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Final Burn Alpha => FBA Development => Topic started by: iq_132 on August 04, 2008, 02:58:22 pm

Title: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 04, 2008, 02:58:22 pm
It's been pretty quiet from me for a while now...

One of the things I've been messing around with a bit is a "Virtual Memory Manager" for FBA-XXX. 
While it does have one already, I wanted to make an attempt at one myself and am quite happy
with the results.

Here's a short description of what my VMM does:

First, I allocate a structure holding information for each object (sprite/tile) such as size, when it was last used, and the offset in the data at which it is located, and a pointer to allocated ram for just this object. Next, I dump the data that we're trying to keep out of RAM and free the RAM it was loaded into. Then, in the drawing function, I make a call to my vmm_get_data function. The vmm_get_data function checks to see if we have enough free ram to load another object (the amount of ram available is definable), then it either frees some ram or starts looking to see if our object has already been read into ram.  If it is in ram already, we move it to the temporary malloc used by the drawing function, if it's not, we allocate some ram to put the object in, seek in the data file to the offset the object is located, read it into the allocated memory, and then move a copy of it into the temporary ram used by the drawing function.

While this may sound very slow, it seems to be fairly effective for games that take a great deal of memory, such as the PGM games.  Knights of Valour, Oriental Legend, etc. all work at a fairly steady rate (usually full speed [~59.97fps]), dropping in areas with excessively heavy sprite use.


The next project that's been eating up a lot of my time is a "Magical Cat Adventure" driver.  It's probably the most complicated drawing hardware I've tried to work with yet.  It has "line scrolling," and variably-sized sprites, meaning that it takes complex, slow drawing routines to draw them.  I've spent a lot of time making sure the routines are as fast as possible and take as little code as possible.  I've hit several roadblocks that have taken a great deal of time, such as a small glitch with the background layer -- part of it doesn't scroll correctly, and the second is that the other game on the hardware "Nostradamus" is having problems communicating with the Z80 -- I'm not entirely sure if this is related to some sort of doze bug or a timing issue.

(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=1775;image)

I've also been working on completing a snk68 (P.O.W., Search and Rescue, Ikari III, and Street Smart) driver that I've had almost finished for ages.  I can't quite get the analog "spinner" inputs hooked up correctly using the mouse input.
I've ported, and re-ported a "Kangaroo" driver, but have had no luck fixing graphics issues, which, at this point, I am assuming are related to doze.
I started porting a Bubble Bobble driver (only some of the bootlegs work atm).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on August 04, 2008, 05:22:36 pm
nice. It will be interesting to compare your xbox port with what I have in my build. I optimised the code a bit over the last version lantus and I wrote and it seems to run fullspeed on everything I have tried, although I am using a debug xbox so it has 128mb. Can't get it working in 1080i at a decent speed tho.

Your drivers should be interesting as well. I have been taking a look at the megadeive driver again and almost all the graphics problems I have found are fixed but the sound is going wrong with doze.sorry for spelling mistakes etc  I am posting from my phone and it doesnt like your board software much :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on August 05, 2008, 05:51:23 am
Cool on all counts!

Megadrive fixes would be cool.

I've been working on a driver for Unico games. http://www.mameworld.net/maws/driverinfo/unico.c (http://www.mameworld.net/maws/driverinfo/unico.c)

Only Zero Point 2 left to add but that is rather different.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on August 05, 2008, 04:11:47 pm
OMG! T__T a lot has happened here...I don't know where to post exactly so I will post here, in the latest thread.  I have to say that FBA have a load of cool stuff since the last time i used it and the things you have been working (IQ) are very nice too =)...

I have been very busy as IQ wrote in a recent post, most of the stuff is related with work, I have been doing PC repairs here at home and doing works outside but I havent find a stable job, one that i can be relaxed and say 'ok, now i can go back to all my hobbies'...it's not easy these days to get a job (it doesnt matter if I have 4.0 pts score)...sometimes I came here to check things but I just didnt want to lose focus of things i was doing in real life, like for example a comic story im writting for my future comic book series...its not like i have it completely done but its a WIP project, I still have to register / copyright chars and stuff.

Anyway, I will try to come here again, because I miss this place so much, I miss emulation T___T... probably I will not be able to make FBA modifications like i used to do but, I have some small ideas that probably can help the FBA original project, not to be better because its great as it is now ^^, but I just want to do small collaborations =)

BTW, I'm so sorry to dissapear like i dissapeared but it's just that I was having so much issues in real life and couldnt been on like i normally do. My desktop PC is fkd up too, and I have been using my laptop all this time and just recently i was able to buy a HDD converter so I can connect them to my laptop via USB and recover my old files and projects.

I hope to be online some more from now on guys, I hope all understand my situation =)

Take Care all!!
SeeYaa!
 :biggrin:

Title: Re: What I've been working on (iq_132's work in progress)
Post by: pmc2 on August 05, 2008, 05:42:43 pm
Ho, captain CPS-X. Welcome back :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 06, 2008, 02:44:23 pm
nice. It will be interesting to compare your xbox port with what I have in my build. I optimised the code a bit over the last version lantus and I wrote and it seems to run fullspeed on everything I have tried, although I am using a debug xbox so it has 128mb. Can't get it working in 1080i at a decent speed tho.

Mine definitely isn't full-speed 100% of the time, but it runs fairly well, and on my standard 64mb xbox lol.
I've attached the PGM driver + my vmm code if you want to take a look at it.

Quote
Your drivers should be interesting as well. I have been taking a look at the megadeive driver again and almost all the graphics problems I have found are fixed but the sound is going wrong with doze.sorry for spelling mistakes etc  I am posting from my phone and it doesnt like your board software much :)

Nice, I'd love to see fba become an excellent Genesis emulator. :)


Cool on all counts!

Megadrive fixes would be cool.

I've been working on a driver for Unico games. http://www.mameworld.net/maws/driverinfo/unico.c (http://www.mameworld.net/maws/driverinfo/unico.c)

Only Zero Point 2 left to add but that is rather different.

Ah, cool! I was thinking about adding that driver myself.


OMG! T__T a lot has happened here...I don't know where to post exactly so I will post here, in the latest thread.  I have to say that FBA have a load of cool stuff since the last time i used it and the things you have been working (IQ) are very nice too =)...

I have been very busy as IQ wrote in a recent post, most of the stuff is related with work, I have been doing PC repairs here at home and doing works outside but I havent find a stable job, one that i can be relaxed and say 'ok, now i can go back to all my hobbies'...it's not easy these days to get a job (it doesnt matter if I have 4.0 pts score)...sometimes I came here to check things but I just didnt want to lose focus of things i was doing in real life, like for example a comic story im writting for my future comic book series...its not like i have it completely done but its a WIP project, I still have to register / copyright chars and stuff.

Anyway, I will try to come here again, because I miss this place so much, I miss emulation T___T... probably I will not be able to make FBA modifications like i used to do but, I have some small ideas that probably can help the FBA original project, not to be better because its great as it is now ^^, but I just want to do small collaborations =)

BTW, I'm so sorry to dissapear like i dissapeared but it's just that I was having so much issues in real life and couldnt been on like i normally do. My desktop PC is fkd up too, and I have been using my laptop all this time and just recently i was able to buy a HDD converter so I can connect them to my laptop via USB and recover my old files and projects.

I hope to be online some more from now on guys, I hope all understand my situation =)

Take Care all!!
SeeYaa!
 :biggrin:




Nice to have you back Cap! When the hell are you going to be on MSN?? :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on August 06, 2008, 02:55:50 pm
Nice to have you back Cap! When the hell are you going to be on MSN?? :D

LOL, Im planning on going to MSN soon, probably tonight  :p, btw that code u posted works in regular src of FBA or its just for XBOX port?

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 06, 2008, 03:00:36 pm
LOL, Im planning on going to MSN soon, probably tonight  :p, btw that code u posted works in regular src of FBA or its just for XBOX port?

SeeYaa!
 :biggrin:

I probably won't be around tonight. :( And yup, in uni_vmm.cpp comment #define XBOX
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 04, 2008, 01:05:43 am
x
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2008, 07:57:36 pm
x
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on September 15, 2008, 08:01:54 pm
revenge of doh, very nice.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 22, 2008, 01:37:46 pm
Both of these drivers are finished and *should* be in the next fba release.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 22, 2008, 01:38:30 pm
x
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 27, 2008, 01:41:33 am
Just finished this up (mostly) today...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 27, 2008, 07:11:04 pm
Thanks iq_132 for working and working on drivers to be ported on FBA...It's nothing but words...But all my support !!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: LittleKaneda on September 28, 2008, 01:05:54 am
Just finished this up (mostly) today...

Haha well you just made my day (or night rather)!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 05, 2008, 01:23:10 am
I'm particularly proud of this. :)  Though I can't take all of the credit -- Barry has helped me with several things to get this up and running (and with sound).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 05, 2008, 01:28:12 am
Also on this hardware is Twin Brats and Steel Force (Twin Brats isn't working atm, and I may not worry about it if I can't get it working soon since it seems particularly crap).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on October 05, 2008, 01:46:11 am
Beautiful IQ! ^^  :biggrin:

keep up the excellent job man! and don't worry too much about Twin Brats, probably in a near future it can be properly emulated in FBA  :wink:

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on October 05, 2008, 01:50:49 am
Good job IQ :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 06, 2008, 05:26:49 pm
Mug Smashers ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2008, 02:05:11 am
Got this up, running, and more-or-less completed in about an hour. ^^

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2008, 03:26:09 am
Finally finished Legend of Kage.

