY0.png (https://i.hizliresim.com/nJdpY0.png)

But in FBA there is only black screen in this screen.
That should be correct. It's part of the FBA team's policy of censoring giant Lazer beams.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 28, 2017, 05:56:26 PM
Hi hursit,
Thanks for the bug report!
This problem in Moo Mesa has been fixed along with the end-level boss scene, the problems were fixed last week but I didn't announce it yet :)

best regards,
- dink

Hello people.

I realise interesting Bug on Cow Boys of Moo Mesa.
I just tried the game (moomesa.zip ) in mame. After i tried in FBA. In the FBA there is some scene missing.
This screen is from the game's intro

https://i.hizliresim.com/nJdpY0.png (https://i.hizliresim.com/nJdpY0.png)

But in FBA there is only black screen in this screen.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on November 28, 2017, 09:09:07 PM
barbudreadmon, thanks for all the info regarding that bug in violent storm, please check your pm for a possible solution :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 02, 2017, 11:36:38 AM
Hi everyone,

Someone at github reported an issue with sounds on neogeo : it seems some games have missing sounds when you select a mvs usa bios or the usa+arcade setting with the unibios. The games reported are bstars (no music when the game start), nam1975 (no sound at all ingame), karnovr (no sound in selection screen + ingame), and some clones, i don't know if it affects other games. I can confirm it happens with official fbalpha.

Is that a bug ? I've been wondering if those sounds aren't just missing from the usa version of those games.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Arcadez on December 02, 2017, 02:53:56 PM
Is that a bug ? I've been wondering if those sounds aren't just missing from the usa version of those games.

Hmm i'd go with a USA Bio's bug, as surely too many sounds are missing to have been a regional change.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 02, 2017, 07:00:50 PM
barbudreadmon, its a bug in fba.  if you uncomment the #undef speedhacks at the top of neo_run.cpp (see // #undef SPEED_HACKS) it will work.  I think it would be a good idea to convert that to a dip setting like you did in the other drivers, if you want.  (or, if the games work fine on rpi with speedhacks disabled, just leave them disabled?)  What do you think?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 04, 2017, 01:46:08 AM
barbudreadmon, its a bug in fba.  if you uncomment the #undef speedhacks at the top of neo_run.cpp (see // #undef SPEED_HACKS) it will work.  I think it would be a good idea to convert that to a dip setting like you did in the other drivers, if you want.  (or, if the games work fine on rpi with speedhacks disabled, just leave them disabled?)  What do you think?

best regards,
- dink
The raspberry 3 should be fine with those speedhacks disabled, i'm wondering about older/slower devices though. I'll make some test and let you know by pm the results.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 04, 2017, 03:24:24 AM
The raspberry 3 should be fine with those speedhacks disabled, i'm wondering about older/slower devices though. I'll make some test and let you know by pm the results.
That Neo Geo speedhack is nothing but trouble. It doesn't even really do anything noticeable for most games. Maybe it should just be removed.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 04, 2017, 07:36:16 AM
The raspberry 3 should be fine with those speedhacks disabled, i'm wondering about older/slower devices though. I'll make some test and let you know by pm the results.

Excellent, yea, it would be nice to remove them or at least give an option.  The thing is, people have been raving about our neogeo support for years, and I really hope disabling this speedhack doesn't uncover anything more serious or cause problems down the line.  Would you try some previously problematic games, like s1945p, and see if there is any regression with the speedhack off?

thanks,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 04, 2017, 02:30:34 PM
I'm observing a ~2% performance decrease without the speedhack (i underclocked my rpi3, checked the fps with and without the speedhack, it went from ~50 to ~49 fps), and s1945p is running fine when i'm back at normal clock, i don't think this speedhack is worth keeping.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 04, 2017, 02:45:47 PM
IIRC the speed hack was put in for s1945p specifically. in the stone age when cpu speed was still measured in MHz. (That game talks to the sound cpu differently from other neo geo games, and requires the emulation to switch back and forth between the emulated cpus a lot).
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 06, 2017, 01:55:24 AM
Actually, with or without the speedhack, karnovr doesn't seem to have music in selection screen and ingame when using mvs bios. aes and unibios seems fine though.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 06, 2017, 08:20:38 AM
Actually, with or without the speedhack, karnovr doesn't seem to have music in selection screen and ingame when using mvs bios. aes and unibios seems fine though.

I remember fixing this problem in karnovr, but, I don't know where the fix is.  I checked the entire neogeo svn history and I don't see it.  IIRC it was something to do with irq's getting skipped.  If it comes back to me, I'll say something :)  but verify: 2610 soundcore & interface, z80 interface and cpu core are all up to date.  It seems like the only thing I can find relating to it is: http://http://neo-source.com/index.php?topic=2879.msg21278#msg21278

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 07, 2017, 01:52:54 AM
I remember fixing this problem in karnovr, but, I don't know where the fix is.  I checked the entire neogeo svn history and I don't see it.  IIRC it was something to do with irq's getting skipped.  If it comes back to me, I'll say something :)  but verify: 2610 soundcore & interface, z80 interface and cpu core are all up to date.  It seems like the only thing I can find relating to it is: http://http://neo-source.com/index.php?topic=2879.msg21278#msg21278

best regards,
- dink
Could it be related to those 2 commit ?
https://github.com/libretro/fbalpha/commit/c197019873817680fda27d8e8fbdb9b5e5129e5c
https://github.com/libretro/fbalpha/commit/310d3e2a8d9eb65e2495faae28302f497266ecb2

That's the 2 hotfix you gave me for s1945p in february, Karnov's irq issue was mentioned in the code before the changes.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 07, 2017, 07:24:16 AM
barbudreadmon, ahh yes - now I remember - after properly fixing the Z80's ZetRunEnd() also fixed karnovr (without having to disable ZetRunEnd() of course).  I can confirm karnovr is working in FBA with or without speedhacks using the default dips, though.  I wish I had some helpfull information for you, but, this is a strange one.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 07, 2017, 09:34:27 AM
barbudreadmon, ahh yes - now I remember - after properly fixing the Z80's ZetRunEnd() also fixed karnovr (without having to disable ZetRunEnd() of course).  I can confirm karnovr is working in FBA with or without speedhacks using the default dips, though.  I wish I had some helpfull information for you, but, this is a strange one.

best regards,
- dink
Hmm the neogeo driver in lr-fbalpha should be in sync with the one in standalone fbalpha, so perhaps some kind of issue related to the compiler/cflags ? Did you use gcc or msvc for your test ? And if gcc, which version ? I'll also try without the -O3 cflag when i'm back home.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Barry Harris on December 07, 2017, 11:06:03 AM
Hmm the neogeo driver in lr-fbalpha should be in sync with the one in standalone fbalpha, so perhaps some kind of issue related to the compiler/cflags ? Did you use gcc or msvc for your test ? And if gcc, which version ? I'll also try without the -O3 cflag when i'm back home.

The ZetRunEnd fix would be in the Z80 Interface/Core though - so external to the driver itself....
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 07, 2017, 11:07:29 AM
Hmm the neogeo driver in lr-fbalpha should be in sync with the one in standalone fbalpha, so perhaps some kind of issue related to the compiler/cflags ? Did you use gcc or msvc for your test ? And if gcc, which version ? I'll also try without the -O3 cflag when i'm back home.

I'm using gcc 4.8.1 with -O3 here, I wonder about this :/  do any errors/warnings come up when compiling?  can you try asan-ing it?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 08, 2017, 02:10:53 AM
My bad, it seems an old karnovr.fs was at fault here, i should have tried removing it first.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 08, 2017, 09:10:09 AM
No problem, I'm relieved to know it was something simple :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 08, 2017, 05:57:18 PM
I was wrong, removing karnovr.fs didn't solve this issue, and i think i was finally able to reproduce this issue consistently :

1. start the game (any mvs or unibios arcade)
2. insert coin so that the game go to the title screen
3. wait for title screen music to start, immediately insert coin => music stop
4. process further by pressing start, there is no music
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 08, 2017, 08:22:08 PM
barbudreadmon, I can't reproduce that here at all using MVS USA ver.5 2slot, MVS Asia Europe ver.6 2slot, Universe Bios v3.0.  I tried it 10 times for each bios just to make sure.   These tests were made with "#undef USE_SPEEDHACKS".  I also tried twice with Unibios and the default "MVS Asia/Europe ver.6" with the speedhacks enabled, and still no problem.  I'm really not sure what's going on :/

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 09, 2017, 02:57:24 AM
Weirdest issue ever :
- The guy who reported this get no sound when in non-aes mode, whatever he does
- I get music as long as i don't press coin when the title screen music is running
- You don't have this issue at all.

I'll try to get to the bottom of this, perhaps using different gcc version with various sanitizer will help.

Also, this is the other thing that comes to mind, perhaps it is worth mentioning the audio settings described here (http://http://neo-source.com/index.php?topic=2487.msg22811#msg22811) are hardcoded in the libretro port.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 09, 2017, 06:25:54 AM
- Same issue with all audio sample rate and interpolation settings i tried
- Same issue with every arch and gcc i tried (arm x86_64, gcc-4 gcc-5 gcc-6, sadly i don't have a x86_32 test bed)
- Same issue with any c(xx)flags i tried
- Asan didn't say anything
- Ubsan said the following but i remember you told me it was normal behavior from the m68k (every m68k game output the same iirc) :
Code: [Select]
src/cpu/m68000_intf.cpp:394:48: runtime error: load of misaligned address 0x0000021e151a for type 'UINT32', which requires 4 byte alignment
0x0000021e151a: note: pointer points here
 02 00  f9 4e c1 00 02 00 f9 4e  c1 00 02 00 f9 4e c1 00  02 00 f9 4e c1 00 02 00  f9 4e c1 00 02 00
              ^
src/cpu/m68000_intf.cpp:457:39: runtime error: store to misaligned address 0x000002294ede for type 'UINT32', which requires 4 byte alignment
0x000002294ede: note: pointer points here
 00 00 00 00 00 00  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00  00 00
             ^
src/cpu/m68000_intf.cpp:413:47: runtime error: load of misaligned address 0x0000021f148a for type 'UINT32', which requires 4 byte alignment
0x0000021f148a: note: pointer points here
 04 00  d0 4e c1 00 96 03 c1 00  32 04 c1 00 9a 04 c1 00  52 04 c1 00 c8 04 c1 00  e2 04 c1 00 fc 04
              ^
src/burn/snd/fm.c:1526:65: runtime error: left shift of negative value -577
src/burn/snd/fm.c:1147:68: runtime error: left shift of negative value -581
src/cpu/m68k/m68kops.c:8228:16: runtime error: left shift of 1 by 31 places cannot be represented in type 'int'
The first 5 appear on bios screen, the last one when you enter select character screen, none appear on the title screen

All tests with the speedhack disabled. Deleted my karnovr.fs file a couple of times too.
At this point i don't know what to do anymore.

