Recent Posts

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41
FBA Development / Re: FB Alpha Bug Tracker
« Last post by Zazie on May 30, 2018, 05:35:24 pm »
Unable to view the list of games! If I scan the emu closed, or typing the dir in the ini I can't view anything!
42
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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.
43
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Stifu on May 30, 2018, 01:52:27 pm »
also, for arcade games only: everything in the "Misc" category which didn't belong there has been properly categorized.
Nice, thanks!
44
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by iq_132 on May 30, 2018, 08:45:39 am »
Nice work!
45
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on May 30, 2018, 07:38:12 am »
After what was one of the weirest week-long debugging sessions I've ever had, d_raiden2 (raiden2,dx,zeroteam,etc) and d_dynduke are now working on big endian systems.  (wii-u, xbox360, ps, etc)

also, for arcade games only: everything in the "Misc" category which didn't belong there has been properly categorized.  Hopefully someday we'll get the console games categorized, but we'll need computer-usable data for that.

best regards,
- dink
46
FBA Development / Neogeo cd mode1/2352 support
« Last post by barbudreadmon on May 29, 2018, 03:30:16 am »
Hi,

I hooked the neogeo cd emulation in lr-fbalpha yesterday, and now i'm trying to get cue with a MODE1/2352 track to load (they don't in standalone either, which is sad since popular dumps like those from redump use this format), an example cue would be like this :
Code: [Select]
FILE "Last Resort (Japan) (En,Ja) (Track 01).bin" BINARY
  TRACK 01 MODE1/2352
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 02).bin" BINARY
  TRACK 02 AUDIO
    FLAGS DCP
    INDEX 00 00:00:00
    INDEX 01 00:03:00
FILE "Last Resort (Japan) (En,Ja) (Track 03).bin" BINARY
  TRACK 03 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 04).bin" BINARY
  TRACK 04 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 05).bin" BINARY
  TRACK 05 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 06).bin" BINARY
  TRACK 06 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 07).bin" BINARY
  TRACK 07 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 08).bin" BINARY
  TRACK 08 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 09).bin" BINARY
  TRACK 09 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 10).bin" BINARY
  TRACK 10 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 11).bin" BINARY
  TRACK 11 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 12).bin" BINARY
  TRACK 12 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 13).bin" BINARY
  TRACK 13 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 14).bin" BINARY
  TRACK 14 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 15).bin" BINARY
  TRACK 15 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 16).bin" BINARY
  TRACK 16 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 17).bin" BINARY
  TRACK 17 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 18).bin" BINARY
  TRACK 18 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 19).bin" BINARY
  TRACK 19 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00
FILE "Last Resort (Japan) (En,Ja) (Track 20).bin" BINARY
  TRACK 20 AUDIO
    FLAGS DCP
    INDEX 01 00:00:00

From what i understand in https://github.com/mamedev/mame/blob/master/src/lib/util/cdrom.cpp, they are tracks with a sector size of 2336 bytes and an offset of 16 bytes, so i tried to do the following in fba's code :
Code: [Select]
struct isowavTRACK_DATA {
char Control;
int Mode;
char TrackNumber;
char Address[4];
TCHAR* Filename;
};

static int isowavGetTrackSizes()
{
// determine the lenght of the .iso / .mp3 files to complete the TOC

FILE*  h;

for (int i = isowavTOC->FirstTrack - 1; i < isowavTOC->LastTrack; i++) {

const char* address;

if (isowavTOC->TrackData[i].Control & 4) {

// data track

h = _tfopen(isowavTOC->TrackData[i].Filename, _T("rb"));
if (h == NULL) return 1;

if (isowavTOC->TrackData[i].Mode == 2352) {
fseek(h, 16, SEEK_END);
address = isowavLBAToMSF((ftell(h) + 2335) / 2336 + isowavMSFToLBA(isowavTOC->TrackData[i].Address));
} else {
fseek(h, 0, SEEK_END);
address = isowavLBAToMSF((ftell(h) + 2047) / 2048 + isowavMSFToLBA(isowavTOC->TrackData[i].Address));
}

if(h) fclose(h);

} else {

// audio track

h = _tfopen(isowavTOC->TrackData[i].Filename, _T("rb"));
if (h == NULL)return 1;

fseek(h, 0, SEEK_END);

address = isowavLBAToMSF(((ftell(h) + 2047) / 2048) + isowavMSFToLBA(isowavTOC->TrackData[i].Address));
if(h) fclose(h);
}

isowavTOC->TrackData[i + 1].Address[0] += 0; // always 0 [?]
isowavTOC->TrackData[i + 1].Address[1] += address[1]; // M
isowavTOC->TrackData[i + 1].Address[2] += address[2]; // S
isowavTOC->TrackData[i + 1].Address[3] += address[3]; // F
}

return 0;
}


static int isowavParseCueFile()
{
[...]
// type of track

if ((t = LabelCheck(s, _T("MODE1/2048"))) != 0) {
isowavTOC->TrackData[track - 1].Control = 4;
isowavTOC->TrackData[track - 1].Mode = 2048;

continue;
}
if ((t = LabelCheck(s, _T("MODE1/2352"))) != 0) {
isowavTOC->TrackData[track - 1].Control = 4;
isowavTOC->TrackData[track - 1].Mode = 2352;

continue;
}
if ((t = LabelCheck(s, _T("AUDIO"))) != 0) {
isowavTOC->TrackData[track - 1].Control = 0;

continue;
}
[...]
}

Of course it doesn't work, any idea what i'm doing wrong ?

Best regards :).
47
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last 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
48
FBA Development / Re: FB Alpha 0.2.97.43 Bug Reports
« Last post by Treble Winner on May 27, 2018, 03:57:00 pm »
Megadrive Streets of Rage level 3.

Corruoption of tiles at the left hand side of screen.
49
General Emulation / What game is it?
« Last post by dink on May 27, 2018, 12:19:23 am »
What game is this?  I know it's in FBAlpha, but forgot the name!

I know 2 things about it:
1: It's a ping-pong / table tennis game
2: When you score, a little stick figure drawing jumps off the wall, then writes the score with chalk, then jumps back on the wall

thanks :)
- dink
50
FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on May 26, 2018, 11:27:51 pm »
Re: ddragon crash at end:
all of the evidence I can find of this is just recordings from mame.
There's one guy that says it happened on a real machine from a recollection that he saw it happen in an arcade once.
Of course, I'm not doubting that guy, perhaps it did crash.  But after the fixes to our driver, I am unable to reproduce the crash any longer (and I've been trying for quite a while today, 1p and 2p games)  Here's a little testvid https://www.youtube.com/watch?v=W1MT_-G2eys

best regards,
- dink
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