Sound is always such a pain in my ass.  :idiot:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2008, 04:30:58 am
Got this showing some life too. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 10, 2008, 01:40:30 am
Corrected the colors.. but I still need to figure out why the m6809 is freaking out and not drawing sprites.  :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on October 10, 2008, 10:59:32 pm
Good IQ_132!!!

Congratulations!!!


When i was younger (maybe 8 y.o.), I usually played "The Legend Of Kage" (Kage)
so... with that notice, you made me cry by past memories.

For me, this is one of the best additions to FBA.



On other hand, that Hentai game looks so good, looks similiar to "Zuma", but with sexy girls instead of frogs and pyramids :D-



Please, continue with your investigations!!! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: James33 on October 11, 2008, 09:13:06 am
I always liked gyruss, The music sounded cool too  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 13, 2008, 03:27:08 pm
When i was younger (maybe 8 y.o.), I usually played "The Legend Of Kage" (Kage)
so... with that notice, you made me cry by past memories.

For me, this is one of the best additions to FBA.
Yeah. :)  It's been on my list for quite some time for that same reason.

Quote
On other hand, that Hentai game looks so good, looks similiar to "Zuma", but with sexy girls instead of frogs and pyramids :D-
I loove puzzloop-style games. :) I could live without the porno backgrounds though.

I always liked gyruss, The music sounded cool too  :biggrin:

If/when I ever get the m6809 to stop going apeshit, I'll definitely have to give the music a listening-to. :)


In other news... added "Dragon Master." No sound, as the sub(sound) cpu is not currently emulated in FBA.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on October 13, 2008, 04:15:16 pm
If/when I ever get the m6809 to stop going apeshit, I'll definitely have to give the music a listening-to. :)

I believe Gyruss does some funky sprite multiplexing (basically raster effects) to display the sprites properly, and requires tight CPU sync.  It's also got a whole mess of discrete sound.

You'll probably want to look at much earlier MAME versions for it where IIRC most of the emulation was hacked to work (might not have even emulated one of the CPUs from what I remember)  Getting the full thing to work in FBA might be significantly harder.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on October 13, 2008, 04:24:06 pm
The next project that's been eating up a lot of my time is a "Magical Cat Adventure" driver.  It's probably the most complicated drawing hardware I've tried to work with yet.  It has "line scrolling," and variably-sized sprites, meaning that it takes complex, slow drawing routines to draw them.  I've spent a lot of time making sure the routines are as fast as possible and take as little code as possible.  I've hit several roadblocks that have taken a great deal of time, such as a small glitch with the background layer -- part of it doesn't scroll correctly, and the second is that the other game on the hardware "Nostradamus" is having problems communicating with the Z80 -- I'm not entirely sure if this is related to some sort of doze bug or a timing issue.

FWIW there are strong similarities between the Magical Cat Hardware, the Cave hardware, and Tecmosys (Deroon Dero Dero, Angel Eyes).  I noticed that while working on them.  I'm not even 100% convinced the blending effect I emulated in Tecmosys exists on real hardware due to how close everything else is, and nobody reporting any missing blends on the other platforms.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 13, 2008, 08:18:51 pm
I believe Gyruss does some funky sprite multiplexing (basically raster effects) to display the sprites properly, and requires tight CPU sync.  It's also got a whole mess of discrete sound.

You'll probably want to look at much earlier MAME versions for it where IIRC most of the emulation was hacked to work (might not have even emulated one of the CPUs from what I remember)  Getting the full thing to work in FBA might be significantly harder.
Wow. ^^ That's weird.  It seems pretty redundant that the sub-cpu only seems to transfer stuff from the shared memory into video/sprite/ram/etc. Why even bother with the added expense of adding another cpu, let alone a motorola one? Also pretty strange that I've got it synced extremely tightly and it still freaks. :S  I should probably take a look and see if I can find where exactly it is freaking out and going into a loop.

FWIW there are strong similarities between the Magical Cat Hardware, the Cave hardware, and Tecmosys (Deroon Dero Dero, Angel Eyes).  I noticed that while working on them.  I'm not even 100% convinced the blending effect I emulated in Tecmosys exists on real hardware due to how close everything else is, and nobody reporting any missing blends on the other platforms.
Interesting. ^^ Know anyone with the actual pcb to confirm whether or not it does exist?  Sometimes you have to bother people to get things done. lol

Anyway, thanks for the advice Haze. Nice to see you still lurking around. :) 
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2008, 04:30:30 pm
In other news... added "Dragon Master." No sound, as the sub(sound) cpu is not currently emulated in FBA.

Ported the Pic16c5x cpu core from MAME, Dragon Master now has sound. :) 
Though I'm still having troubles with oki6295 #2 (it has sounds, but the bg music doesn't play).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 17, 2008, 03:34:45 pm
Started porting the games on Playmark hardware -- I love pr0n games :p.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Leaf on October 17, 2008, 09:33:27 pm
Great job, iq. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 30, 2008, 09:10:27 pm
Finished up this today. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 19, 2008, 04:49:27 am
Ported Tao Taido today. 
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on November 19, 2008, 08:35:22 pm
That looks very good IQ!  ;p

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 19, 2008, 11:30:39 pm
That looks very good IQ!  ;p

SeeYaa!
 :biggrin:
:) Thanks. :)  It's a surprisingly nice looking game, but game-play wise, it's crap. :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 23, 2008, 02:00:11 am
Finally finished up Black Tiger (http://neo-source.com/index.php?topic=980.msg8377#msg8377)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 12, 2008, 01:40:34 am
Finished up this today...

btw, could someone tell me about the gfx glitches that are in MAME for Agress...
Is there anything other than the borked title screen?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on December 12, 2008, 10:13:35 am
Finally finished up Black Tiger (http://neo-source.com/index.php?topic=980.msg8377#msg8377)

nice work iq :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 14, 2008, 04:02:17 am
Worked on this a bit today, still need to hook up the obnoxious seibu sound hardware and inputs. :)
Dedicated to my friend Kanyero.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on December 14, 2008, 07:50:08 am
Worked on this a bit today, still need to hook up the obnoxious seibu sound hardware and inputs. :)
Dedicated to my friend Kanyero.

NIIIIIIIIIIIIIIIIICE !

Thanks a lot ! This cabal clone was one of my favourite games in arcades when i was a child.

Now fba is only missing a few games i used to play: simpsons and tmnt turtles in time.

Thanks again :) I hope all this games will be added to xbox and psp ports :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 27, 2008, 04:25:31 am
Finished up Dark Seal.  No sound though, as the sound cpu isn't supported atm.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on December 27, 2008, 08:43:34 am
It's very amazing the work you've made iq_132...Again and again you're working, for our pleasure, to add more and more games  :cool:

Thanks a lot !!!

PS: Aren't you tired sometimes iq_132? :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 02, 2009, 05:22:10 am
No, JacKc, I'm never  tired... :P except for now. I'm going to bed.
After I post this, of course.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: royer86 on January 02, 2009, 01:45:12 pm
por favor man sube mortal kombat, hook
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2009, 12:12:18 am
por favor man sube mortal kombat, hook
   
No es correcto pedir a aqui ...


Added Blue Print / Saturn today. One more off the "to do" list.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2009, 09:01:25 pm
Finally finished up Tiger Road / F1 Dream. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 04, 2009, 01:13:52 am
Finished up an old Ikki / Farmer's Rebellion driver I had laying around.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on January 04, 2009, 12:34:33 pm
Tiger Road...Nice work :cool:

I love this game...Thanks!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 10, 2009, 02:09:28 am
Added games on the Deniam-16b/c hardware. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 25, 2009, 08:22:41 pm
Finished up a driver for Andamiro's "Midas" hardware.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 28, 2009, 12:58:32 am
Submitted Excellent System's Aquarium
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 31, 2009, 12:09:50 am
Diverboy ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Leaf on January 31, 2009, 08:14:30 am
Cooool~~ Thank you iq_132. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 31, 2009, 08:11:36 pm
Cooool~~ Thank you iq_132. :D

You're very welcome. ;)



Also, I cleaned up/rewrote my old Epos Tristar driver.  The Dealer is now working (with bad colors/no sound like MAME) thanks to Barry's PPi8255 code. :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2009, 04:29:23 pm
Added games on Gumbo hardware:
http://www.mameworld.net/maws/driverinfo/gumbo.c
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2009, 12:40:25 am
Games on the Armed Formation driver are up and working now. :) But with no sound... :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2009, 12:48:27 am
Also got Magical Cat Adventure and Nostradamus up and running (that was obnoxious...).  I think both of them are as close to perfect as I'm going to get. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 13, 2009, 07:06:43 am
Thanks iq_132 :biggrin:

FBA is my favorite emulator and i'm very happy to see more games added !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: lo585983 on February 13, 2009, 07:43:07 pm
lol ohhh my god O_O!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2009, 07:48:53 pm
lol :)

Anyway, added Skyfox/Exerizer.  Surprisingly nice looking sprite effects. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2009, 04:12:17 am
I got bored today so I started working on this. There's still quite a bit to do (sound, gfx zooming, some gfx issues) and some other games to add.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2009, 09:49:38 pm
Started hooking up the z80/sound hardware for the games. 
These two (with a tiny hack) now work. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2009, 11:01:53 pm
Added sprite zooming. :)  Still some priority issues, as you can see.

*edit*
Fixed the priority issues (i think ^^)

*edit 2*
Also forgot the gratuitous TwinBee shots. :) And fun City Bomber sprite zooming clip.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 16, 2009, 04:57:31 pm
Hyper Crash looks like a pretty neat game.... and I'm pretty sure I don't understand kitten kaboodle.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 16, 2009, 07:28:00 pm
Sure...When iq_132 has been launched like a rocket, nothing can't stop him  :biggrin:

Thanks for all your efforts !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 18, 2009, 03:45:47 pm
Finally got Konami GT - Red Fighter (rf2) to show some signs of life.  Apparently it wants IRQ 1 & 2 swapped for some reason...