For what it's worth, i captured a video at default settings, in case something comes to mind.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 09, 2017, 08:17:27 AM
barbudreadmon, Just a guess, but this might be the problem:
src/cpu/m68k/m68kops.c:8228:16: runtime error: left shift of 1 by 31 places cannot be represented in type 'int'

code: uint mask = 1 << (OPER_I_8() & 0x1f);

uint is defined as "unsigned int" in m68kcpu.h.  that should be ok.  1<<31 or 1<<0x1f is the top bit in a 32bit int, so that should also be ok.  But if it can't set the top bit when it needs to - there's going to be a problem.
try to get rid of that error.  Some things I can think of... uint mask = ((uint) 1 << (OPER_I_8() & 0x1f)); .. maybe?  Does it work if you disable optimization for the 68k cpu?  if not, try disabling optimization for everything that neogeo requires (68k, z80, snd/*2610*, fm.c, drv/neogeo/*) and see if that helps. 

bye for now,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 10, 2017, 03:52:27 AM
barbudreadmon, Just a guess, but this might be the problem:
src/cpu/m68k/m68kops.c:8228:16: runtime error: left shift of 1 by 31 places cannot be represented in type 'int'

code: uint mask = 1 << (OPER_I_8() & 0x1f);

uint is defined as "unsigned int" in m68kcpu.h.  that should be ok.  1<<31 or 1<<0x1f is the top bit in a 32bit int, so that should also be ok.  But if it can't set the top bit when it needs to - there's going to be a problem.
try to get rid of that error.  Some things I can think of... uint mask = ((uint) 1 << (OPER_I_8() & 0x1f)); .. maybe?  Does it work if you disable optimization for the 68k cpu?  if not, try disabling optimization for everything that neogeo requires (68k, z80, snd/*2610*, fm.c, drv/neogeo/*) and see if that helps. 

bye for now,
- dink
It removed the ubsan message, but it didn't solve the issue. I already tried disabling all optimization. I also made sure differences in codebase between lr-fbalpha and fbalpha were not the root of this, and there was no difference apart from the "s1945pmode" hotfix and a change to "if (nNeoSMARNGAddress[nNeoActiveSlot][0] > 0 || nNeoSMARNGAddress[nNeoActiveSlot][1] > 0) {" in "NeoSMABankswitch", which i think is part of your current svn version (tried reverting to original .42 code, didn't help), there were no change in 68k, z80, 2610 and fm code.
At this point, 2 things comes to mind :
- An issue in the libretro frontend part of the code, not finding similar issues in other games is weird though
- An issue in the codebase for non standard x86_32 platform, for cross-platform compatibility reasons lr-fbalpha is built without fastcall (works only on x86_32), x86_asm (same ?), mmx (x86 only), and c++11 (no compatible compiler for ios, ps3, ...)

I'll try building fbalpha standalone without speedhack, fastcall, x86_asm, mmx and c++11 to see if i can reproduce this issue.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 10, 2017, 05:41:24 AM
FWIW, my older builds have the same problem in karnovr with a different Z80 core. But blazstar's intro music is only missing in the new ones, just as the regular fba release.

So it looks like there are several problems. My builds have the same neo geo code as the older ones. The timers haven't changed, but the Z80 and YM2610 cores have, as has the Z80 interface code. So, karnovr's problem is probably in neo_run.cpp somewhere. but blazstar's isn't, at least not directly.

c++11 (no compatible compiler for ios, ps3, ...)
Say what? IOS has had a current version version of CLang for years, included in XCode. PS3 is another matter entirely,  though unofficial devkits definitely support C++11, and much of C++14.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 10, 2017, 06:40:53 AM
Say what? IOS has had a current version version of CLang for years, included in XCode. PS3 is another matter entirely,  though unofficial devkits definitely support C++11, and much of C++14.
Well, i am kinda sure being asked to remove c++11 dependency for ios compatibility, it was probably 1 or 2 years ago though, perhaps it was for older device (support for newer ios version was dropped for iphone 4 and below a few years ago if i remember well).
Considering my experience as a web developper with apple devices (safari doesn't support a lot of standard w3c stuff other browser have been supporting for 5+ years), and the fact opengl 4.2+ support (2011) was still missing a few months ago (and perhaps is still missing) on mac os x, i never thought it was strange.
There are probably other platforms not compatible with c++11, iirc lr-fbalpha is also used on psvita, 3ds, wiiu, ...
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 10, 2017, 08:31:01 AM
barbudreadmon, if there is some way you could make this problem happen in the standalone version, I could help better. 
p,s, also add xbox to the list of those that don't do current c++. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 10, 2017, 09:56:34 AM
Well, i am kinda sure being asked to remove c++11 dependency for ios compatibility, it was probably 1 or 2 years ago though, perhaps it was for older device (support for newer ios version was dropped for iphone 4 and below a few years ago if i remember well).
Yeah, apple is fairly ruthless where backward compatibility is concerned (c++11 support arrived before that cutoff, though).

Quote
Considering my experience as a web developper with apple devices (safari doesn't support a lot of standard w3c stuff other browser have been supporting for 5+ years), and the fact opengl 4.2+ support (2011) was still missing a few months ago (and perhaps is still missing) on mac os x, i never thought it was strange.
Don't get me talking about that... I do mostly back-end web stuff, but still sometimes the refusal of the browser makers (not just Apple) to even acknowledge big parts of the standards makes me want to throw stuff.

Quote
There are probably other platforms not compatible with c++11, iirc lr-fbalpha is also used on psvita, 3ds, wiiu, ...
Right, I'm not expecting platforms that were discontinued and unsupported by 2011 to ever support c++11. My approach is to not use c++11 in burn, but some stuff I write for other parts of fba relies on it extensively.

Anyway, good luck with the sound problem.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 10, 2017, 11:37:40 AM
I couldn't reproduce it on standalone, but i noticed something while testing : on my video, when i reach the title screen by "inserting coin", the sound from inserting this first coin is weird, i hear it twice (i pressed coin button only once to reach the title screen). On standalone, i hear it once. I tried a couple of other neogeo games on lr-fbalpha and didn't notice anything similar, so i was wondering if it's not a hint to the issue ?
I was wondering if it couldn't be related to something in the code defining audio segment length and audio buffer in my libretro port.

My audio buffer is declared like this :
Code: [Select]
static int16_t *g_audio_buf;(that's the type the libretro api audio callback is asking for)

I have a macro defined like this :
Code: [Select]
#define AUDIO_SAMPLERATE 48000
Before running BurnDrvInit i do this :
Code: [Select]
nAudSegLen = (AUDIO_SAMPLERATE * 100 + (6000 >> 1)) / 6000;
g_audio_buf = (int16_t*)malloc(nAudSegLen<<2 * sizeof(int16_t));
pBurnSoundOut = g_audio_buf;
nBurnSoundRate = AUDIO_SAMPLERATE;
nBurnSoundLen = nAudSegLen;

After running it i do this :
Code: [Select]
nAudSegLen = (AUDIO_SAMPLERATE * 100 + (nBurnFPS >> 1)) / nBurnFPS;
g_audio_buf = (int16_t*)malloc(nAudSegLen<<2 * sizeof(int16_t));
nBurnSoundRate = AUDIO_SAMPLERATE;
nBurnSoundLen = nAudSegLen;
(redefining nBurnSoundRate was probably not necessary)

Anything in this is likely to cause an issue ?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 10, 2017, 11:54:04 AM
Your calculation for the number of samples in  a frame is fine (identical to mine).

In your case, I would see if the coin sound is triggered twice because it's getting the coin insert inputs twice, the 68k is sending the sound command twice, and so on.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: radius on December 19, 2017, 07:21:06 PM
Hi,

I'm part of libretro, on 0.2.97.39 I did a lot of research with aliaspider to fix savestates between popular platforms for some popular machines (because netplay).
Turns out several states included pointers and we added some padding which in turn fixed the issue.

barbudreadmon backported 0.2.97.40 and now everything seems broken again:
- CPSx states get fudged between 64-bit and 32-bit platforms (music glitches mostly)
- NeoGeo states are different size again

Do you have any ideas regarding these?
I can try to fix them again but I wonder if we can avoid these in the future.

If at all possible, do you think we can pull from SVN directly? is the SVN public? (at least for reading?)

Thanks in advance for your responses
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 19, 2017, 09:13:01 PM
radius,
I think we did some padding using a compiler macro to prevent different sized states between 32/64bit systems.  I only have a 32bit system, so I can't really test it right now.  I'd better let barbudreadmon respond here, as he knows more about the libretro port :)  Our svn is private right now, but that may change in the future.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 20, 2017, 04:32:05 AM
I'm not sure it is related to the bump to .40 release, as i mentioned in https://github.com/libretro/fbalpha/issues/166, it is more likely an issue with changing int to intptr_t in m68kcpu.c's m68k_context_size_no_pointers function in https://github.com/libretro/fbalpha/commit/0d21221fe9030ca8c482ca9042f92babf0a52dde .
From my understanding of "intptr_t", it doesn't return the same in 32/64 bits, and i kinda remember there was a warning related to this function and dink explicitly told me not to mess with it if i didn't want to break savestates, but someone else did and i overlooked this.

Edit : it would also be worth checking what was done on http://neo-source.com/index.php?topic=3162.0 , jan's special version mention being fully cross-platform for savestates. I don't think i'll have time to deal with bugs this week (wait for next week, i took leave), so please be patient, or try reverting the 2 changes i mentioned in https://github.com/libretro/fbalpha/issues/166 (the one with intptr_t and the one with ACB_FULLSCAN) and tell me if it fixes this issue.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 20, 2017, 07:54:29 AM
Correct -- intptr_t returns an int the size of a pointer on the current platform.

Unfortunately what I meant by cross-platform there is that the code in burner is cross-platform. It still gets the same blobs of data from burn so that old savestates can be loaded or converted. Any 32/64bit or endianness issues that remain in burn need to be fixed there, which may break savestates (input recordings need the endianness converted on BE systems but should otherwise work).

The new fileformat code itself can deal with endianness and has string conversions (all strings in the files are utf8), so that all files can be read and understood on any platform. It also uses the boost filesystem library (now part of the C++ standard, since C++17) to deal with file system in a cross-platform manner. It also has C++14 template stuff. The fixes burn needs are easy enough to do with the same C++14 template stuff, but portability...
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 20, 2017, 08:02:09 AM
I'd like to help, but I don't have a 64bit system handy for testing.
Also, got some bad news: the next version has lots of updated cores, and with updates come more critical variable scanning.  This means .42 states won't be compatible with .43.  I had a dream about a new savestate format that would overcome problems like this, but we would probably have to do some collaboration to make it happen. 
I'm guessing that right now everything is saved in a binary blob, and if something is added or missing in-between, everything below it goes a-skew.
The idea is, state data could be saved in a format like:
var_name_token,size_of_data,data
if the size doesn't match the current size, it would be skipped.  Also, if a new variable is added but the data in the savestate doesn't exist, it would get skipped. 
Of course, Jan's special version could do this in the latest incarnation of C++, with a ton of add-on libraries, but, that would leave a lot of people out.  We need a global solution that will work with archaic compilers alike.  C++99 would be the limit.   
Jan, I'm really surprized you can't think of a solution that doesn't require the latest C++ and a bunch of libraries, I'm not even going to debate this with you, but.. give me a break!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 20, 2017, 08:39:20 AM
Actually, most of what you describe is already how the savestates work. And using templates to store some types in a cross-platform manner requires zero add-on libraries, just a few small templates, and the use of  ptrdiff_t and inptr_t/uinptr_t for pointer arithmetic. That also assumes you (or at least the compiler) know the types involved, so dumping structs with these types in them into a single blob won't work (but templates can still help).

