Author Topic: FB Alpha 0.2.97.43 Bug Reports  (Read 479345 times)

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #405 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
« Last Edit: September 05, 2014, 10:19:13 AM by gamez fan »

Offline Haze

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #406 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.

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #407 on: September 05, 2014, 10:30:21 AM »
Well that clears that up then LOL

Offline dink

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #408 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

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

Offline iq_132

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #409 on: September 05, 2014, 03:12:07 PM »
Mmmm... burger time. That game makes me so hungry!


Offline dink

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #410 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

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #411 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
« Last Edit: September 05, 2014, 08:52:08 PM by gamez fan »

Offline dink

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #412 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

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #413 on: September 06, 2014, 01:38:56 PM »
@dink PM sent

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #414 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

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #415 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

Offline dink

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #416 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

Offline Arcadez

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #417 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


Offline dink

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #418 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
« Last Edit: September 08, 2014, 02:15:50 AM by dink »

Offline iq_132

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Re: FB Alpha 0.2.97.31 Bugs Reports
« Reply #419 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.