Also started hooking up sounds, removed the hack I had to get the gx400 games to skip the z80 check, improved the speed/quality of the background drawing routine (the games now take about 6-8% cpu on my 1.8 core duo, rather than 13-15%), and hooked up most controls -- the only thing without are the driving games that need analog inputs.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 19, 2009, 08:49:48 pm
wow.. Martial Masters!
will have a blast with this online.. thanks

If/when I can get the ARM7 & 68K to sync reliably, it (and kov2) will be a lot of fun in fba. :)


Anyway, speed-coded a driver for Got-cha Mini Game Festival and Pasha Pasha Champ Mini Game Festival.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 05, 2009, 04:26:02 am
Added Pass.  This has been on my list for ages.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 11, 2009, 12:24:27 pm
Went back and fixed a bug in the m6809 interface (opcode args need to be from rom, not fetch. ^^).

Believe it or not, this screenshot of messy blobs of pixels are gyrus' sprites. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 12, 2009, 10:45:42 am
^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on March 12, 2009, 02:14:26 pm
Great...This shooter seems to be fantastic. Hope we can play it soon on FBA :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on March 12, 2009, 11:09:24 pm
Nice, Gyruss is one of the coolest games ever.  :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 04, 2009, 04:05:40 am
Wow... hard to believe it's been almost a month since I've worked on anything (aside from PGM a little...).

Anyway, started & finished this one in a few hours. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 05, 2009, 05:15:29 am
Started working on F1 Grand Prix (since it's very similiar to Lethal Crash Race).

Just need to add F1 Grand Prix Part II and the f1gp bootleg and I'll pretty much be done with it, but that's enough for tonight. ^^

Anyway, screenshots. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 05, 2009, 09:25:17 am
WOW...Thanks a lot for you work on FBA and all thoses games ported :smilie:

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Skeletor on April 06, 2009, 06:49:06 pm
WOW !  You got Zoom+Rotation  !!!!  :rolleyes:

No kidding man that's a blast.  can't wait to see that ported on xbox one of these days, THANKS ! :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 06, 2009, 10:20:12 pm
lol yeah, been able to zoom for a while now, but rotation's a bit new to me (though I pretty much ripped off some code from MAME + optimized it a bit for speed).

As for porting it to the xbox, that's not really necessary.  It is quite fast and doesn't take much ram, so it should just be copy+paste+comple and good to go. ^^

Btw, love the nick.  Skeletor. Fucking awesome. :) I loved that show as a kid. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 07, 2009, 01:55:03 am
Added F1gp2 to the driver.  Time to clean up the code and submit it to Barry. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on April 07, 2009, 05:50:02 am
Nice job iq ;) Happy to see you working again on porting MAME drivers to FBA :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Skeletor on April 07, 2009, 07:51:34 pm
lol yeah, been able to zoom for a while now, but rotation's a bit new to me (though I pretty much ripped off some code from MAME + optimized it a bit for speed).



Btw, love the nick.  Skeletor. Fucking awesome. :) I loved that show as a kid. ^^

yeah that show was,  oh my gosh,   so crappy loveable !!
for my nick's sake you just deserve to watch this
http://www.youtube.com/watch?v=X8Nc8RCLy1s (http://www.youtube.com/watch?v=X8Nc8RCLy1s)

Quote
As for porting it to the xbox, that's not really necessary.  It is quite fast and doesn't take much ram, so it should just be copy+paste+comple and good to go. ^^

This is grrrrrreat news, tried kenshiro's build it really kicks MAME's ass, run so smoothly, reaching the 60fps orgasmic holy grail !

Now it's time for cake.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 07, 2009, 09:57:08 pm
yeah that show was,  oh my gosh,   so crappy loveable !!
for my nick's sake you just deserve to watch this
http://www.youtube.com/watch?v=X8Nc8RCLy1s (http://www.youtube.com/watch?v=X8Nc8RCLy1s)
lol I was thinking more of this:
http://www.youtube.com/watch?v=7fNOgHwjk7M

Quote
This is grrrrrreat news, tried kenshiro's build it really kicks MAME's ass, run so smoothly, reaching the 60fps orgasmic holy grail !
It'd kick more ass if he wasn't so damned lazy. :D

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 11, 2009, 05:50:15 am
Killed two birds with one stone on this one. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on April 11, 2009, 09:57:14 am
lol you bastard, i'm waiting for you on MSN :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Skeletor on April 13, 2009, 08:16:49 am
lol I was thinking more of this:
http://www.youtube.com/watch?v=7fNOgHwjk7M
  mmh smells like lusty, nasty things on the way  :redface:     Come on Beastman !

Haunted castle !   Liking this choice, you sexy motherfucker.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 19, 2009, 02:56:45 am
I got all silly and decided to give this a go...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on April 19, 2009, 06:09:01 am
Mooooo! Nice  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 20, 2009, 03:28:58 am
Here's something my friend JackC asked me to port. :)

It still needs some work:
- Savestates (need to hook up z80 bankswitch)
- Sprite zooming (not implemented yet)
- Rasters are still very funky (they're f'd in MAME too...)
- Speed up (Tile drawing is 100%, sprite zooming needs sped up...)
- Re-check inputs [dips] (Asura buster's aren't quite right...)
- Clean up
- Fix Asura Buster (it freezes on stage 3)
- Sound loops in Asura Buster (Same in MAME...)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 20, 2009, 04:49:59 am
 :eek: incredible :eek: amazing :eek:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 21, 2009, 06:43:17 am
Notice an issue that i've not noticed the first time.

Some snaps to make comparison...

Asura Busters :
- snap 1 - MAME
- snap 2 - FBA


Asura Blade :
- snap 3 & 4 - MAME
- snap 5 & 6 - FBA

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 22, 2009, 02:15:03 am
Notice an issue that i've not noticed the first time.

Some snaps to make comparison...

Asura Busters :
- snap 1 - MAME
- snap 2 - FBA


Asura Blade :
- snap 3 & 4 - MAME
- snap 5 & 6 - FBA



Set the dipswitch "Coinage mode" to "joint"
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on April 22, 2009, 09:43:29 am
IIRC the rasters used to work better in MAME, then somebody decided to rewrite them, and they were never quite the same since.  BTW FuukiFG3 and FG2 are basically the same thing, but FG3 has extended sprites, the 68020 and different sound IIRC
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 23, 2009, 04:29:07 am
IIRC the rasters used to work better in MAME, then somebody decided to rewrite them, and they were never quite the same since.  BTW FuukiFG3 and FG2 are basically the same thing, but FG3 has extended sprites, the 68020 and different sound IIRC
Yeah, I noticed the FG2 stuff was very similar. It's on my list to port. ^^

Btw, about writes to 0xa00002 --
It seems that when the round finishes in asurabld it pulses 0 & 0x0f. This is also when the graphics seem to be messed up... I'm not quite sure if/how it's related.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on April 24, 2009, 04:22:38 pm
yeah i'm not quite sure what kind of effect it's meant to have at the end of the round... might just be some way to hold the content of the framebuffer... or cause trails.. I have no idea, never seen the original running at that point.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 24, 2009, 07:53:45 pm
I was trolling on youtube a bit and saw a video of Asura Blade -- it looked like it just brightens the screen. Though this may just be the shit quality of the encoding and a capture from MAME.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 25, 2009, 04:10:01 am
Started adding more Konami-custom cpu games. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on April 25, 2009, 10:04:33 am
nice job!

Acording to system16 crime fighters uses the same board than aliens. Will you try to add that game too?

BTW: Congratulations for your new status :D

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 25, 2009, 11:50:15 am
It's not 100% the same, but it's close enough to be very easy. :) I'll see what I can do with it. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 25, 2009, 12:59:24 pm
^^ Still some small things to track down, but pretty good for less than an hour's work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on April 25, 2009, 05:49:55 pm
I love you iq, and at the same time i hate you lol  :idiot: :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 25, 2009, 10:01:05 pm
It's very mutual assface. :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on April 25, 2009, 10:52:45 pm
Awesome, Gyruss and now Super Contra! Thanks again iq_132!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 25, 2009, 10:59:51 pm
Np. :)

Btw, don't forget Thunder Cross is on the same hardware as Super Contra. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2009, 02:20:54 am
I've improved FBA's K052109 emulation quite a bit. :)  Row and column scroll work (making Thunder Cross's backgrounds look tons better), and added support for things like irq generating (same for K051960).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2009, 03:46:15 am
Fancy!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on April 26, 2009, 05:06:34 am
I've improved FBA's K052109 emulation quite a bit. :)  Row and column scroll work (making Thunder Cross's backgrounds look tons better), and added support for things like irq generating (same for K051960).

Nice. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Skeletor on April 26, 2009, 05:34:43 am
 :eek:  Iq_132 is on fire !! :p

Awesome KONAMI stuff we've got here
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2009, 06:06:20 pm
Screen shots really don't do this game justice. ^^

*edit*
Line scroll makes things look much better. :)  Still gotta figure out sprite priorities. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 28, 2009, 05:18:27 am
very very nice iq_132 :eek:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 01, 2009, 02:35:13 am
Added K051316 emulation to the konamiic core in fba and ported Ajax (and fixed a stupid mistake I made in column scroll in k052109). :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on May 03, 2009, 04:42:56 am
iq_132 always on fire...Thanks for all thoses drivers :cool:

The game list is growing and growing and makes FBA a great alternative emulator to Mame.