You can do that in plain C, but you'd need to explicitly call special functions for each affected type, which is error-prone and goes against the way fba has handled savestates since forever.

Also, just for the record, my builds have exactly 2 external dependencies that yours doesn't: libjpeg and boost. Go be a luddite and keep being stuck in the past, I really don't care. I'm just completely uninterested in joining you there. Modern C++ and Python help me do stuff that make fba better, so I use them. Go figure.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: radius on December 20, 2017, 10:28:11 PM
I'm not sure it is related to the bump to .40 release, as i mentioned in https://github.com/libretro/fbalpha/issues/166, it is more likely an issue with changing int to intptr_t in m68kcpu.c's m68k_context_size_no_pointers function in https://github.com/libretro/fbalpha/commit/0d21221fe9030ca8c482ca9042f92babf0a52dde .
From my understanding of "intptr_t", it doesn't return the same in 32/64 bits, and i kinda remember there was a warning related to this function and dink explicitly told me not to mess with it if i didn't want to break savestates, but someone else did and i overlooked this.

Edit : it would also be worth checking what was done on http://neo-source.com/index.php?topic=3162.0 , jan's special version mention being fully cross-platform for savestates. I don't think i'll have time to deal with bugs this week (wait for next week, i took leave), so please be patient, or try reverting the 2 changes i mentioned in https://github.com/libretro/fbalpha/issues/166 (the one with intptr_t and the one with ACB_FULLSCAN) and tell me if it fixes this issue.

It's not the fullscan thing (that one helped me with other issues like the coin counter not being saved properly in neogeo games) and I did that waaaay later.
I tried reverting that change and it didn't help though.

It's definitely the bump to .40 but that is one HUGE COMMIT so it will be difficult to narrow it down.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 21, 2017, 05:40:38 AM
Ok, i think this is my fault, when i told dink about the changes for padding the savestates, it seems i overlooked some of them, so they weren't included in .40 release, here is the patch for the things i overlooked : https://github.com/libretro/fbalpha/commit/9722254c6b3789b0936e883d5b63a27a7c20b81a.patch
I also reverted intptr_t to int in m68kcpu.c .

There is just one last thing in sh2.cpp, in libretro-fbalpha .39 we did this for savestates cross-platform compatibility : https://pastebin.com/0cmkDAAi
But the current code is slightly different :
Code: [Select]
ScanVar(& ( Sh2Ext[i].sh2 ), sizeof(SH2) - 4, szText);was replaced by
Code: [Select]
ScanVar(& ( Sh2Ext[i].sh2 ), sizeof(SH2), szText);
Sh2Ext[i].sh2.irq_callback = irq_callback;"
So i'm not sure how to apply the changes from https://pastebin.com/0cmkDAAi to the current version (honestly i don't even know why they were necessary for savestates cross-platform compatibility). Any suggestion would be welcome.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 21, 2017, 08:31:13 AM
barbudreadmon,
sh2 was modified so that it can scan the entire struct while preserving the pointer, so the new changes are ok.

I don't understand the need to pad this in capcom/qs_c.cpp:
Code: [Select]
- INT32 nPlayStart; // Start of being played
+ ALIGN_VAR(8) INT32 nPlayStart; // Start of being played

or this in snd/ay8910.c:
Code: [Select]
- INT32 register_latch;
+ ALIGN_VAR(8) INT32 register_latch;

Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 21, 2017, 09:03:19 AM
barbudreadmon,
sh2 was modified so that it can scan the entire struct while preserving the pointer, so the new changes are ok.

I don't understand the need to pad this in capcom/qs_c.cpp:
Code: [Select]
- INT32 nPlayStart; // Start of being played
+ ALIGN_VAR(8) INT32 nPlayStart; // Start of being played

or this in snd/ay8910.c:
Code: [Select]
- INT32 register_latch;
+ ALIGN_VAR(8) INT32 register_latch;
I'm not sure this is the issue, but those are the only things radius and aliaspider did in libretro-fba .39 that disappeared when i rebased the code against the fba .40 release (which seems to be the first commit where the savestates compatibility issue reappeared). I'll let you know if it fixes their issue as soon as they test it, or i'll try testing this myself (my raspberry is 32 bits and my desktop is 64 bits, i should be able to test this).
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 21, 2017, 09:42:49 AM
I can't really recommend those 2 changes, though, because an int32 doesn't need to be padded on any system.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 21, 2017, 10:26:52 AM
I can't really recommend those 2 changes, though, because an int32 doesn't need to be padded on any system.

best regards,
- dink
I'm not so sure, here is a quote from an article :
Quote
GNU g++ has a language extension that allows you to query a type?s alignment. The following program prints fundamental type sizes and alignment requirements of a platform for which it was compiled:

#include <iostream>
 
using namespace std;
 
template <typename T>
void print (char const* name)
{
  cerr << name
       << " sizeof = " << sizeof (T)
       << " alignof = " << __alignof__ (T)
       << endl;
}
 
int main ()
{
  print<bool>        ("bool          ");
  print<wchar_t>     ("wchar_t       ");
  print<short>       ("short int     ");
  print<int>         ("int           ");
  print<long>        ("long int      ");
  print<long long>   ("long long int ");
  print<float>       ("float         ");
  print<double>      ("double        ");
  print<long double> ("long double   ");
  print<void*>       ("void*         ");
}
The following listing shows the result of running this program on a 32-bit x86 GNU/Linux machine. Notice the size and alignment of the long long, double, and long double types.

bool           sizeof = 1  alignof = 1
wchar_t        sizeof = 4  alignof = 4
short int      sizeof = 2  alignof = 2
int            sizeof = 4  alignof = 4
long int       sizeof = 4  alignof = 4
long long int  sizeof = 8  alignof = 4
float          sizeof = 4  alignof = 4
double         sizeof = 8  alignof = 4
long double    sizeof = 12 alignof = 4
void*          sizeof = 4  alignof = 4
[Actually, the above program shows that the alignment of long long and double is 8. This is, however, not the case since the IA32 ABI specifies that their alignments should be 4. Also, if you wrap long long or double in a struct and take the alignment of the resulting type, it will be 4, not 8.]

And the following listing is for 64-bit x86-64 GNU/Linux:

bool           sizeof = 1  alignof = 1
wchar_t        sizeof = 4  alignof = 4
short int      sizeof = 2  alignof = 2
int            sizeof = 4  alignof = 4
long int       sizeof = 8  alignof = 8
long long int  sizeof = 8  alignof = 8
float          sizeof = 4  alignof = 4
double         sizeof = 8  alignof = 8
long double    sizeof = 16 alignof = 16
void*          sizeof = 8  alignof = 8
source : https://www.codesynthesis.com/~boris/blog/2009/04/06/cxx-data-alignment-portability/

If i understand well (i'm still a noob at c/c++), the INT32 is a "long int", right ? This article is saying it has an alignment of 4 in 32 bits and 8 in 64 bits, the author could be saying bullshit though.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 21, 2017, 12:27:48 PM
Must be it, the issue with neogeo/cps was fixed. I just need to fix cps3 now.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 21, 2017, 01:27:32 PM
Sizes may vary (normally only long int these days I think). You should use int32_t etc. when your int needs to be a specific width. To check at runtime what you have, use std::numeric_limits.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 21, 2017, 06:06:33 PM
If i understand well (i'm still a noob at c/c++), the INT32 is a "long int", right ? This article is saying it has an alignment of 4 in 32 bits and 8 in 64 bits, the author could be saying bullshit though.

INT32 is a standard 32bit/4 byte integer (on all platforms), this is why the alignment to 8 bytes doesn't make much sense.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 22, 2017, 01:47:33 AM
INT32 is a standard 32bit/4 byte integer (on all platforms), this is why the alignment to 8 bytes doesn't make much sense.

best regards,
- dink
Well, if i understand what "sizeof" do, it definitely seems INT32 is a 8 byte integer on 64 bits.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 22, 2017, 03:34:27 AM
long is 64 bits on some systems, 32bits on others. gcc isn't lying to you. See http://en.cppreference.com/w/cpp/language/types
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 22, 2017, 05:09:00 AM
long is 64 bits on some systems, 32bits on others. gcc isn't lying to you. See http://en.cppreference.com/w/cpp/language/types
Yes, actually i also heard different compilers could produce different size/alignment on the same arch.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 22, 2017, 06:37:28 AM
In theory, absolutely. I don't know if it's the case in practice. One thing to watch is Windows' BOOL type (which is really an int) vs C/C++ bool.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 22, 2017, 07:51:06 AM
barbudreadmon, oh my... INT32 isn't a long!  you have your define for this type set wrongly, or perhaps, need to define it differently on those platforms.  it should be an unsigned int / 32bit / 4 bytes :)  Obviously, the 32 after INT means something,  right? :)
read here:
http://en.cppreference.com/w/cpp/language/types (thanks jan for the link)

burn.h:
typedef unsigned int                  UINT32;
typedef signed int                     INT32;

okidoki?

bye for now,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: nee on December 22, 2017, 09:38:42 AM
I found some broken dip switches:

galaga - setting it to freeplay breaks the game and it no longer loads past "ROM OK"
toaplan GP9001 hardware, toaplan-developed games (batsugun, batsugunsp, dogyuun, truxton2, possibly others, but not Raizing games on the same hardware) - region cannot be changed from the default (Korea for Batsugun, Japan for others), changes have no effect.

Setting these dips seems to work ok in MAME. :S
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 22, 2017, 11:28:41 AM
barbudreadmon, oh my... INT32 isn't a long!  you have your define for this type set wrongly, or perhaps, need to define it differently on those platforms.  it should be an unsigned int / 32bit / 4 bytes :)  Obviously, the 32 after INT means something,  right? :)
read here:
http://en.cppreference.com/w/cpp/language/types (thanks jan for the link)

burn.h:
typedef unsigned int                  UINT32;
typedef signed int                     INT32;

okidoki?

bye for now,
- dink
You are right, i assumed int32 was a long but it's a short.
Well, hopefully i'm using the vanilla defines, but this is a fact that adding the alignment macro for those 2 int32 ended up solving the cross platform savestates issue for neogeo/cps, so there definitely seems to be something different with "signed short" on 32/64 bits. Since this is really puzzling, and could be an important information for writing cross platform code in the future, i'll write a little program to test size/alignment of those on both 32 and 64 bits system.

Edit : i confirm size/alignment of INT32 don't differ between 32 and 64 bits system (at least on gcc linux), i overlooked this one but there is also an ALIGN_VAR(8) for the void in ay8910.h, so it is probably this one which solved the issue for those drivers.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 22, 2017, 12:22:35 PM
Quote
i assumed  int32 was a long but it's a short.
I hope not -- that would make it 16 bits. Again, check using std::numeric_limits if you're not sure.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 22, 2017, 01:17:50 PM
I hope not -- that would make it 16 bits. Again, check using std::numeric_limits if you're not sure.
My bad, i mean an int.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on December 23, 2017, 05:01:04 AM
The cross-platform issue with sh2 savestates is that opbase in sh2ext is 4 byte on 32 bits and 8 byte on 64 bits. In libretro-fba 39 someone commented the
Code: [Select]
SCAN_VAR (Sh2Ext[i].opbase) in sh2.cpp. It seems commenting it again solve the cross-platform issue, but i suppose it is there for a reason.

