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31
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by syncmaster on October 09, 2018, 03:40:37 pm »
Oh my bad, I didn't know about that
the arcade craze was so high in these days that
even buggy games were released
32
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by dink on October 08, 2018, 06:25:19 pm »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you

Thanks :)
Regarding Argus and sprite:bg lag:
The sprite:bg lag which happens when the screen scrolls sideways isn't an emulation bug, its actually how the game works.  The PCB does exactly the same thing I'm afraid. :(
Here's a recording from PCB: https://www.youtube.com/watch?v=aSgRfAgd7yU for proof.

best regards,
- dink
33
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by syncmaster on October 08, 2018, 04:19:30 pm »
Well done guys as always  :cool:
Just curious about Argus: does it have the sprite/bg lag fixed ?
The MAME version is bugged since day 1
Thank you
34
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on October 08, 2018, 10:30:59 am »
Konami's Devil World HW (twin16) has a nice feature in which sprites can create a shadow by darkening the background layer below it.  The hardware presumably is incapable of shadowing ontop of another sprite.  So, what happens when the background layer is a lake of lava, and the platform is a sprite?   Unfortunately, the shadow looks like darkened lava, which is really ugly. (first pic).

To take care of this issue, I created a new priority tag for background tilemap mode 0 layer 1 (lava):
   TWIN16_BG_DEF_SHADOW   = 0x08  // BG pixel can't be shadowed, use a default shadow  -dink
... and draw the first layer of mode 0 w/that priority.

Then take care of the rest in the shadow handling section of the sprites drawing function:
Code: [Select]
    if (pdest[sx] & TWIN16_BG_DEF_SHADOW)
        dest[sx] = 0x801; // this is the palette index for the default shadow, rgb 0x282828.
    else // normal shadow handling check here

How does it look?
First pic: before - FBA (dev build) and MAME. (it looks much worse when animating)
Second pic: after - note, the small platforms are sprites, and the large platform is the background tilemap.
Third pic: when the platform below the characters is a tilemap.
35
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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
36
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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
37
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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.
38
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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
39
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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.
40
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by dink on October 06, 2018, 09:07:34 am »
When I first saw it, I wasn't expecting much.. but, it surprized me: there's a lot of fun to be had in Cloud9, despite it being a prototype and looking quite simple :)

best regards,
- dink
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