Thanks Barry, iq_132 and all the Team FBA :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 07, 2009, 03:04:12 am
:)

Forgot to mention that I added support for multiple k007232 audio chips. :)

Been busy this week, so not much to report. :(

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 09, 2009, 03:33:37 am
I should be doing other things... so I went ahead and ported the Konami 053245 (sprite) chip,  Konami 053251 (palette/priority) chip, and fixed a K052109 bug.

So Surprise Attack is now up and running. :)


Btw, in case you were wondering, the 053245 is also used in Lethal Enforcers, Parodius, and some games on the TMNT driver (Lightning Fighters, Bells & Whistles, Golfing Greats, TMNT - Turtles in Time, Quiz Gakumon no Susume,  and Sunset Riders). ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on May 09, 2009, 09:26:11 am
I should be doing other things... so I went ahead and ported the Konami 053245 (sprite) chip,  Konami 053251 (palette/priority) chip, and fixed a K052109 bug.

So Surprise Attack is now up and running. :)


Btw, in case you were wondering, the 053245 is also used in Lethal Enforcers, Parodius, and some games on the TMNT driver (Lightning Fighters, Bells & Whistles, Golfing Greats, TMNT - Turtles in Time, Quiz Gakumon no Susume,  and Sunset Riders). ^^


YEEEEEEEEEEES YEEEEEEEEEEEESSSSSS YEEEEEEEEEEEEEEESSSSSSSSSSSS

One open door to have Tmnt And Sunset riders in FBA!!!

I´ve been waiting for this momment for a long time.

Do you think you would be able to add the simpsons game to fba too?

Thanks :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 09, 2009, 11:02:41 am

YEEEEEEEEEEES YEEEEEEEEEEEESSSSSS YEEEEEEEEEEEEEEESSSSSSSSSSSS

One open door to have Tmnt And Sunset riders in FBA!!!

I´ve been waiting for this moment for a long time.
I figured if anyone was to respond, it'd be you. lol

Quote
Do you think you would be able to add the simpsons game to fba too?

Thanks :D

Simpsons is probably doable. It needs another sprite chip and a sound core ported [it might work without the sound core though].  Also, it has a funky eeprom setup that I'm not quite sure how to handle. ^^


*edit*
Started porting the sound chip Simpsons needs.  Decided to test it with this:
The chip still needs work (for some reason it doesn't actually output any sound. :S)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 10, 2009, 11:46:09 am
It's a start. ^^

Nice - and Paradious too! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 12, 2009, 01:20:12 am
Nice - and Paradious too! :)
Don't get too excited lol. I'm stuck with the Simpsons :( As soon as I get my mess of Konami stuff cleaned up enough that I'm not embarrassed to have someone else look at it, I'll be passing it on to you. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on May 12, 2009, 10:06:09 pm
Just time to breathe and iq_132 has ported more games :biggrin:

He is faster than....

(http://img27.imageshack.us/img27/2915/flasho.png) (http://img27.imageshack.us/my.php?image=flasho.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 13, 2009, 02:43:36 am
I got all bored and stumbled into looking at IGS' Tarzan (http://maws.mameworld.info/maws/mamesrc/src/mame/drivers/tarzan.c).

I went ahead and decrypted 0228-u21.bin. Currently marked as graphics, but once you're decrypted the data, it seems to be program data. 

Code: [Select]
int i;
int size = 0x80000;
UINT8 *src = ...;

for (i = 0; i < size; i++) {
UINT8 x = 0;

if ((i & 0x00011) == 0x00011) x ^= 0x01;
if ((i & 0x02180) == 0x00000) x ^= 0x01;
if ((i & 0x001a0) != 0x00020) x ^= 0x20;
if ((i & 0x00260) != 0x00200) x ^= 0x40;

if ((i & 0x00060) != 0x00000 && (i & 0x00260) != 0x00240) {
x ^= 0x80;
}

src[i] ^= x;
}

Next, I was looking around and found a partial dump for "Super Tarzan," which is not in MAME atm. The PCB has a custom IGS cpu (IGS025?) and a Z180.  I'm betting that Tarzan uses the same setup. ^^ I went ahead and decrypted the program rom for this as well, "v100i.u9."

Code: [Select]
int i;
int size = 0x40000;
UINT8 *src = ...;

for (i = 0; i < size; i++) {
UINT8 x = 0;

if ((i & 0x00011) == 0x00011) x ^= 0x01;
if ((i & 0x02180) == 0x00000) x ^= 0x01;
if ((i & 0x000a0) != 0x00000) x ^= 0x20;
if ((i & 0x001a0) == 0x00000) x ^= 0x20;
if ((i & 0x00060) != 0x00020) x ^= 0x40;
if ((i & 0x00260) == 0x00220) x ^= 0x40;
if ((i & 0x00020) == 0x00020) x ^= 0x80;
if ((i & 0x001a0) == 0x00080) x ^= 0x80;

src[i] ^= x;
}

I probably won't be submitting a diff to the MAMEDevs as I'm lazy, busy, and indifferent [also the reason the decrypt code isn't completely simplified], so anyone that wants to, please do :).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on May 13, 2009, 04:05:30 am
Shit I dropped my phone and deleted a post from this thread. Very sorry, I will be more careful :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 13, 2009, 08:44:32 am
lol, damn it kev!  :D No biggie, I do need to set up "deleted posts go to recycling bin" in the admin panel so that deleted posts can be restored.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on May 13, 2009, 10:58:10 am
Or perhaps I shouldn't browse the site whilst on my iphone when I am logged in. :)



Also, Good work on konami looking forward to trying out some of the games once I get the latest source building.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 13, 2009, 11:13:38 am
Also, Good work on konami looking forward to trying out some of the games once I get the latest source building.

Should be easier to do now with the guides. Also I'm nearly done fixing up the ZET interface for MAME's Z80 core so I should be able to rip DOZE and CZ80 out as they really won't be needed anymore. FBA will get a little bit more portable then with a C 68K core and C Z80 core as the defaults.

I've had to change plenty of drivers (just some of the misc drivers left giving me problems) - interupt handling is pretty different between the two cores. MAME's core wants things done properly - at least most of the time. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 13, 2009, 04:15:27 pm
Should be easier to do now with the guides. Also I'm nearly done fixing up the ZET interface for MAME's Z80 core so I should be able to rip DOZE and CZ80 out as they really won't be needed anymore. FBA will get a little bit more portable then with a C 68K core and C Z80 core as the defaults.

I've had to change plenty of drivers (just some of the misc drivers left giving me problems) - interupt handling is pretty different between the two cores. MAME's core wants things done properly - at least most of the time. :)

No joke, I am incredibly stoked (excited) about that. :) Does it help Kangaroo any?

Or perhaps I shouldn't browse the site whilst on my iphone when I am logged in. :)

Also, Good work on konami looking forward to trying out some of the games once I get the latest source building.

Not a bad idea either lol.   I'll try to have them posted soonish, I just have some more cleaning/tweaking/etc to do before I won't be embarrassed. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 14, 2009, 01:13:00 am
Still some color issues (and missing a sound core), but it's pretty good. ^^

*edit*
Adjusted the board settings.  Deleted stuff can now be un-deleted (mods, see Trash Bin).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 14, 2009, 08:59:23 am
No joke, I am incredibly stoked (excited) about that. :) Does it help Kangaroo any?

Yup - Kangaroo now seems fine.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 14, 2009, 09:30:21 am
Nice!! You just made my day. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 14, 2009, 10:40:09 am
Down to a handfull on drivers giving me problems now. I've added savestate and cheat support and the few games I've tested for those work ok. I'll zip it up and post the source in the usual place later along with which drivers are still having issues.

I think I'm about ready to rip out Doze and CZ80 now though. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on May 14, 2009, 11:09:26 am
I have a question: With such a lot of changes in fba, will it become slower =. I remember having an old version of fba running cps1/2/neogeo games at full speed in a celeron 333 cpu or something like that,

Thanks a lot
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 14, 2009, 12:07:42 pm
I did some work on eeprom handling so Xmen and Simpsons work a little better (I'm still stuck on a couple of bad roms in the test mode for simpsons though and XMen's backgrounds are still the wrong color. :().
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 14, 2009, 02:15:55 pm
I have a question: With such a lot of changes in fba, will it become slower =. I remember having an old version of fba running cps1/2/neogeo games at full speed in a celeron 333 cpu or something like that,

Thanks a lot

The Z80 is only for sound in those games - it won't make much difference. Especially not with todays hardware - but if FBA was playable before it still should be.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 14, 2009, 10:35:21 pm
So I went back and looked at the K052109 in MAME and realized there's a kludge for X-Men.  I added it to fba and sure enough...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on May 15, 2009, 06:24:53 am
Nice iq :smilie:

Moooo! :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 15, 2009, 11:00:14 pm
Rather than fixing bugs (which is hard :(), I decided to do something easy. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 16, 2009, 03:26:23 am
Last one for tonight...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on May 16, 2009, 08:32:53 am
FANTASTIC work guys :) X-Men and Simpsons will be great to have in FBA!