After reading jan's posts, i tried replacing the type by uint8_t, the size would still differ.

So i tried replacing the declaration/code by this :
Code: [Select]
diff --git a/src/cpu/sh2/sh2.cpp b/src/cpu/sh2/sh2.cpp
index a257404..1649fa2 100644
--- a/src/cpu/sh2/sh2.cpp
+++ b/src/cpu/sh2/sh2.cpp
@@ -179,7 +179,7 @@ typedef struct
  pSh2ReadLongHandler ReadLong[SH2_MAXHANDLER];
  pSh2WriteLongHandler WriteLong[SH2_MAXHANDLER];
 
- unsigned char * opbase;
+ ALIGN_VAR(8) unsigned char * opbase;
  int suspend;
 } SH2EXT;
 
@@ -3508,7 +3508,7 @@ int Sh2Scan(int nAction)
  Sh2Ext[i].sh2.irq_callback = irq_callback;
 
  SCAN_VAR (Sh2Ext[i].suspend);
- SCAN_VAR (Sh2Ext[i].opbase);
+ ScanVar(& (Sh2Ext[i].opbase), 8, "Sh2Ext[i].opbase" );
 
 #if FAST_OP_FETCH
  // Sh2Ext[i].opbase
It seems to work but i've got a feeling my code is horrible. Any suggestion ?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 23, 2017, 06:53:42 AM
That's because Sh2Ext.opbase's type is not uint8_t, but uint8_t*.

Pointers have no business being in any savestate. In fact at first glance doesn't look like opbase needs to be included at all.

More generally, in cases where you do need to include pointers, which will be rare, you will need to find a way to convert them to something that's not a pointer, even if that's by using pointer arithmetic and forced alignment.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 23, 2017, 09:05:05 AM
Just remove/comment this line:  SCAN_VAR (Sh2Ext.opbase);
it's recalculated on state load, and doesn't need to be scanned in the first place.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 23, 2017, 09:17:44 AM
In order to detect that sort of problem, here's a bit of code that replaces the SCAN_VAR macro; insert it into state.h replacing the #define SCAN_VAR line:

Code: [Select]
#if !defined(__cplusplus) || ((_MSC_VER < 1900) && (__cplusplus <= 199711L))

#define SCAN_VAR(x) ScanVar(&x, sizeof(x), #x)

#else

class scan_exception
{
const char* const _what_arg;

public:

const char* const variable;

scan_exception(const char* const what_arg, const char* const variable) : _what_arg(what_arg)
, variable(variable)
{
return;
}

const char* const what()
{
return _what_arg;
}
 };

#define SCAN_VAR(x) { if (std::is_pointer<decltype(x)>::value) throw scan_exception("variable is a pointer!", #x); else ScanVar(&x, sizeof(x), #x); }

#endif

Also insert #include <type_traits> in burnint.h:

Code: [Select]
#if defined(__cplusplus) && !((_MSC_VER < 1900) && (__cplusplus <= 199711L))

#define _USE_MATH_DEFINES
#include <type_traits>

#endif

If you use this, trying to include a pointer in a savestate will cause an exception to be thrown. Note that it's only compiled if your compiler has C++11 support enabled, does not work for code that's compiled as plain C, and your compiler may complain about exceptions being thrown where it doesn't expect them.

Other than that, see screenshot.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 24, 2017, 12:45:03 PM
I make a nicer version. The new one uses static asserts and sfinae to detect problems at compile time and do the right thing in 32/64 bit versions. I also built in support for pointers into some part of the game's memory or an array (only neo geo uses those atm).

Direct support for ptrdiff_t and (u)intptr_t to come.

Compiling threw up errors in two drivers that dump pointers into savestates:

d_powerins.cpp:
SCAN_VAR(RamCurPal);

d_galpanic.cpp:
SCAN_VAR(RamCurPal);
SCAN_VAR(RamCTB64k);

They should not use SCAN_VAR, since they need to save the contents of RAM and not a pointer.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 24, 2017, 08:08:14 PM
d_powerins.cpp:
SCAN_VAR(RamCurPal);

d_galpanic.cpp:
SCAN_VAR(RamCurPal);
SCAN_VAR(RamCTB64k);

Thanks for the heads-up.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 26, 2017, 08:08:02 AM
Final update on area/variable scanning:


Tested and working with both visual studio and gcc (except 64bit, so until that code is tested it fails with a static assert).
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 26, 2017, 08:41:45 AM
Nice, use this to find more bugs for us, and leave our burn / drivers alone! edit: please.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 26, 2017, 08:53:01 AM
Thanks, Dink. Christmas spirit in action, I guess.

Is this how you treat everyone who contributes, or am I I just special?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: vbt on December 26, 2017, 11:39:05 AM
Thanks, Dink. Christmas spirit in action, I guess.

Is this how you treat everyone who contributes, or am I I just special?
Just curious Jan, you got your own version of FBA or it's another emulator based on FBA?
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: jan_klaassen on December 26, 2017, 03:12:15 PM
Just curious Jan, you got your own version of FBA or it's another emulator based on FBA?
It's FBA, though it has a lot of new things for the Windows UI and is slowly diverging otherwise. It's also a work in progress. That wasn't my choice, but as you can see this situation is probably going to remain the status quo.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: vbt on December 28, 2017, 06:36:02 PM
It's FBA, though it has a lot of new things for the Windows UI and is slowly diverging otherwise. It's also a work in progress. That wasn't my choice, but as you can see this situation is probably going to remain the status quo.
try to make a jan's WIP topic, it will be easier to follow :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on December 28, 2017, 06:40:10 PM
Yes, It would be nice to stay on topic --> "FB Alpha 0.2.97.42 Bug Reports"

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on February 13, 2018, 05:45:11 PM
I'm not sure it should be called a bug, but there doesn't seem to be multitap support in fbalpha megadrive.
Also, perhaps it is worth mentioning there were several models of multitap, with different compatibilities (see Team Player (https://segaretro.org/Team_Player) and 4 Way Play (https://segaretro.org/4_Way_Play))
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on February 13, 2018, 07:06:11 PM
It's called an unimplemented feature.  I have a great idea, check your pm's regarding this.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on April 15, 2018, 01:55:59 PM
Hi everyone,

It seems Tournament Arkanoid is stuck with a "bad hardware" screen.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on April 15, 2018, 06:41:19 PM
Thanks for reminding me, all of the sets in arkanoid are kinda screwed up.  We need to update our mcu interface or the port handlers a little bit, it seems.  Hopefully another dev will help because I failed at fixing this.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: h-enigm on April 17, 2018, 09:39:38 PM
hello all my respects to the dev teams
i am just making certain that this bug isnt a personal one..
it is about the games alpine racer 2& armadillo racing.
would be nice to have in fbalpha. the thing about it, it
seems as it is marked green long time ago by mame.
but the sound is very buggy. so my hopes of playing
these two isnt coming it seems. the gfx scroll is
perfect it seems but the music is garbled by bad routines
in the sample playback, which stops right in the middle
of a riff/section & plays it over again many times so it is
sort of a stuttering type only it stutters the music. so
we are talking about alot here & it comes over & over
again & is indeed a lot of headache. i have to stop after
a while with sound on to take a pill & eventually turn off
the sound which is a loss, cause it gets boring. whenever
you fba devs get into this driver remember this. i also
noticed that the audio driver in windows can get dirty &
cause even more noise/slowness clicks etc. due to unknown
reasons, probably a hack though. i use fixwmp utility for
this if anyone messes with it. released by
so best of luck with the 0299 release or maybe it is a 03
release. i have been waiting for it for a long time, but i aint
complaining :)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Gab75 on April 18, 2018, 05:36:51 AM
Hi h-enigm,
the games you mentioned are based on NAMCO System 22 hardware (the same system of Ridge Racer) and I doubt that the DEVs would add the related emulation on FBA... but I could be wrong! ;)
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: iq_132 on April 18, 2018, 08:16:14 AM
hello all my respects to the dev teams
i am just making certain that this bug isnt a personal one..
it is about the games alpine racer 2& armadillo racing.
would be nice to have in fbalpha. the thing about it, it
seems as it is marked green long time ago by mame.
but the sound is very buggy. so my hopes of playing
these two isnt coming it seems. the gfx scroll is
perfect it seems but the music is garbled by bad routines
in the sample playback, which stops right in the middle
of a riff/section & plays it over again many times so it is
sort of a stuttering type only it stutters the music. so
we are talking about alot here & it comes over & over
again & is indeed a lot of headache. i have to stop after
a while with sound on to take a pill & eventually turn off
the sound which is a loss, cause it gets boring. whenever
you fba devs get into this driver remember this. i also
noticed that the audio driver in windows can get dirty &
cause even more noise/slowness clicks etc. due to unknown
reasons, probably a hack though. i use fixwmp utility for
this if anyone messes with it. released by
so best of luck with the 0299 release or maybe it is a 03
release. i have been waiting for it for a long time, but i aint
complaining :)
Definitely not the sort of game well-suited for being in FBA. If you look in the games list there are precisely ZERO 3D [polygon-based] games in FBA.
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: hazymovich on April 20, 2018, 01:05:08 PM
when you check autoframeskip in the program , in the fba.ini it change "bAlwaysDrawFrames" to 0, but the explanation in the ini says that "//If non-zero, skip frames when needed to keep the emulation running at full speed"

 :confused:  :confused: :confused: :confused: :confused: :confused: :confused:
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on April 20, 2018, 06:23:22 PM
when you check autoframeskip in the program , in the fba.ini it change "bAlwaysDrawFrames" to 0, but the explanation in the ini says that "//If non-zero, skip frames when needed to keep the emulation running at full speed"

 :confused:  :confused: :confused: :confused: :confused: :confused: :confused:

I always thought that was funny, thanks reminding me to fix it :)
It will read (next version): // If zero, skip frames when needed to keep the emulation running at full speed

Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on April 24, 2018, 12:27:35 AM
after several days of insanity, arkanoid (and all games it's driver) are finally working with the real/non-bootleg prot mcu's.  yay!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: barbudreadmon on April 24, 2018, 06:16:51 AM
hello all my respects to the dev teams
i am just making certain that this bug isnt a personal one..
it is about the games alpine racer 2& armadillo racing.
would be nice to have in fbalpha. the thing about it, it
seems as it is marked green long time ago by mame.
but the sound is very buggy. so my hopes of playing
these two isnt coming it seems. the gfx scroll is
perfect it seems but the music is garbled by bad routines
in the sample playback, which stops right in the middle
of a riff/section & plays it over again many times so it is
sort of a stuttering type only it stutters the music. so
we are talking about alot here & it comes over & over
again & is indeed a lot of headache. i have to stop after
a while with sound on to take a pill & eventually turn off
the sound which is a loss, cause it gets boring. whenever
you fba devs get into this driver remember this. i also
noticed that the audio driver in windows can get dirty &
cause even more noise/slowness clicks etc. due to unknown
reasons, probably a hack though. i use fixwmp utility for
this if anyone messes with it. released by
so best of luck with the 0299 release or maybe it is a 03
release. i have been waiting for it for a long time, but i aint
complaining :)
Well, i have been dreaming of seeing some stv games in fba myself (mainly my favorite shmup Radiant Silvergun, which was crashing around stage 10 last time i tried it in mame), but that won't happen.

after several days of insanity, arkanoid (and all games it's driver) are finally working with the real/non-bootleg prot mcu's.  yay!

best regards,
- dink
Nice work !
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: Arcadez on April 24, 2018, 09:17:07 AM
@dink nice job ya did there!!
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: el_rika on May 03, 2018, 08:00:38 AM
Great release as always!

