Author Topic: FB Alpha 0.2.97.36 Release  (Read 15135 times)

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #15 on: August 09, 2015, 12:53:16 PM »
good job gamezfan !!!it's promising :)

Ha Ha yeah it looks good ;) Need to get hold dinks driver converter to make sure the Rom and dips are in correctly after that
hopefully it'll look better

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #16 on: August 09, 2015, 03:21:48 PM »
Well on spec added it to MAMEoXtras sharing everything with The Berlin Wall minus the Dips and i get this......



Not sure why when i do the same in FBA it doesn't work i'll try and add the dips see if that sorts it if not then it's likely the
graphics roms have to be setup differently for this game and i have no idea how to do that which is par for the course with me :D
« Last Edit: August 09, 2015, 04:28:39 PM by gamez fan »

Offline dink

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Re: FB Alpha 0.2.97.36 Release
« Reply #17 on: August 09, 2015, 06:54:16 PM »
.

Offline dink

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Re: FB Alpha 0.2.97.36 Release
« Reply #18 on: August 09, 2015, 06:55:16 PM »
packnbangbang

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #19 on: August 09, 2015, 07:02:05 PM »
Lovely!! Thats what happens Kids when the Pro's work on it :D

Offline JacKc

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Re: FB Alpha 0.2.97.36 Release
« Reply #20 on: August 10, 2015, 05:55:30 AM »
Well done dink for adding Pack 'N' Bang Band  :smilie:

I'm actually reorganizing a bit d_kaneko16.cpp (some Dips in Input Definitions instead of Dip Switch Definitions, etc...) ;p

EDIT: Added Pack'n Bang Bang to HARDWARE_KANEKO16 instead of HARDWARE_MISC_POST90S... And a clone of Blood Warrior which seems to have been forgotten in the driver ;p
« Last Edit: August 10, 2015, 07:12:19 AM by JacKc »


Offline Haze

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Re: FB Alpha 0.2.97.36 Release
« Reply #21 on: August 10, 2015, 10:01:05 AM »
packnbangbang

you're missing the background brightness register, the title screen background should be black, and the backgrounds during gameplay should fade to black (both confirmed on PCB)

it is also used in 2 of the Berlin Wall sets to make the background lighter/darker after you insert a coin.

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #22 on: August 10, 2015, 11:06:24 AM »
you're missing the background brightness register, the title screen background should be black, and the backgrounds during gameplay should fade to black (both confirmed on PCB)

it is also used in 2 of the Berlin Wall sets to make the background lighter/darker after you insert a coin.

I know we'll disagree here as being a MAME dev your more focused on 100% pure emulation where as comming at this from
a gamers viewpoint personally i like the fact the brightness register is not emulated correctly in FBA as the game looks prettier
with the backgrounds staying on screen at all times plus the game continue works

Offline iq_132

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Re: FB Alpha 0.2.97.36 Release
« Reply #23 on: August 10, 2015, 11:09:27 AM »
I know we'll disagree here as being a MAME dev your more focused on 100% pure emulation where as comming at this from
a gamers viewpoint personally i like the fact the brightness register is not emulated correctly in FBA as the game looks prettier
with the backgrounds staying on screen at all times plus the game continue works
I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.


Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #24 on: August 10, 2015, 11:35:11 AM »
I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.

Best of Both Worlds :D

Offline dink

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Re: FB Alpha 0.2.97.36 Release
« Reply #25 on: August 10, 2015, 02:20:55 PM »
I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.

It seems like an anti-feature to me.. :/
:P perhaps for packin'bb we can leave it disabled by default?

Offline Barry Harris

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Re: FB Alpha 0.2.97.36 Release
« Reply #26 on: August 10, 2015, 02:37:13 PM »
It seems like an anti-feature to me.. :/
:P perhaps for packin'bb we can leave it disabled by default?

I've always believed that things should be emulated properly and "enhancements" optional. For me, they should not be enabled by default.
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Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.

Offline Haze

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Re: FB Alpha 0.2.97.36 Release
« Reply #27 on: August 10, 2015, 03:51:03 PM »
the problem when other emulators use hacks to 'improve' games (and turn them on by default) is that we get a steady stream of people claiming the MAME emulation is wrong, citing the other emulators and 'better experience' as evidence.

it happens with SNES etc. too, there are a ridiculous number of people who think Bsnes / Higgan is a terrible emulator (when infact it's by far the best snes emulator) because it won't run hacks that only worked for other people because they rely on zsnes's buggy and inaccurate snes emulation.

Offline iq_132

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Re: FB Alpha 0.2.97.36 Release
« Reply #28 on: August 10, 2015, 10:07:42 PM »
Added.


Offline Arcadez

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Re: FB Alpha 0.2.97.36 Release
« Reply #29 on: September 03, 2015, 02:57:08 PM »
If i may be so bold maybe a change is required in dkong.cpp to better reflect the sound status of Donkey Kong 3 and the Bootleg

Quote
struct BurnDriver BurnDrvDkong3 = {
   "dkong3", NULL, NULL, NULL, "1983",
   "Donkey Kong 3 (US)\0", "Imperfect sound", "Nintendo of America", "Miscellaneous",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
   NULL, dkong3RomInfo, dkong3RomName, NULL, NULL, Dkong3InputInfo, Dkong3DIPInfo,
   Dkong3Init, Dkong3Exit, Dkong3Frame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
   224, 256, 3, 4
};

struct BurnDriver BurnDrvDkong3j = {
   "dkong3j", "dkong3", NULL, NULL, "1983",
   "Donkey Kong 3 (Japan)\0", "Imperfect sound", "Nintendo", "Miscellaneous",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_CLONE | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
   NULL, dkong3jRomInfo, dkong3jRomName, NULL, NULL, Dkong3InputInfo, Dkong3DIPInfo,
   Dkong3Init, Dkong3Exit, DrvFrame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
   224, 256, 3, 4
};

struct BurnDriver BurnDrvDkong3b = {
   "dkong3b", "dkong3", NULL, NULL, "1984",
   "Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware)\0", "No sound", "bootleg", "Miscellaneous",
   NULL, NULL, NULL, NULL,
   BDF_GAME_WORKING | BDF_CLONE | BDF_BOOTLEG | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
   NULL, dkong3bRomInfo, dkong3bRomName, NULL, NULL, DkongInputInfo, Dkong3bDIPInfo,
   dkong3bInit, DrvExit, DrvFrame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
   224, 256, 3, 4
};
« Last Edit: September 03, 2015, 02:58:24 PM by gamez fan »