Any progress on Sega System 32?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 16, 2009, 01:02:57 pm
Any progress on Sega System 32?
Nope ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on May 16, 2009, 01:44:53 pm
Rather than fixing bugs (which is hard :(), I decided to do something easy. :)

"Something easy" lol. One more reason to hate you :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BisonSAS on May 16, 2009, 09:25:02 pm
This games:
http://neo-source.com/index.php?topic=980.msg8507#msg8507 (http://neo-source.com/index.php?topic=980.msg8507#msg8507)
http://neo-source.com/index.php?topic=980.msg8726#msg8726 (http://neo-source.com/index.php?topic=980.msg8726#msg8726)
http://neo-source.com/index.php?topic=980.msg8727#msg8727 (http://neo-source.com/index.php?topic=980.msg8727#msg8727)
http://neo-source.com/index.php?topic=980.msg8766#msg8766 (http://neo-source.com/index.php?topic=980.msg8766#msg8766)
http://neo-source.com/index.php?topic=980.msg8777#msg8777 (http://neo-source.com/index.php?topic=980.msg8777#msg8777)
http://neo-source.com/index.php?topic=980.msg8961#msg8961 (http://neo-source.com/index.php?topic=980.msg8961#msg8961)
never release in FBA. :p
Why? :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 16, 2009, 11:22:44 pm
http://neo-source.com/index.php?topic=980.msg8507#msg8507
Incomplete, buggy, and I'm too lazy to finish it.  The other dev's have access to the source.

http://neo-source.com/index.php?topic=980.msg8726#msg8726
http://neo-source.com/index.php?topic=980.msg8727#msg8727
These two are on the same driver.  Twin Brats is as well.  The two main issues are that Twin Brats doesn't work (even with the eeprom improvements I made) and that the MSM(oki)6295 won't play properly...


http://neo-source.com/index.php?topic=980.msg8766#msg8766
The MSM6295 samples aren't playing properly (not sure if it's related to my port of the PIC cpu or the MSM6295 core).

http://neo-source.com/index.php?topic=980.msg8777#msg8777
Never finished, and the MSM6295 samples aren't playing properly (not sure if it's related to my port of the PIC cpu or the MSM6295 core). Also, I never finished adding the rest of the games to the driver.

http://neo-source.com/index.php?topic=980.msg8961#msg8961
The SEIBU sound hardware is weird and I'm not entirely sure how to address it.  I may go back and try again soonish (and the driver would be dedicated to my friend Kanyero) as well as Toki (its sound hardware is almost identical).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 17, 2009, 03:26:56 am
It took me a lot of time to track down a bug causing this game not boot properly. :(

I also fixed one of the few remaining k052109 bugs (which caused alignment issues when row scrolling) and ported the K051649 sound chip, giving full sound to Haunted Castle and Hexion (and the Nemesis driver I've got on the backburner).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 17, 2009, 04:58:17 pm
Games like this remind me of how hilariously crazy the Japanese are.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on May 17, 2009, 05:57:00 pm

http://neo-source.com/index.php?topic=980.msg8961#msg8961
The SEIBU sound hardware is weird and I'm not entirely sure how to address it.  I may go back and try again soonish (and the driver would be dedicated to my friend Kanyero) as well as Toki (its sound hardware is almost identical).

Yeah, You know you will make me very happy making playable that game and the simpsons/tmnt/sunset riders in fba :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 19, 2009, 10:05:06 pm
;)

I ate the blue ones ... they taste like burning.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 19, 2009, 11:10:52 pm

Linguo... dead?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on May 20, 2009, 05:54:55 am
(http://img199.imageshack.us/img199/937/homerdoh.png) (http://img199.imageshack.us/my.php?image=homerdoh.png)

Amazing...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on May 20, 2009, 02:29:20 pm
my signature in other forums says it all:

(http://download.elotrolado.net/avatares/avatar.cgi?77372)

Awesome job!!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 20, 2009, 08:15:19 pm
lol It seems a few people will be looking forward to the next release. :)  I have to say I'm more excited about Barry's Z80 stuff than anything. Kangaroo is one of my favorite games and it's working now. :D :D  Not only that, the fact that Simpsons is working is partly due to Barry's Z80 stuff. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 21, 2009, 03:22:33 pm
Thanks to the wonderful Mr. Harris, all of the games that use a k053260 (simpsons, parodius, and roller games [and vendetta/escape kids]) now have good, working sound. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on May 21, 2009, 03:29:24 pm
That's great, thanks iq_132 and Mr. Harris.

iq_132, since Kangaroo is so highly enjoyed by you, then I promise to play it with the next release to see what I've been missing.  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 22, 2009, 03:34:14 am
Please do. :)

Btw, added Vendetta and Escape Kids -- the last two working games using the Konami Custom CPU. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on May 22, 2009, 06:15:24 am
I looooove Vendetta, that's pretty good game! Have a try with the uncensored Asia version! :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on May 22, 2009, 06:57:10 am
Please do. :)

Btw, added Vendetta and Escape Kids -- the last two working games using the Konami Custom CPU. :)

How well does Chequered Flag work in MAME?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 22, 2009, 09:46:07 am
That's a good question.  Going by the notes in the source, the missing protection seems to cause a variety of funky problems. I haven't checked it out further than that.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 22, 2009, 05:11:48 pm
So I started looking at some old drivers that crapped out on doze...

Of course, the first one I tried out works!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 24, 2009, 05:38:22 am
I modified my eeprom code just a bit more, it's almost completely compatible with old code now (same function names, etc). :)

I also went back and looked at Twin Brats (on Steel Force / Mighty Warriors hardware) and fixed a few stupid mistakes and modified the eeprom writes.

Lastly, I went back and fixed the sprite shadow mirroring making the Simpsons' shadows work correctly.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2009, 12:56:53 am
Instead of fixing bugs (or better yet, doing homework), I went ahead and added blended shadows to some of the konami sprite chips. :) 
It needs priorities implemented properly for it to work well with simpsons, but it seems to work pretty well with X-Men. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 04, 2009, 07:17:26 pm
Coolio!
I still need to set my countdown timer till Ninja Baseball Bat Man becomes playable though. :-P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 04, 2009, 07:43:44 pm
All of the m92 games use almost identical hardware.  It's really just a matter of  getting the sound set up properly and loading the roms.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 05, 2009, 03:26:23 am
Spent way too much time on getting these up and fast. The sprite routines still need optimized, save states hooked up, and general cleanup, and it should be good to go. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 05, 2009, 07:56:42 pm
All of the m92 games use almost identical hardware.  It's really just a matter of  getting the sound set up properly and loading the roms.
Awesome, so that actually means that m92 emulation is on the horizon? Or do you mean that I should do something with the emu on my part - the ROM sure doesn't load in FBA.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 05, 2009, 09:01:37 pm
Awesome, so that actually means that m92 emulation is on the horizon? Or do you mean that I should do something with the emu on my part - the ROM sure doesn't load in FBA.
No lol sorry. There is a somewhat preliminary m92 driver in fba already.  I've modified it to load the roms and init, so I can get Ninja Baseball Bat Man to show the "winners don't do drugs" screen, but it locks up there. Seems the IRQ stuff isn't quite right.

*edit*
Oop! Just saw this on maws...
Quote
0.36b6: Bryan McPhail added Ninja Baseball Batman (Irem 1993) (Testdriver) and clone Yakyuu Kakutou League-Man (Japan). Very picky about interrupts. Doesn't work!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 06, 2009, 04:17:06 am
Barry went ahead and added the funky seibu sound to my Toki driver. :)
With a bit of work, I also hooked it up to blood brothers and Sky Smasher. :)

Because of that, both are now working just fine. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 06, 2009, 05:34:54 pm
No lol sorry. There is a somewhat preliminary m92 driver in fba already.  I've modified it to load the roms and init, so I can get Ninja Baseball Bat Man to show the "winners don't do drugs" screen, but it locks up there. Seems the IRQ stuff isn't quite right.

*edit*
Oop! Just saw this on maws...
Yup - even in MAME (if MAME is anything to go by - personally I like FBA (Shuffle) better but use MAME in single player for greater compatibility) the emulation isn't perfect - when you press any buttons during the cutscenes the screen flickers although everything seems to be fine during actual gameplay.

Man, I love Ninja Baseball BatMan - IMHO it's one of the best beat-em-ups ever (albeit not very well known) featuring 100% Japanese craziness but also incredibly smooth gameplay.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 07, 2009, 05:54:13 pm
Yup - even in MAME (if MAME is anything to go by - personally I like FBA (Shuffle) better but use MAME in single player for greater compatibility) the emulation isn't perfect - when you press any buttons during the cutscenes the screen flickers although everything seems to be fine during actual gameplay.

Man, I love Ninja Baseball BatMan - IMHO it's one of the best beat-em-ups ever (albeit not very well known) featuring 100% Japanese craziness but also incredibly smooth gameplay.

Lol, I adore Japanese craziness.

On a side note, I wrote and finished up D-Con / SD Gundam Psycho Salamander no Kyoui. :) Again, thanks to Barry's Seibu sound stuff and some very helpful input from JackC. :)


*edit*
Also finished up Blood Bros and Sky Smasher. :)

*edit*
Also resolved a long-standing issue with Toki -- the title screen is now correct with the C (Musashi) 68k core. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 09, 2009, 02:05:50 am
YM2203 sound can pretty much suck my balls.  I wrote and finished this up (minus the ym2203 sound, which I'm hoping Barry can fix for me. :D) in about an hour and a half (3 hours if you count struggling with the ym2203...).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 09, 2009, 10:42:48 am
Nothing more to say except.....

(http://i44.tinypic.com/2w24rnq.png)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 10, 2009, 01:42:40 am
lol, thanks jack.

Started working on Oopsware's m92 driver tonight.  Fixed some of the graphics errors and added bmasters.  The games still need some work graphically (and proper line-scroll added, rather than row).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on June 10, 2009, 01:57:56 am
YES! In the Hunt, one of my favorites, one of the best looking and coolest games of all time, from the guys that brought you Metal Slug. Nice choice iq_132, nice choice indeed!