I tested a bit the libretro .43 core and found a small issue. Cyvern (Kaneko system) has very choppy video with "Speed Hack:On". The framerate number shows no fluctuations and the sound has no issues, but the image is slightly stuttery every two seconds or so. Before, with the hack, it had perfectly smooth image with some missing and delayed sounds and music.

Also, the buttons seem to be inverted/differently placed (what used to be fire is now nothing, what was nothing is now bomb and what was bomb is now fire....if that makes any sense), with no option in the ""Core options" to set them to either Gamepad or Arcade, like before.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 03, 2018, 08:34:57 AM
Cyvern is one of the games that uses nearly all of its cycles doing something (unlike other skns games), therefore a speedhack really isn't recommended on this game.
Although, if it's a case of using a speedhack or not playing the game at all, maybe barbudreadmon (libretro guy) can change it back to use the old speedhack mode (there's a few of them for sh-2) just for cyvern?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on May 03, 2018, 10:22:43 AM
Great release as always!

I tested a bit the libretro .43 core and found a small issue. Cyvern (Kaneko system) has very choppy video with "Speed Hack:On". The framerate number shows no fluctuations and the sound has no issues, but the image is slightly stuttery every two seconds or so. Before, with the hack, it had perfectly smooth image with some missing and delayed sounds and music.

Also, the buttons seem to be inverted/differently placed (what used to be fire is now nothing, what was nothing is now bomb and what was bomb is now fire....if that makes any sense), with no option in the ""Core options" to set them to either Gamepad or Arcade, like before.
I guess i could add a third option in the speedhack dipswitch to enable the old "cps3speedhack", saying "some missing and delayed sounds and music" is a big understatement though : the sound was a complete mess.

About the lr-fbalpha mapping, it was migrated to "Quick Menu > Controls" a year ago. There is no equivalent to the old "Arcade" setting though, because it relied on not having your retropad mapped as documented there (https://docs.libretro.com/specs/retropad/), which is bad thing.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: el_rika on May 03, 2018, 12:47:18 PM
Ah i get it.

Really, don't bother adding the old hack. I mean, one could use the old core anyway for a different experience.

I guess i'll modify the touch controls to keep the button placements 😊
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 08, 2018, 09:40:22 AM
More bug reports, please!!

Remember, we rely on you: friends and fans of FBAlpha, to report any bugs or glitches in games that you like to play.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on May 09, 2018, 03:59:42 AM
More bug reports, please!!
I saw a report this morning about green beret & rush'n attack running extremely fast since last release, considering they are both from the same driver there could be some truth behind this issue, i didn't have time to test it before going to work though.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 09, 2018, 07:32:38 AM
I saw a report this morning about green beret & rush'n attack running extremely fast since last release, considering they are both from the same driver there could be some truth behind this issue, i didn't have time to test it before going to work though.

gberet is OK here, I did the side-by-side comparison test :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on May 09, 2018, 07:55:32 AM
gberet is OK here, I did the side-by-side comparison test :)

best regards,
- dink
gberet needs a re-write in a bad way. One of these days i'll get around to finishing that.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 09, 2018, 08:39:26 AM
I saw a report this morning about green beret & rush'n attack running extremely fast since last release, considering they are both from the same driver there could be some truth behind this issue, i didn't have time to test it before going to work though.

Since there were no changes to the driver, I have a theory:
first: this was probably always broke for the reporter, unless there was a core change to the fps handling in retroarch/libretro etc.
second: gberet runs at 30fps.  If the system they are running on is 60fps only, or fps handling is broken somehow, the game will run twice the speed. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Arcadez on May 09, 2018, 09:05:30 AM
Since there were no changes to the driver, I have a theory:
first: this was probably always broke for the reporter, unless there was a core change to the fps handling in retroarch/libretro etc.
second: gberet runs at 30fps.  If the system they are running on is 60fps only, or fps handling is broken somehow, the game will run twice the speed. 

best regards,
- dink

Yeah i had the same exact problem on the xbox with Green Beret / Rush'n Attack another also affected was Ironhorse, so it's
definately a platform specific issue, i have a workaround however to bring the speed down to the correct level for the above
games via iq_132........

@barbudreadmon i'll push a commit later which should sort this.

Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on May 09, 2018, 09:13:17 AM
Not actually a bug (and not worth its own thread, I guess), but something that everyone probably already knows about: the game filter categories are kind of arbitrary (which companies are listed or not, and some overlap, too). Also, games are not always listed under the most appropriate filter (for example, many are lumped together in Misc pre 90s rather than being put under the concerned company).

Are there plans to overhaul this, maybe using game metadata instead?
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 09, 2018, 06:51:47 PM
Stifu, thanks for the feedback.
This is a tough one, and there is definitely room for improvement.  There are no plans really, but if we notice something out of place, we'll try to fix it.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on May 09, 2018, 07:08:57 PM
Not actually a bug (and not worth its own thread, I guess), but something that everyone probably already knows about: the game filter categories are kind of arbitrary (which companies are listed or not, and some overlap, too). Also, games are not always listed under the most appropriate filter (for example, many are lumped together in Misc pre 90s rather than being put under the concerned company).

Are there plans to overhaul this, maybe using game metadata instead?
Completely arbitrary. I would not be against moving everything into simply drv and anything that doesn't have game structs into some other directory. The down side is that we'd lose all the history on those files.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 09, 2018, 09:42:49 PM
iq_132 oh please no.. that would be horrible.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on May 10, 2018, 02:13:41 AM
Thanks for your replies.

I noticed something that seems weird to me. I'm under the impression "gprider" and "gpriders" (clone of gprider) have the exact same 30 files, with the same crc. I noticed that because Romcenter tells me I have "gpriders" even though I only have "gprider".
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on May 10, 2018, 03:47:40 AM
Thanks for your replies.

I noticed something that seems weird to me. I'm under the impression "gprider" and "gpriders" (clone of gprider) have the exact same 30 files, with the same crc. I noticed that because Romcenter tells me I have "gpriders" even though I only have "gprider".

The parent is the dual board, and the clone the single board. The roms match MAME, however, we don't emulate the dual board so they are effectively the same set.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on May 14, 2018, 01:26:13 PM
I must be cursed or something with arkanoids, i picked a random version (arkgcbl), and ended up with the same "bad hardware" screen i had with arkatour on .42, except i get it later (after intro).

On a sidenote, the gberet issue was fixed (basically, the timings i computed for the libretro api were wrong because nBurnSoundRate/1000 was greater than nBurnFPS/100).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 14, 2018, 10:36:00 PM
Try using a real version of Arkanoid (arkanoid, arkanoidj, arkanoidu, arkatour), those are the only ones I worked on.  I'll check out the bootlegs though.  the bootlegs with mcu should be ok.

edit: later that day... fixed the issue with no-mcu bootlegs. 

Glad ya worked out the gberet issue :)

best regards,
- dink

I must be cursed or something with arkanoids, i picked a random version (arkgcbl), and ended up with the same "bad hardware" screen i had with arkatour on .42, except i get it later (after intro).

On a sidenote, the gberet issue was fixed (basically, the timings i computed for the libretro api were wrong because nBurnSoundRate/1000 was greater than nBurnFPS/100).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: tmznix on May 23, 2018, 10:01:49 PM
Hi !
First of all, thank you very much for this fantastic emulator!

I think I found a bug.
When I tried to load a particular game, "super speed race Junior (Japan)", FBA crashes. Rom name is ssrj.zip
It happends as soon as I click on the game's name. Before even trying to double click to start it.
Im using windows 64bits.

Hope it helps.
Cheers,

TMZ
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 23, 2018, 10:24:00 PM
Hi tmznix,
Super Speed Race Junior is broken for now, it will be fixed in the next version of FBA.  Sorry about that!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on May 24, 2018, 12:52:46 AM
Hi tmznix,
this is a known issue, it afflicts the binary versions (32 and 64 bit), but not the XP binary version... as dink wrote, it will be fixed in the next FBA release! :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Bonky0013 on May 24, 2018, 08:47:54 AM
Hi ^^

In first, i want to thank you for all your work  :wink:

I don't know if those "bugs" are know issue, lot of time i do post it.
They're on Cps_1.

Captain commando : On the title screen appears, look on  I of CAPTAIN.

Chiki Chiki boys : The screen titles appears and disappears the time of one frame (i think).
Similar for the screens of the demo.


Not a bug, just an information ^^

For the B_18 PPU ID, i have see it's not matching mame on ctrl, pal ctrl and layers enable. (i have game converted on B_18 for my personnal use.).
I have looked on it because all my conversion are black screen :)

After created another B_18 (matching mame), my conversions works well, but i have break sf2ue and sfee (only this 2 games work on b_18)
Need more look for me on the code for understand ;) :)

Best Regards from france :)
And sorry for my limited english  :redface:
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on May 24, 2018, 09:26:40 AM
I can't see any issue?
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Bonky0013 on May 24, 2018, 11:18:20 AM
Hi Barry :)

Look on the picture, you can see just up to AI of captain the problem ;)
When the title appear.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 24, 2018, 04:53:43 PM
Bonky0013, thanks.  chiki video glitches are fixed :)

re: captcomm
I can't reproduce this problem.  is the romset OK?  how about CPU speed - is it at 100%? (Game -> Reset CPU speed to 100%)
will you post your config/games/captcomm.ini file?