1) I still haven't tried Kangaroo yet, I will soon, I promise.

2) Can you change the controls for Gyruss? I think they should be joystick left=clockwise rotation, joystick right=counter clockwise rotation. Now it's divided into four quadrants which is clunky. I don't remember it being like that in the arcade. Of course I could be wrong, it's been a long time.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 10, 2009, 07:00:10 pm
YES! In the Hunt, one of my favorites, one of the best looking and coolest games of all time, from the guys that brought you Metal Slug. Nice choice iq_132, nice choice indeed!
It was was already working, I've improved it a bit (though not in that shot lol).

Quote
1) I still haven't tried Kangaroo yet, I will soon, I promise.
I don't ask much, but damn it, play Kangaroo! :D

Quote
2) Can you change the controls for Gyruss? I think they should be joystick left=clockwise rotation, joystick right=counter clockwise rotation. Now it's divided into four quadrants which is clunky. I don't remember it being like that in the arcade. Of course I could be wrong, it's been a long time.

According to MAME, that's the correct setup.  There's not much I can do with it without some major hackery.



Anywho, I went ahead and completely rewrote the background drawing routine for m92.  It's fairly fast (still needs optimized) and supports line scrolling. :)  This makes the graphics quite nearly perfect except for some issues that should be resolved when I implement transparency masks.

I also started cleaning up the code, merging inits, moving the driver structs together, merged the exit functions, etc.

And last, but not least I added all of the games in and have been testing. :)

// These work quite well (minus that sound doesn't work).
Blade Master (World)
Cross Blades! (Japan)
Gun Hohki (Japan)
Hook (Japan)
Hook (US)
Hook (World)
In The Hunt (US)
In The Hunt (World)
Kaitei Daisensou (Japan)
Major Title 2 (Japan)
Major Title 2 (World)
Mystic Riders (World)
The Irem Skins Game (US set 1)
The Irem Skins Game (US set 2)
Undercover Cops (Alpha Renewal Version)
Undercover Cops (Japan)
Undercover Cops (World)

// These are broken (mostly showing nothing more than the self-test screen and then nothing. Proper IRQ handling should fix most of these, I think.
Gunforce - Battle Fire Engulfed Terror Island (Japan)
Gunforce - Battle Fire Engulfed Terror Island (US)
Gunforce - Battle Fire Engulfed Terror Island (World)
Gunforce 2 (US)
Geostorm (Japan)
Lethal Thunder (World)
Ninja Baseball Batman (US)
Perfect Soldiers (Japan)
R-Type Leo (Japan)
R-Type Leo (World)
Superior Soldiers (US)
Thunder Blaster (Japan)
Yakyuu Kakutou League-Man (Japan)

// I have yet to add this one.
Dream Soccer '94 (Japan)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 10, 2009, 07:02:18 pm
Some more shots
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on June 10, 2009, 10:40:28 pm
Some more good looking stuff there.

I guess Gyruss always had an 8 way joystick and my memory is faulty. Although it does appear that with the NES you could select a Left/Right control scheme. Too bad it's so hard to hack.

And Kangaroo is pretty addictive too. I almost gave up at first, figuring I was never good at Donkey Kong and this was similar. Anyway, I've made it to level three and want to see what's next. The levels have quite a bit of variety so far. :) I have to figure out how to anticipate whether the monkey is going to throw high or low.  :eek:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 11, 2009, 02:23:04 am
Added Dream Soccer '94 (Japan). :)
Also, I improved the irq handling on the inthunt frame function.  This doesn't really fix anything, but it does simplify the code quite a bit. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 11, 2009, 08:49:21 am
It's interesting to see such a detailed "dev blog" - especially since most of the time the results are immediately visible (more working games). ^^

Good job!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 11, 2009, 01:44:33 pm
It's interesting to see such a detailed "dev blog" - especially since most of the time the results are immediately visible (more working games). ^^

Good job!
:)  I've always liked Dev blogs.  My particular favorite was Haze's. The way he presented his information and screenshots was very good and understandable even by the less, um, technical of us.  I've tried to model my little thread here after that and have skipped the overly technical stuff that few would understand and always tried to add pretty pictures. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 12, 2009, 03:48:28 am
I implemented the transmask feature used by MAME and got some very good results.  :)  I also had to speed up my drawing routine a bit since it now draws the background/foreground/text layers 3 times each.

Graphically, the only real issue left are some very small priority issues with sprites, but I'll look at that later.

Here are from shots from undercover cop (the game that uses the priority/transmask system the most out of the games that run...).

In the first shot, Pay close attention to the pillar that the character is behind.  That pillar is in the same layer as all the stuff that is disabled in the second shot.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 12, 2009, 03:01:32 pm
Started mucking around a bit with the IRQs and fully ported the IremGA20 sound core from MAME.  I think a most of the non-working games are actually being held back by the sound cpu not being properly hooked up (though I have been known to be wrong [usually:(]).

Anyway, I noticed that this likes a response from the sound cpu or it doesn't boot.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 12, 2009, 07:06:11 pm
Improved the interrupt handling for the sound cpu as well as the main cpu just a little.  Psoldiers/Ssoldiers now boots up (but shows garbage sprites, bad scrolls like Gunforce 2).

*edit*
It does fix Lethal Thunder. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 12, 2009, 08:47:23 pm
Oooh - getting closer and closer on NBBBM - is the second screen showing the game booting properly or just being stuck in the title screen?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 12, 2009, 09:38:22 pm
It's just the beginning of the title screen. The first time "insert coin" shows up, the game locks up.

Here's an updated compatibility list

// no games have sound

// These games have very good graphics
Blade Master (World)
Cross Blades! (Japan)
Dream Soccer '94 (Japan)
Gun Hohki (Japan)
Hook (Japan)
Hook (US)
Hook (World)
In The Hunt (US)
In The Hunt (World)
Kaitei Daisensou (Japan)
Lethal Thunder (World)
Mystic Riders (World)
Thunder Blaster (Japan)
Undercover Cops (Alpha Renewal Version)
Undercover Cops (Japan)
Undercover Cops (World)

// These games have graphical issues
Gunforce 2 (US)
Geostorm (Japan)
Major Title 2 (Japan)
Major Title 2 (World)
The Irem Skins Game (US set 1)
The Irem Skins Game (US set 2)
Perfect Soldiers (Japan)
Superior Soldiers (US)

// These games boot somewhat (mostly just showing the rom/ram check)
Ninja Baseball Batman (US)
Yakyuu Kakutou League-Man (Japan)

// These show nothing but a black screen
Gunforce - Battle Fire Engulfed Terror Island (Japan)
Gunforce - Battle Fire Engulfed Terror Island (US)
Gunforce - Battle Fire Engulfed Terror Island (World)
R-Type Leo (Japan)
R-Type Leo (World)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 13, 2009, 07:02:51 pm
Big improvement: SOUND.

I had to fix the Irem cpu decryption (it was only writing the opcodes lol).

Anyway, fixing the sound cpu also fixed some game issues:

Superior Soldier's sprites show up much better (still a bit buggy, but better)
R-Type Leo now shows the rom check
Gunforce now works completely. :)

However, somewhere along the way I managed to break Mystic Riders :(
Three steps forward and one step back is still progress, I guess.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 14, 2009, 01:42:13 am
I added a pretty fancy priority system to the driver. :) This increases the speed drastically (from 25% cpu usage down to about 8% atm).
This was required mostly due to the way that the sprite list is handled.  It must be read backwards or it fails to draw the strips correctly as it sets them on the first sprite of the strip.  Each sprite strip can be 1 to 4 sprite tiles wide (tiles are 16x16) and 1 to 4 tiles tall.

The effect is most noticeable in Gunforce 2's title screen and the sprites for S/Psoldier.  The only real remaining graphics issue is that some games' backgrounds are not scrolling 100% correctly (Gunforce 2, Skins Game, S/Psoldier). Other than that, it's just a matter of getting the games up and running properly and having someone smarter than me fix the sample rate issue I'm having with the IremGA20 core.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 14, 2009, 02:52:12 am
Another update:
I fixed the sprite list size (it was still set to be double sized for when the sprites list was being accessed as bytes rather than words [ 2 bytes ]).
Also, I bumped up the interleave to be the size of the sample rate (and it fixed a certain game...).

// These games have very good graphics
Blade Master (World)
Cross Blades! (Japan)
Dream Soccer '94 (Japan)
Gunforce - Battle Fire Engulfed Terror Island (Japan)
Gunforce - Battle Fire Engulfed Terror Island (US)
Gunforce - Battle Fire Engulfed Terror Island (World)
Hook (Japan)
Hook (US)
Hook (World)
In The Hunt (US)
In The Hunt (World)
Kaitei Daisensou (Japan)
Lethal Thunder (World)
Ninja Baseball Batman (US)
Thunder Blaster (Japan)
Undercover Cops (Alpha Renewal Version)
Undercover Cops (Japan)
Undercover Cops (World)
Yakyuu Kakutou League-Man (Japan)

// These games have graphical issues (something is wrong with the X scroll for the backgrounds... scanline irq-related?)
Gunforce 2 (US)
Geostorm (Japan)
Major Title 2 (Japan)
Major Title 2 (World)
The Irem Skins Game (US set 1)
The Irem Skins Game (US set 2)
Perfect Soldiers (Japan)
Superior Soldiers (US)

// These games are not working - black screen / freezes after rom/ram check.
Mystic Riders (World)
Gun Hohki (Japan)
R-Type Leo (Japan)
R-Type Leo (World)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 14, 2009, 04:05:01 am
Apparently Gunforc2/Geostorm does some some raster effects to get the graphics to appear correctly.  Lots of work to do still...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 14, 2009, 09:03:55 pm
YAAAAY! Ninja Baseball BatMan is working! I will be able to finally dump this stupid old MAME++ for netplay. :-P

I just hope all this Irem driver stuff didn't distract you from doing something more important, like e.g. getting other games working. ^^

P.S. How's the game? You knew it before? :-D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 14, 2009, 09:34:58 pm
YAAAAY! Ninja Baseball BatMan is working! I will be able to finally dump this stupid old MAME++ for netplay. :-P
:) Glad to hear that.

Quote
I just hope all this Irem driver stuff didn't distract you from doing something more important, like e.g. getting other games working. ^^
Nah, it's been interesting (as well as massively frustrating).  There are other things I should be finishing up or looking at (I promised Barry I'd look at something and haven't yet. [I feel a bit like a jackass]).

Quote
P.S. How's the game? You knew it before? :-D
It's bizarre Japanese at it's finest. lol And no, I'd never heard of it before.  The few times I stumbled across it on MAWS I assumed it was a baseball game and just moved along.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: xingxing on June 15, 2009, 01:48:53 am
Excellent Work!

BTW: could you tell me how to debug a game when porting mame drivers to FBA?
MAME has nice debugger for every cpu core and a log system, but I dont know how to do same work in FBA? When I found game frozen(just game frozen at some point not program crash), how can I do? And seems that the area for showing "bprintf" context is not big enough (can NOT scroll?)?
TIA!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on June 15, 2009, 02:46:12 am
Excellent Work!

BTW: could you tell me how to debug a game when porting mame drivers to FBA?
MAME has nice debugger for every cpu core and a log system, but I dont know how to do same work in FBA? When I found game frozen(just game frozen at some point not program crash), how can I do? And seems that the area for showing "bprintf" context is not big enough (can NOT scroll?)?
TIA!

FBA has a built-in debugger for 68K only available via the Misc menu in Debug builds. As for bprintf - it scrolls correctly in both VC and GCC builds for me. I would suggest building using official tools in the official source for development. bprintf can also be logged to a html file (and is by default) for mass-logging. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 16, 2009, 12:41:05 am
I went ahead and added all of the inputs for these games.  Very time consuming and it adds another 50kb to the file. lol

I also managed to get scanlines working with the weird timing Ninja Baseball Batman needs. :) It gives some pretty good results (compare the bottom images).

Before:
(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=3469;image)

After:
(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=3506;image)

Before:
(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=3471;image)

After:
(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=3508;image)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 16, 2009, 05:16:34 am
Amazing progress :eek:

Sure, FBA Dev Team is on fire !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 16, 2009, 10:13:12 am
Awesometastic!
I think the FBA team is ahead in terms of major changes to the Emu compared to MAME, even if the latter has more contributors.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on June 18, 2009, 05:27:06 pm
This Ninja Baseball driver is really sexy, nice graphical style. Nice job!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: magicfly on June 18, 2009, 05:46:13 pm
love and respect for your all hard work!!! :)

is there a chance to see the real ghostbusters among the available games?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 19, 2009, 11:34:26 am
Awesometastic!
I think the FBA team is ahead in terms of major changes to the Emu compared to MAME, even if the latter has more contributors.

The thing about that is that FBA's focus is more on gaming, so we've added features that the MAME team wouldn't even consider.  The second part to that is drivers. We re-write MAME's drivers not to just work with FBA, but with a focus on SPEED.  This is difficult, but not nearly (imo), as writing the initial driver.

This Ninja Baseball driver is really sexy, nice graphical style. Nice job!

All of these IREM games have very nice visuals ^^

love and respect for your all hard work!!! :)

is there a chance to see the real ghostbusters among the available games?

http://neo-source.com/index.php?topic=897.msg8824#msg8824


I guess I should give a progress report.  Atm, I've not done much.  I've worked again and again to get proper timing for the scanlines & interrupts, but the drivers never quite like how it comes out. :S

Sound is still off, for some reason the YM2151 will only play music if a sound effect has been triggered recently.  It will crap out after a second or two if a sf hasn't played (most noticeable in gunforce).

Lastly, I haven't put a lot of time into FBA this last week, I've been job hunting (Yay for living in the state with the worst economy in the USA).
And when I haven't been doing that, this (http://pc.ign.com/articles/993/993715p1.html) has been eating up a lot of my time.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 19, 2009, 09:48:48 pm
love and respect for your all hard work!!! :)

is there a chance to see the real ghostbusters among the available games?

Now stop asking! lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: magicfly on June 20, 2009, 03:21:55 am
oh my god!! i'm crying!! it's simply wonderful!!!! yes yes yes :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on June 20, 2009, 05:18:24 am
Now stop asking! lol

Nice - do the YM2203 and YM3812 get along together ok?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 20, 2009, 09:30:12 am
I'm not sure .  The m6502 uses encrypted opcodes and the m6502 core we're using doesn't separate ops and args. I went through the core as best I could and replaced all fetches except for the one calling the opcode in m6502_execute with a new routine (hardwired to read from rom atm).  I also had to hook it up to the burntimer system. 

So along the way, one of these things isn't working properly and I have to track it down.  Hard to tell really, as the m6502 does seem to be working.  I'll definitely pass it on if you feel like giving it a looksee.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on June 20, 2009, 09:51:01 am
Both the chips will require a seperate timer. I'll take a look if you want.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: lo585983 on June 21, 2009, 03:19:46 am
Both the chips will require a seperate timer. I'll take a look if you want.

Wowwwwwww
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 22, 2009, 09:56:25 pm
Finally finished adding games to the driver.  Comes out to a nice 150kb or about 5300 lines of text.  I've passed the driver on to Barry as well.
Anywho...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 22, 2009, 09:59:13 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 22, 2009, 10:00:30 pm
and finally Shackled, which still needs a bit of work.  It freezes at the second screenshot.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 23, 2009, 09:18:12 pm
I decided to take a break from looking at something for Barry and decided to work add some of the missing games to the Seta 2 driver...

I'm pretty sure these are some of my least favorite games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 23, 2009, 09:19:48 pm
More...  I think I'll add the last few and then try and hook up the inputs for these (I HATE hooking up analog inputs. :()
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 23, 2009, 11:11:20 pm
Mobile Suit Gundam Ex Revue ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on June 24, 2009, 12:47:58 am
I'm pretty sure these are some of my least favorite games.
LOL, that's funny!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 24, 2009, 07:14:56 am
iq_132 is on fire! ^^
Not even crappy games can stop him from adding new stuff. :-P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 24, 2009, 10:35:48 am
lol, whenever I go into bars, I always see this type of person playing Deer Hunter type games. Not that the games are bad, per se, it's just that the type of people they attract...

(http://landolove.com/random/cletus.jpg)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on June 24, 2009, 07:08:18 pm
This type of games isn't bad?

You are clearly not familiar with Varmint Hunter and NRA Varmint Hunter. ;-)

http://pc.ign.com/articles/354/354894p1.html
http://pc.ign.com/articles/582/582748p1.html
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 24, 2009, 07:39:13 pm
Reminds me of Big Motha Truckers. lmao. I should be jailed for even mentioning this game.
http://pc.ign.com/articles/455/455754p1.html
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BisonSAS on June 25, 2009, 01:27:23 am
decided to work add some of the missing games to the Seta 2 driver...
Very nice. :cool:
Look the GFXs in myangel2. :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 25, 2009, 10:52:04 am
Only took about 10 minutes. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BisonSAS on June 25, 2009, 06:25:21 pm
Very good! :smilie:

however, missing some gfxs in title screen.

MAME:
(http://img241.imageshack.us/img241/4751/0000l.png)

FBA:
(http://neo-source.com/index.php?action=dlattach;topic=980.0;attach=3602;image)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 25, 2009, 08:23:59 pm
One line of code and 20 seconds lol.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on June 27, 2009, 02:48:16 pm
Moooo!  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 29, 2009, 05:16:49 pm
WOW...Excellent !!! (sorry can't say more)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 30, 2009, 01:37:35 pm
I decided to take a break from some other drivers and work on this. :)
It just needs the m6502 set up properly with the timer system (which should fix dec8 sound too).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 03, 2009, 11:48:05 pm
Spending a little time on easy-ish things. I modified the power instinct driver to use generic tile drawing / high color transfer. :)

Also added Domino Block. A little arkanoid bootleg.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 05, 2009, 02:02:57 am
Added Return of the Invaders.  :smilie: This also required a bit of work to fix a small bug in the z80 core.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 06, 2009, 03:47:47 am
Started working on shadows & highlights again in the Konami drivers.

Atm, I've implemented a better way of blending which keeps the priorities straight.  I've also made it generic for the konami driver and improved it a little.

I still need to get it to work properly for simpsons, but it works fairly well in Surprise Attack and XMen. :)


Notice the glass in the screenshot. In the current fba release, it's all black & opaque. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 06, 2009, 12:04:51 pm
I did a bit of mucking about MAME's drawing core and found the proper way to alpha blend the shadows. I implemented this method and got some good results. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 06, 2009, 11:58:28 pm
I fixed hcastle.  It actually was being caused by a stupid bug I introduced with the konami cpu page size. I usually had it set to 0x20 in my debug environment but 0x100 in the release builds. A few changed lines in the driver and it's running quite well. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: mz on July 07, 2009, 12:54:11 am
I fixed hcastle.
That's great. :D

Can't wait for the new version. Keep up the great work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 08, 2009, 12:34:54 am
Added Capcom's Speed Rumbler. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 09, 2009, 04:23:57 am
Spent some more time on M92, but I think I'll hand it off to Oopsware again soon.  i just can't keep myself motivated to work on it.