EDIT I found the problem!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 24, 2018, 05:50:56 PM
Bonky0013, problem with captcomm also fixed :) thanks!
note to others; the problem happens while the Captain Commando text is being displayed with a raster effect.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on May 25, 2018, 05:56:39 AM
Bonky0013, problem with captcomm also fixed :) thanks!
note to others; the problem happens while the Captain Commando text is being displayed with a raster effect.

best regards,
- dink

Did these bugs happen in older versions as well? The fixes are hacky at best and indicate a problem with our timing which probably needs further investigation. Especially if they worked fine in previous versions.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 25, 2018, 08:16:39 AM
Treble Winner,
I've been wanting to fix the chiki one for ages, but forgot about it actually.  I verified that they both happen in past versions.  chiki since I've been with the project.  Captcomm always did the raster a bit wrong, but didn't write the weird character above until around the time of the new m68k core.  You probably didn't notice the problems because they only happen for a frame or 2 during raster effects (scroll register hackery) by the game.

chiki/captcomm actually run at 262 lines (which can be verified in the emulator encyclopedia aka MAME), having it at 259 previously was basically running vbl at the wrong line.  secondly, drawing after vblank is bad for any raster effect.
Explanation: after vbl and until line 16, the game prepares some the next scene / scroll registers / etc.  The reason for the glitches is simple, the game was drawing during the preparation of the next scene.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Bonky0013 on May 25, 2018, 08:19:10 AM
Hi ^^

Fixed so fast ^^
Thanks  :biggrin:


These two problems was very old  ;)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on May 25, 2018, 09:18:29 AM
Treble Winner,
I've been wanting to fix the chiki one for ages, but forgot about it actually.  I verified that they both happen in past versions.  chiki since I've been with the project.  Captcomm always did the raster a bit wrong, but didn't write the weird character above until around the time of the new m68k core.  You probably didn't notice the problems because they only happen for a frame or 2 during raster effects (scroll register hackery) by the game.

chiki/captcomm actually run at 262 lines (which can be verified in the emulator encyclopedia aka MAME), having it at 259 previously was basically running vbl at the wrong line.  secondly, drawing after vblank is bad for any raster effect.
Explanation: after vbl and until line 16, the game prepares some the next scene / scroll registers / etc.  The reason for the glitches is simple, the game was drawing during the preparation of the next scene.

best regards,
- dink

Can confirm:
MCFG_SCREEN_RAW_PARAMS(XTAL(16000000)/2, 512, 64, 448, 262, 16, 240)

That should also put our fps to 59.637404580152671755725190839695 hz ^^
(1600000/2/512/262)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on May 27, 2018, 03:57:00 PM
Megadrive Streets of Rage level 3.

Corruoption of tiles at the left hand side of screen.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 27, 2018, 07:27:15 PM
Megadrive Streets of Rage level 3.

Corruoption of tiles at the left hand side of screen.

Fixed, thanks for the report & state! :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on May 30, 2018, 01:58:35 PM
I'm confused about a little something.

Somewhere between FBA 0.2.97.40 and .42, support for Samurai Shodown II and IV "Special" hacks has been added. (If memory serves, it was actually forgotten in .40 despite being mentioned in the release notes, but whatever). Now, looking at .43, I can't see these hacks anymore among the samsho2 or samsho4 clones.

Were they removed on purpose or not? What's the story? Thanks.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 30, 2018, 10:01:47 PM
We had to remove all hacks by GSC2007 because this guy is absolutely mental, and only wants his hacks to run on his "special" version of mame - which has no source code, only exe's.  ... which in itself is very suspicious.   Anyways, we had to remove them to avoid an influx of insults and accusations from this guy.  Sorry about that.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on May 31, 2018, 01:50:04 AM
I'm confused about a little something.

Somewhere between FBA 0.2.97.40 and .42, support for Samurai Shodown II and IV "Special" hacks has been added. (If memory serves, it was actually forgotten in .40 despite being mentioned in the release notes, but whatever). Now, looking at .43, I can't see these hacks anymore among the samsho2 or samsho4 clones.

Were they removed on purpose or not? What's the story? Thanks.
If you find interesting hacks in hbmame (obviously not the ones by GSC2007), i can look into porting them to fba as i did for kof2k2omg :).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on May 31, 2018, 03:34:08 AM
Ah, I remember reading something about that. I didn't realize those hacks were part of it (I don't even know what they add to the original games, I just wanted to check them out). This whole thing is ridiculous. The only reason this guy could create his modified emulator and ROMs is thanks to the efforts of all the people who freely and nearly unconditionally shared their work with everyone. He wants to benefit from it while imposing his petty conditions (does that even respect MAME's licensing conditions?). It's selfish, immature and shortsighted. He's wilfully limiting the reach of his work, and ensuring his pet projects won't outlive him.

Anyway, sorry for the rant. Thanks for the offer to add cool hacks, barbudreadmon. If I ever stumble on any, I'll let you know.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on May 31, 2018, 04:56:47 AM
Ah, I remember reading something about that. I didn't realize those hacks were part of it (I don't even know what they add to the original games, I just wanted to check them out). This whole thing is ridiculous. The only reason this guy could create his modified emulator and ROMs is thanks to the efforts of all the people who freely and nearly unconditionally shared their work with everyone. He wants to benefit from it while imposing his petty conditions (does that even respect MAME's licensing conditions?). It's selfish, immature and shortsighted. He's wilfully limiting the reach of his work, and ensuring his pet projects won't outlive him.

Anyway, sorry for the rant. Thanks for the offer to add cool hacks, barbudreadmon. If I ever stumble on any, I'll let you know.

I still think we should put them back. His "work" is based on SNK's IP and we don't remove their stuff.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 31, 2018, 10:52:17 AM
They're back :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Arcadez on May 31, 2018, 05:57:50 PM
They're back :)

My life is truely now complete :D
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on June 04, 2018, 02:05:42 AM
Thanks for that, dink. I hope they're worth it! I still haven't had a chance to try them.

Anyway... I found something that looks like a bug, but I don't know whether it's a game bug or emulation bug.
It's in the intro of Crude Buster, in the scene where you see the big punk shake hand with the government official. It looks buggy (wrong colors, apparent tiles) at first, then it looks fine after a second. The bug can be seen here: https://youtu.be/8-49fSaAnQc?t=40s
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 04, 2018, 07:36:46 AM
Stifu,
Regarding Crude Buster:
The pcb does the exact same thing - I wonder if they were going for a lights off / lights on effect?

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on June 04, 2018, 08:58:54 AM
I see, thanks for clearing that up. I don't think it's intentional. Weird colors aside, the apparent tile squares definitely look buggy. Also note the Mega Drive / Genesis version doesn't have those issues.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 04, 2018, 09:57:14 AM
You're welcome.  Yes, it does look odd w/ the missing tile(s) and weird colors.   Maybe the original testers of the game didn't notice it because they didn't have the modern features we have (pause/ffwd etc).  Who knows :)  I guess we'll never know without asking the original designers of the game.

best regards,
- dink


I see, thanks for clearing that up. I don't think it's intentional. Weird colors aside, the apparent tile squares definitely look buggy. Also note the Mega Drive / Genesis version doesn't have those issues.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on June 09, 2018, 04:26:28 AM
About Crude Buster again, I assume the buggy tiles around the second punk in the ending scene are also a game bug rather than an emulation bug?
https://youtu.be/E6sY_sMl2aQ?t=32m11s
This bug is even in "Data East Arcade Classics" for the the Wii, but sometimes such compilations have emulation bugs, so better safe than sorry...

Also noticed I have bleeding colors on the sides of the screen when I'm in full screen mode with FBA (see screenshot). When sprites are located on the rightmost part of the screen, I get bleeding pixels on the left side, and vice versa. I guess that's just some imperfect video setting or something, rather than an actual FBA bug.

I can provide save states for both of these things, if needed.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 09, 2018, 07:17:52 AM
Stifu, thanks, please post the states :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on June 09, 2018, 08:16:46 AM
Here you go. Thanks for having a look.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 09, 2018, 08:32:50 AM
I can't reproduce either issue - please also post your ini file so I can investigate.  I think you might be using a scaler or fx that has the bug in it (a couple are buggy and actually cause the bleeding issue which depends on the game's screen size). 

Also try with all effects disabled and let me know how it looks?
 
oops, I mean with the ending scene, I don't see what the bad tiles are in the video or in the state.  Are you talking about the money that is sorta "floating" out of his bag? :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Stifu on June 09, 2018, 08:38:35 AM
Here's the ini. As I expected, the full-screen color bleeding goes away if I disable bi-linear filtering.

About the buggy tiles... Never mind, I'm stupid. They're just badly-drawn dollar bills. :\
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 09, 2018, 08:52:16 AM
Thanks, I'll try to figure out whats going wrong with bilinear filtering.
It's alright!

Here's the ini. As I expected, the full-screen color bleeding goes away if I disable bi-linear filtering.

About the buggy tiles... Never mind, I'm stupid. They're just badly-drawn dollar bills. :\
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on June 12, 2018, 03:20:35 AM
Hi,

it seems there is a color issue in dkong, here is the original pcb :
(https://retropie.org.uk/forum/assets/uploads/files/1528726484805-img_8906-resized.jpg)

current mame is close to those colors, i guess it is related to this change :
Code: [Select]
0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
fba is a lot more redish.

I'm not 100% sure but i guess it is related to one (or both) of those changes in mame :
Code: [Select]
diff -Naur mame-mame0141u1/src/emu/video/resnet.c mame-mame0141u2/src/emu/video/resnet.c
--- mame-mame0141u1/src/emu/video/resnet.c 2011-01-24 06:09:05.000000000 +0100
+++ mame-mame0141u2/src/emu/video/resnet.c 2011-02-09 16:01:01.000000000 +0100
@@ -564,7 +564,7 @@
  cut = 0.0;
  break;
  case RES_NET_AMP_DARLINGTON:
- minout = 0.9;
+ minout = 0.7;
  cut = 0.0;
  break;
  case RES_NET_AMP_EMITTER:
@@ -685,13 +685,15 @@
  v = vcc - v;
  v = MAX(0, v-0.7);
  v = MIN(v, vcc - 2 * 0.7);
+ v = v / (vcc-1.4);
+ v = v * vcc;
  break;
  case RES_NET_MONITOR_ELECTROHOME_G07:
  /* Nothing */
  break;
  }
 
- return (int) (v *255 / vcc + 0.4);
+ return (int) (v * 255 / vcc + 0.4);
 }
 
 rgb_t *compute_res_net_all(running_machine *machine, const UINT8 *prom, const res_net_decode_info *rdi, const res_net_info *di)
diff -Naur mame-mame0141u1/src/lib/util/palette.c mame-mame0141u2/src/lib/util/palette.c
--- mame-mame0141u1/src/lib/util/palette.c 2011-01-24 06:09:05.000000000 +0100
+++ mame-mame0141u2/src/lib/util/palette.c 2011-02-09 16:01:01.000000000 +0100
@@ -682,8 +682,8 @@
 
 void palette_normalize_range(palette_t *palette, UINT32 start, UINT32 end, int lum_min, int lum_max)
 {
- UINT32 ymin = 1000 * 255, ymax = 0;
- UINT32 tmin, tmax;
+ INT32 ymin = 1000 * 255, ymax = 0;
+ INT32 tmin, tmax;
  UINT32 index;
 
  /* clamp within range */
@@ -707,11 +707,13 @@
  for (index = start; index <= end; index++)
  {
  rgb_t rgb = palette->entry_color[index];
- UINT32 y = 299 * RGB_RED(rgb) + 587 * RGB_GREEN(rgb) + 114 * RGB_BLUE(rgb);
- UINT32 target = tmin + ((y - ymin) * (tmax - tmin + 1)) / (ymax - ymin);
- UINT8 r = (y == 0) ? 0 : rgb_clamp(RGB_RED(rgb) * 1000 * target / y);
- UINT8 g = (y == 0) ? 0 : rgb_clamp(RGB_GREEN(rgb) * 1000 * target / y);
- UINT8 b = (y == 0) ? 0 : rgb_clamp(RGB_BLUE(rgb) * 1000 * target / y);
+ INT32 y = 299 * RGB_RED(rgb) + 587 * RGB_GREEN(rgb) + 114 * RGB_BLUE(rgb);
+ INT32 u = ((INT32)RGB_BLUE(rgb)-y /1000)*492 / 1000;
+ INT32 v = ((INT32)RGB_RED(rgb)-y / 1000)*877 / 1000;
+ INT32 target = tmin + ((y - ymin) * (tmax - tmin + 1)) / (ymax - ymin);
+ UINT8 r = rgb_clamp(target + 1140 * v / 1000);
+ UINT8 g = rgb_clamp(target -  395 * u / 1000 - 581 * v / 1000);
+ UINT8 b = rgb_clamp(target + 2032 * u / 1000);
  palette_entry_set_color(palette, index, MAKE_RGB(r, g, b));
  }
 }

Do you think this change is somehow appliable to fba ?

Best regards :).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: gxb on June 14, 2018, 06:54:44 PM
It seems there's an input issue in Sangokushi III Gaiden: Kakou-On's Revenge DX (a hack of wofch, and its ROM name is wofchdx). This game is unplayable since START button does not work. Is it a known issue?
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 14, 2018, 08:57:03 PM
Hi,
wofch and wofchdx will play fine: but its a weird game, you have to wait until the game starts demo play before you can start.  I think because its a CPS Changer game, so its on FreePlay mode. 

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on June 18, 2018, 08:06:14 AM
Hi,

I found 3 new bugs (tested all of them in fba standalone) :

1. P2 can't join in monster maulers and its clone

2. Most games in Taito "The NewZealand Story" driver are broken (fba crash). Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

3. In megadrive's general chaos, it seems multitap is detected, but either i don't understand how to move P2/P3/P4, or their controls are broken
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 18, 2018, 10:09:22 AM
Hi,

I found 3 new bugs (tested all of them in fba standalone) :

1. P2 can't join in monster maulers and its clone

2. Most games in Taito "The NewZealand Story" driver are broken (fba crash). Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

3. In megadrive's general chaos, it seems multitap is detected, but either i don't understand how to move P2/P3/P4, or their controls are broken

Thanks for the reports!  I fixed up tnzs a bit, but need to do some quick testing tonight when I get home. 

General Chaos, select 4 players from the title screen, then theres a tricky part about squad selection, I forget how to get past that other than random button presses :)   But once the game finally starts I can control all 4 players.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on June 18, 2018, 11:01:47 AM
Actually i noticed something really weird : "kabukiz" is not present in the fba arcade dat file while the game is present and marked as working in the driver.

kabukiz is only in debug builds (both for the game list and the dat).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on June 18, 2018, 11:46:13 AM
kabukiz is only in debug builds (both for the game list and the dat).
Thanks for the information, i didn't think about checking gamelist.txt, is there any way to know this when looking at
Code: [Select]
struct BurnDriverD BurnDrvKabukiz = {
"kabukiz", NULL, NULL, NULL, "1988",
"Kabuki-Z (World)\0", NULL, "Taito Corporation Japan", "Miscellaneous",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_HISCORE_SUPPORTED, 2, HARDWARE_TAITO_MISC, GBF_SCRFIGHT, 0,
NULL, kabukizRomInfo, kabukizRomName, NULL, NULL, CommonInputInfo, KabukizDIPInfo,
Type2Init, DrvExit, DrvFrame, DrvDraw, DrvScan, &DrvRecalc, 0x200,
256, 224, 4, 3
};
?
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on June 18, 2018, 01:55:52 PM
BurnDriver - Normal
BurnDriverD - Debug only
BurnDriverX - Don't show ever
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 18, 2018, 06:45:54 PM
Wow, I'm a dummy!  I fixed / made Kabuki-Z playable waaay back in .37.  And it's been BurndriverD'd this whole time.  DERP!
I remember being super happy about finally getting that game working back then, too.. hehe.. oh well - sorry guys!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on June 18, 2018, 06:54:56 PM
We should run a burndriver check before releases. This isn't the first time that this has happened
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on June 18, 2018, 11:06:29 PM
We should run a burndriver check before releases. This isn't the first time that this has happened

As long as I get credit for the last time it happened! :P
Title: Re: FB Alpha 0.2.97.42 Bug Reports
Post by: dink on June 30, 2018, 12:08:05 AM
Regarding VS Block Breaker issue with the hamster-paddle tile covering up part of the titlescreen:
This was finally fixed tonight.  It was quite perplexing, and I'm happy to finally fix it.  On a side note,
another bug got fixed that "covered up" the flashing red or yellow that happens when the hamster
gets struck with the paddle in the intro.  yay!

best regards,
- dink

This one almost drove me crazy as i wasn't able to reproduce it and was starting to wonder if i dreamed it, but i was finally able to reproduce it.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: IPLA on July 23, 2018, 01:28:07 AM
Hi,

Contra color issues

Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 23, 2018, 04:37:28 PM
Hello, first of all thanks for your work; has found a couple of errors: in the Wizard Fire (Over Sea v2.1) in the second and last level (attached screenshot) the clouds prevent to see the stage (In MAME there are transparencies)
In Shadow Dancer (set 3, US) in phase 2-4 the Final Burn Alpha has an error and closes
I copy what the log tells me
Thanks for everything. A greeting!
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x00C8
 (attempting to write address 0x77CCF456)

EAX: 0x00000000, EBX: 0x00000000, ECX: 0x00000000, EDX: 0x77CCF456
ESI: 0xFFFF8000, EDI: 0x004EC8F0, ESP: 0x001BDA30, EBP: 0x7A120000
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 23, 2018, 06:39:39 PM
Neildark, hi, thanks for the bug reports!
Do you have savestates for Wizard Fire cloud level and Shadow Dancer from just before the crash? :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 23, 2018, 11:20:25 PM
Hi, thanks for the report, Contra is fixed

best regards,
- dink

Hi,

Contra color issues
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 24, 2018, 01:02:28 AM
Hi guys,
I made 3 savestates related to the translucent issues in Wizard Fire! ;)

1) In the second stage the fog should be translucent, however it's totally opaque.
2) In the arena with the golems (at the end of stage 4) the energy column should be traslucent, however it's totally opaque.
3) In the fifth stage the clouds should be translucent, however they are totally opaque.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 24, 2018, 01:38:04 AM
I also made a savestate for Shadow Dancer (at the end of level 2-3)...
after few seconds that level 2-4 is started the emulator crashes (Guru Meditation).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 24, 2018, 09:04:13 AM
Hello again guys, I have also detected a bug in G.I. Joe (World, EAB, set 1) in the Cavern Base area (Final Second Stage), in MAME water effects are seen in the whole final part, in Final Burn alpha it does not exist. I attached images in MAME and FBA. Greetings, and thanks for your work.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 24, 2018, 11:03:37 AM
Hi Neildark, thanks for the bug report!  :smilie:
To help the check you should make a savestate (just before the issue happened) and attach it in a post...  :smilie:
"Game > Save states... > Save state..." or "Ctrl + F10"
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 24, 2018, 12:48:51 PM

Yes of course. Here I leave the savestate, it is just before entering the area of ​​the enemy, which, in theory, is surrounded by water. A greeting.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 24, 2018, 03:35:59 PM
Probably Konami's G.I. Joe has various issues with missing ROZ layers... another example is the boss at the end of Mission 1 (the floor is totally absent/invisible).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Haze on July 24, 2018, 04:33:55 PM
afaik GI Joe has been broken in MAME for many years, with line effects not being implemented because the way they were handled before was one of the grossest hacks ever.

so comparisons with MAME aren't really going to be valid here.

Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 24, 2018, 06:57:00 PM
Shadow Dancer crash is fixed, thanks for the bug reports, Neildark!
Also thanks for the savestates, Gab75 :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 24, 2018, 07:34:23 PM
Wow, ?how fast! Good work, I'm impressed. If you allow me two questions, ?when do you have to think about releasing a new version of the Final Burn Alpha? MAME is already capable of emulating PGM2 games, some interesting ones like The King of Fighters '98 Ultimate Match Hero, ?do you have plans to add the emulation later or is it very complicated? Thanks for everything ;)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 24, 2018, 09:41:12 PM
Neildark what version of MAME did you use to play GI Joe?   I tried the latest MAME and it has the same missing water as FBAlpha.  Very old version of MAME had a linemapping mode which is probably drawing the water.  I will see if we can impliment this effect into FBAlpha.

thanks,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 24, 2018, 11:20:19 PM
Here's some wizardy fire fixes for view:
p.s. I'm not sure when the next version will be out.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 25, 2018, 12:23:29 AM
As usual, excellent work dink! :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 25, 2018, 06:34:33 AM
You're right Dink, I've tried it in the latest version of MAME and keeps giving errors, which is a bit strange :confused:. The captures I got from videos on YouTube, but from what I have asked are from very old versions (MAME version 0.119). I thought it would be a case of bad emulation, but it seems that in MAME they can not solve it completely.

Thank you for your work.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 25, 2018, 10:04:31 AM
Hi guys, I also wanted to report some problems with the kof2002 hacks, I know it does not matter much, but if you want to take a look, I checked and the romset is correct:

Greetings to all.

Kof2002 (hack omg) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (hack omg)?
Kof2002 (Omega v0.8 Error: Guru meditation
Kof2002 (Omega v0.9 beta) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (Omega v0.9 beta)?
Kof2002 (Omega v0.9) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (Omega v0.9)?
The King of Fighters 10th Anniversary (bootleg)  Error: Guru meditation
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 25, 2018, 10:08:20 AM
Thanks, that ione was actually fixed not too long ago :)
check your pm's

-dink

Hi guys, I also wanted to report some problems with the kof2002 hacks, I know it does not matter much, but if you want to take a look, I checked and the romset is correct:

Greetings to all.

Kof2002 (hack omg) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (hack omg)?
Kof2002 (Omega v0.8 Error: Guru meditation
Kof2002 (Omega v0.9 beta) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (Omega v0.9 beta)?
Kof2002 (Omega v0.9) Error: FB Alpha Warning: ?There Was a problem Starting Kof2002 (Omega v0.9)?
The King of Fighters 10th Anniversary (bootleg)  Error: Guru meditation
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on July 26, 2018, 12:54:04 AM
A big thanks you to dink... other fixes to translucent effects in Wizard Fire! The maps at the beginning of each level and the spider demon (the middle boss of level 5)...  :wink:
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 26, 2018, 09:49:48 AM
Bug Sound Cabal (World, Joystick)
Hello good, today I was playing the game in the FBA and used to do it in MAME I have detected that the sound is not the same: tank explosions, aircraft and houses collapse are much higher than the other FX and it is like reverberating, it is a bit annoying. If you can take a look at comparing the first level in both emulators, you can see it right away. A greeting!
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Neildark on July 31, 2018, 04:47:54 PM
Hello, I have already played a full game and the sound is already working correctly (there is a bit of reverb when there are many explosions but nothing important) but the final credits are not seen. I leave you a couple of images and a final savestate so you can check it out. A greeting.
Cabal (World, Joystick)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on July 31, 2018, 06:53:04 PM
Thanks for the bug report, Neildark!
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: lordpaddle on August 14, 2018, 06:42:25 AM
Hi everybody ! This is my first post on the forum !  :cool:

I've also the same problem with SHADOW DANCER on FB Alpha, using the latest version 0.2.97.43,
the set3 US doesn't work...there's the error message :

shdancer was found (C:\MamePlus\roms\shdancer).

  ? essential program ROM epr-12987.a4 was not found.

The ROMset exhibits the following problems:
  ? essential data is missing, the game will not run!
  ? program data is missing


And I've also the same problem with the game crashing at Stage 2-4.
You said you fixed the problem, ok. But how can I play with the fixed rom please ?

Thanks for your help !

See you soon !
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on August 14, 2018, 08:24:02 AM
Hi lordpaddle,
You'll need an updated romset for shdancer.zip to avoid the not found error.
The fix will be available in the next FBA release, which might not be too far away, I'm not 100% sure though.
The version before the mapper was added (.39) will work fine in the meantime if you'd like to play Shadow Dancer.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: lordpaddle on August 14, 2018, 12:15:47 PM
Hi Dink !

Thanks for your answer, I'll check this !

Bye,

Lord P.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on September 20, 2018, 02:33:09 PM
Hi everyone !

Road Fighter has a graphical issue (see https://github.com/libretro/fbalpha/issues/237 , the "viewport" is somehow offsetted to the right), the same is happening on standalone.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on September 20, 2018, 10:06:25 PM
Hi everyone !

Road Fighter has a graphical issue (see https://github.com/libretro/fbalpha/issues/237 , the "viewport" is somehow offsetted to the right), the same is happening on standalone.

Thanks!

Find: GenericTilemapSetOffsets(0, 0, -16);
change to:
Code: [Select]
    if (select == 2 || select == 3) // roadf*
    GenericTilemapSetOffsets(0, 0, +16);
    else
    GenericTilemapSetOffsets(0, 0, -16);
best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on September 25, 2018, 03:01:48 AM
Hi everyone,

twinhawk is also having some issues, see the screenshot.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on September 25, 2018, 09:52:08 AM
Oops, a regression from my c-chip stuff.  sorry about that!
edit drv/taito/d_taitox.cpp, find TaitoX68KReadByte, add this in the switch statement:

Code: [Select]
case 0x900001: {
return TaitoInput[0];
}

case 0x900003: {
return TaitoInput[1];
}

case 0x900005: {
return TaitoInput[2];
}

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on September 25, 2018, 11:30:35 AM
Thanks :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: saitoh00 on September 26, 2018, 09:29:00 AM
In super sidekicks 2, the floor are and it looks fuzzy.

This happen with mvs configuration and the last bios
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on September 26, 2018, 09:54:33 PM
Hi, this game is really like this :(  It's not a bug in emulation.
edit: oops, it seems I overlooked something, it is a bit worse in fba than mame.  I'll see what can be done.

best regards,
- dink

In super sidekicks 2, the floor are and it looks fuzzy.

This happen with mvs configuration and the last bios
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Barry Harris on September 27, 2018, 08:04:19 AM
This, in neo_run.cpp may be worth a look first;

Code: [Select]
// if (!strcmp(BurnDrvGetTextA(DRV_NAME), "ssideki2")) {
// bRenderLineByLine = true;
// }
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on September 27, 2018, 08:27:01 AM
Treble Winner, Unfortunately that makes no difference.  I found another way though.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 05, 2018, 08:08:19 PM
Tiles priority issue at the end of Gradius II - GOFER no Yabou (Japan New ver.).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 05, 2018, 10:20:58 PM
Tatsuya79, thanks for the report!
Can you please send me a savestate for this game ending?  If you have one, right before this screen appears is preferred.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Gab75 on October 06, 2018, 04:24:54 AM
@Tatsuya79: as dink wrote, a savestate (just before the game ending screen appears) will be very useful... :)
If I'm not wrong, Gradius 2 Japanese release hasn't the continue option and finish the game isn't an easy task! (I suck with the shoot'em ups! :P )
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 06, 2018, 05:17:44 AM
The one I got is from retroarch, which isn't compatible with fba stand-alone it seems.
Attaching it anyway.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on October 06, 2018, 05:23:55 AM
Btw, savestates in the libretro port are only the result of the BurnAreaScan call (no deflate applied), reason for this being performance (we are using savestates for netplay, the no input lag thingy called "read ahead", and the rewind feature which i guess helped a lot to finish this game ?). Knowing this, i hope it's somehow possible to convert them ?
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 06, 2018, 05:26:58 AM
A different one that should be easier to check:
Wardner is running at 60hz while it is at 54.877858Hz in MAME.

Also games on the Burger Time Data East machine are at 60 instead of 57.444853Hz.
Tested with Burger Time and Burnin' Rubber.
Same for Break Thru.
Same for games on Deco casette System it seems (tested Lock'n'Chase and Super Astro Fighter).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on October 06, 2018, 07:00:54 AM
Wardner is running at 60hz while it is at 54.877858Hz in MAME.

Yes, most likely the value at https://github.com/libretro/fbalpha/blob/4b5c569447dd245995e7d071787d5083dd7322c1/src/burn/drv/toaplan/d_wardner.cpp#L997 is wrong, is that supposed to be
Code: [Select]
INT32 nCyclesTotal[3] = { 5487785.8 / 60, 3500000 / 60, 14000000 / 60 };
?

If so, i can probably take care of those kind of issues and send the diff to dink later.

Edit : i did some tests and i guess it is trickier than this...
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 06, 2018, 09:04:33 AM
The office of internal FBA affairs (aka Gab75) is taking care of replaying gradius II to get me a state.  :)

Regarding the hz: leaving some games at 60hz was intentional on my part.  Also, iq_132 leaves some games at 60hz also, for either the same or different reason than me.  Is this a big deal?  if it is, I'll change them, but probably a good 80% of the drivers run at a solid 60hz which means a lot of dull work...

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 06, 2018, 09:17:47 AM
Well, it's about having the games at their right speed.
I can understand you'd want it to be in sync with standard screens but as variable refresh gets more popular...

There's no throttling options to change the game speed to the monitor refresh in FBA?
I see "force 60hz refresh rate" in the video menu.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 06, 2018, 09:26:20 AM
Can't argue with that - I sent barbudreadmon a refreshrate patch with the changes for those games, :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Haze on October 06, 2018, 10:52:49 AM
the reality is almost no arcade games run at 60hz, just in most cases nobody has bothered to accurately measure / calculate the variables which determine what the refresh rates should be.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: iq_132 on October 06, 2018, 11:16:25 AM
The office of internal FBA affairs (aka Gab75) is taking care of replaying gradius II to get me a state.  :)

Regarding the hz: leaving some games at 60hz was intentional on my part.  Also, iq_132 leaves some games at 60hz also, for either the same or different reason than me.  Is this a big deal?  if it is, I'll change them, but probably a good 80% of the drivers run at a solid 60hz which means a lot of dull work...

best regards,
- dink

Many years ago, before you started fixing up sound cores, a lot of them crashed at anything but 60hz. I've gotten into the habit of just leaving them at that
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 07, 2018, 12:54:47 AM
Tatsuya79, thanks for the gradius2 bug report!

Konami twin16 hw got a huge re-work tonight:
gradius2 several priority issues fixed
devilw and miaj now has proper shadows
missing text in devilw fixed
miaj + cuebrickj render at the right size.
lots of small issues, as well :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 09, 2018, 07:52:11 PM
Thank you the world is a better place now!
You don't want a giant sun going through your planet.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 09, 2018, 11:01:26 PM
Tatsuya79, thanks for the excellent bug reports :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 10, 2018, 10:24:45 AM
There's a problem with Darius bgm, drums in particular can go really loud and sound bad.
The 1st stage doesn't exhibit that, you have to reach zone B (up after 1st boss) to hear what it is about.
It's really awful at the sea stage (I think it was zone K when going always up after bosses).

It sounds better in Mame, hard to find a real arcade video with great audio.

I was playing Darius (Extra) (Japan).

edit: I did a video capture in the sea zone, 1st boss down, 2nd boss up way.
https://youtu.be/1joQzuT_Ehg
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 11, 2018, 08:35:04 AM
Thanks :)  I'll have a fix soon.  It looks like we were only playing the drums out of one channel - oops.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: barbudreadmon on October 12, 2018, 02:34:33 AM
Hi,

It seems there are graphical glitches in king of dragons (in multiplayer ?) : https://www.twitch.tv/videos/321325247 (see bottom of screen at 00:33 and 02:07).
While the video is most likely from netplay in the libretro port, i don't think it is related.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 12, 2018, 10:14:48 AM
Thanks :)
Tonight I'm back doing bug fixes, the ccastles driver tied me up for a couple days.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 12, 2018, 11:36:46 PM
barbudreadmon, check pm - I think we took care of this issue with the recent timing changes :)
edit: verified w/old and new exe: yes, the timing changes take care of this issue.

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 14, 2018, 10:23:14 AM
Tatsuya79,
Darius should be fine now (as soon as the second fix makes it into the lr build).  There were 2 problems:
it was only outputting sound on one speaker, and due to some timing issue, the digital samples were being slightly distorted.  Unfortunately the second one took me quite a while to track down.  Thanks for the report!

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 14, 2018, 11:21:22 PM
Here's 2 sound samples showing before / after digital audio bug in darius.  The clip is from the boss death.  Notice the clicks and distortion in "dariusbug.mp3", and the nice "dariusfixed.mp3".  Due to the low bitrate of the samples in the game, dariusfixed.mp3 is as good as it gets (period).

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 15, 2018, 12:48:07 PM
Nice work!
Sounds a lot more like a giant space fish agonizing scream.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 21, 2018, 07:03:01 PM
thanks :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 22, 2018, 06:04:29 PM
Boulder Dash _ Boulder Dash Part 2 (Japan) (bouldashj)

Stuck notes or volume going down untill there's no sound any more randomly.
Seems to happen after playing 5/10mn.
Happened to me twice in world 2 (2nd time after restarting the game).
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 23, 2018, 07:28:04 PM
Tatsuya79,
Thanks for the report - I've updated some things in the sound section which hopefully takes care of the problem.  Unfortunately I suck at this game too much to be able to fully test it  :biggrin:
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on October 25, 2018, 09:10:41 AM
Finished world 2 without a sound issue so that's probably fixed.
Thank you!
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on October 25, 2018, 09:22:33 AM
Great news, thanks for testing :)
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: Tatsuya79 on February 03, 2019, 05:59:22 PM
Drift Out '94 - The Hard Order (Japan) (SSV) is behaving strangely, not smooth at all like the internal timing is wrong.

Tested in current RA core and fba stand-alone 0.2.97.43 win7 x64.
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on February 27, 2020, 07:07:37 PM
Tatsuya79, terribly sorry - somehow I overlooked your post by accident :(
I see what you mean, or at least I notice that the game is weirdly-jittery.  A fix should be available shortly :)

best regards,
- dink
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: sniper856 on May 10, 2020, 02:45:05 PM
Hello, I noticed on the SPIN MASTER game on neogeo-mvs blinking bug at the bottom of the image. It's easily remarkable if you let the demo start, you can see it very well where there is water.

On the original version there is no this bug

The test was performed on the latest version of FBneo on retroarch. thanks
Title: Re: FB Alpha 0.2.97.43 Bug Reports
Post by: dink on May 10, 2020, 07:30:07 PM
sniper856,
I checked in a fix for this problem, thanks for the bug report :)

best regards,
- dink