After that, of course, I felt the urge to work on The Fairyland Story. :)  It required that I ported a cpu core (which will prove very useful for some other Taito games).  It's also got a missing sound core & some other miscellaneous stuff missing that need work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 10, 2009, 02:55:51 am
Added Onna Sansirou - Typhoon Gal to the fairyland story driver and improved / simplified the m6805 emulation.  :) That's it for today, and probably for the weekend. Laters. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 11, 2009, 11:16:53 am
Amazing stuff and work as always :biggrin:

Thanks Iq_132.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 12, 2009, 08:30:17 pm
Thanks Jack. :)

Anyway, I hooked up the newly ported m68705 (m6805) code to the Arkanoid driver and cleaned it up a great deal.  Every game on the driver now works. :)

I also hooked up the m6805 core to savestates.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on July 13, 2009, 12:08:11 am
Neat, another classic is joining the FBA stable, thanks iq_132.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 13, 2009, 02:19:24 pm
Neat, another classic is joining the FBA stable, thanks iq_132.

:)

Well, I went ahead and ported Pushman (and Bouncing Balls) and added m68705 emulation to the tiger heli driver (and added tigerhj).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 14, 2009, 12:03:22 pm
Added Back Fire to the Tecmo driver. :)  It's a newly dumped prototype? that's not even in MAME yet. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on July 14, 2009, 04:22:57 pm
As if there weren't enough reasons already to prefer FBA over mame.  :eek:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 14, 2009, 09:48:06 pm
It's really not that big of a deal. lol

Here's a quick & dirty port to MAME (tested w/0.131).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 15, 2009, 05:05:10 pm
I was looking around and realized the sprite chip used by *many* Konami games, the k051960, can also do shadows, so I went back and added shadow support to this chip and the games that use it.
All that's left to do for them now is a bit of cleaning up and combining functions. :)

For the 88games screenshot, check the little dial at the lower right, above the 45.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 15, 2009, 06:38:36 pm
Very Good job iq_132 on the Konami driver!!!

Also good job for fixing some minor issues on Crime Fighters' Driver ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 16, 2009, 04:44:11 am
Added the m68705 bubble bobble version and Tokio bootleg to Barry's beautiful bubble bobble driver. :)  Tokio still needs some work as sound isn't working at all...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on July 16, 2009, 04:53:23 pm
Looking at the FBA release interval - isn't an update including all this awesome stuff due soon? :-D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 16, 2009, 04:56:33 pm
lol, the release schedule is "whenever the hell Barry feels like it, but a week later than that because Dave (Me) sucks at meeting deadlines."
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on July 16, 2009, 05:01:50 pm
lol, the release schedule is "whenever the hell Barry feels like it, but a week later than that because Dave (Me) sucks at meeting deadlines."

lol - I suck at the minute cause I've not done much on FBA recently. Should get a chance before too long though. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 17, 2009, 03:18:46 am
lol - I suck at the minute cause I've not done much on FBA recently. Should get a chance before too long though. :)

Chop! Chop! lol


As for me, I'm screwing around with different things. :)

*edit*
that reminds me.. do you have any suggestions for how to deal with the two ym3812's for Tecmo Bowl?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: lo585983 on July 24, 2009, 02:06:42 am
lol can i ask the gba canbe like full set mame ?_? or ....
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 24, 2009, 02:34:25 am
Huh? That didn't make any sense. Are you asking for roms or if the set will be in MESS or?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on July 25, 2009, 10:29:05 am
Gameboy Advance?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 25, 2009, 02:26:32 pm
Not that this is really the right place to ask me to port something (there's a thread called "what should I port next?" but just to answer the question, most of the hardware is supported in FBA -- ARM7 & Z80, but I really don't have any interest in porting it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 27, 2009, 01:10:11 am
I added Hexa to the Arkanoid driver a few days ago. Tonight I started working on Popeye. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 29, 2009, 03:46:42 pm
Been a very busy few weeks for me.  I haven't had much time to work on FBA. :(  I did manage to take some time last night to start re-writing the New Zealand Story driver.  None of the other games are in yet, but it's a much better base to start getting things in and running. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on July 31, 2009, 09:25:20 pm
Nice. Even though I'm no good at Popeye, I have a real soft spot for it. I just love the way the characters look.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 01, 2009, 12:39:55 am
Nice. Even though I'm no good at Popeye, I have a real soft spot for it. I just love the way the characters look.

I'm not sure it's possible to be any good at Popeye. The difficulty level's pretty out there. lol

Anywho, this stuff will certainly be in the next release. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 01, 2009, 12:40:44 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 02, 2009, 09:59:40 am
haha Revenge of D'oh! starring Homer Simpson.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 05, 2009, 02:48:23 pm
Knocked this out in a few hours. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 08, 2009, 07:37:58 pm
I went ahead and modularized the K007121 sprite generator used by Contra.

It dropped in nicely for Flak Attack / MX5000. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 13, 2009, 06:05:54 pm
Did you know fba can do vector graphics?  :smilie:

*edit*
Improved the gfx a bit. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 13, 2009, 07:30:18 pm
No, I didn't!  :eek:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Lim-Dul on August 14, 2009, 06:09:07 am
Oh man - so much progress since the last version. When, oh, when will you decide that it finally warrants a release? I want to lay my dirty little hands on all this goodness. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 14, 2009, 05:49:45 pm
lol. The what's great for me is that two best games that have been added for the next release haven't even been announced. :)

As for a time, beats me.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2009, 03:34:00 pm
I think I might be getting in over my head...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2009, 08:32:22 pm
Improved things a bit :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2009, 08:34:06 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2009, 08:34:47 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 15, 2009, 10:24:37 pm
Yay, Psikyo games are a GREAT addition!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2009, 03:42:51 am
So I managed to improve the games a little.  There are still quite a few bugs and miscellaneous things to implement.

The alignment bug I'm having troubles with with the sprite tiles is the most obvious. The bug with the s1945iii title screen is due to an unimplemented feature.

(http://www.fbadev.info/iq_132/psikyosh/daraku-08-16-062503.png)
(http://www.fbadev.info/iq_132/psikyosh/daraku-08-16-073345.png)
(http://www.fbadev.info/iq_132/psikyosh/dragnblz-08-16-063002.png)
(http://www.fbadev.info/iq_132/psikyosh/dragnblz-08-16-063111.png)
(http://www.fbadev.info/iq_132/psikyosh/gnbarich-08-16-063314.png)
(http://www.fbadev.info/iq_132/psikyosh/gnbarich-08-16-063345.png)
(http://www.fbadev.info/iq_132/psikyosh/gunbird2-08-16-062638.png)
(http://www.fbadev.info/iq_132/psikyosh/gunbird2-08-16-062708.png)
(http://www.fbadev.info/iq_132/psikyosh/mjgtaste-08-16-062445.png)
(http://www.fbadev.info/iq_132/psikyosh/mjgtaste-08-16-062449.png)
(http://www.fbadev.info/iq_132/psikyosh/s1945ii-08-16-063212.png)
(http://www.fbadev.info/iq_132/psikyosh/s1945ii-08-16-063243.png)
(http://www.fbadev.info/iq_132/psikyosh/s1945iii-08-16-062814.png)
(http://www.fbadev.info/iq_132/psikyosh/s1945iii-08-16-073432.png)
(http://www.fbadev.info/iq_132/psikyosh/sbomberb-08-16-062354.png)
(http://www.fbadev.info/iq_132/psikyosh/sbomberb-08-16-062405.png)
(http://www.fbadev.info/iq_132/psikyosh/soldivid-08-16-062238.png)
(http://www.fbadev.info/iq_132/psikyosh/soldivid-08-16-062308.png)
(http://www.fbadev.info/iq_132/psikyosh/tgm2-08-16-062737.png)
(http://www.fbadev.info/iq_132/psikyosh/tgm2-08-16-062753.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on August 16, 2009, 04:59:44 am
Incredible  :eek:

iq_132, you rocks !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on August 16, 2009, 05:36:11 am
The Psikyo games? NIIIIIIIIIIICE! Strikers III, Gunbird,  and Sol Divide....holy shit! Great work IQ keep up the good job bro :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on August 16, 2009, 05:37:15 am
Incredible  :eek:

iq_132, you rocks !!!

IQ's skills and passion for FBA makes the world go 'round! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2009, 08:25:37 am
lol thanks. :p

Anyway, I managed to track down one of the few remaining bugs, which fixed most of the graphics problems. :)   I also implemented a bunch of alpha blending stuff.  These games quite seriously alpha blend everything.

(http://www.fbadev.info/iq_132/psikyosh/daraku-08-16-113139.png)
(http://www.fbadev.info/iq_132/psikyosh/daraku-08-16-113149.png)
(http://www.fbadev.info/iq_132/psikyosh/dragnblz-08-16-113016.png)
(http://www.fbadev.info/iq_132/psikyosh/dragnblz-08-16-113035.png)
(http://www.fbadev.info/iq_132/psikyosh/soldivid-08-16-112630.png)
(http://www.fbadev.info/iq_132/psikyosh/tgm2p-08-16-115802.png)
(http://www.fbadev.info/iq_132/psikyosh/tgm2p-08-16-115814.png)

The only bug left are some graphics problem with the s1945 games.  From there, the only major things left are to re-write, clean up the drawing routines.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 16, 2009, 11:41:30 am
Mame is still missing some zooming features IIRC (used by the last level on S1945II)  Apparently there are some blending effects in Daraku we're also missing (it looks like they must do the post lineblend colour effects a different way, or the version we have is some kind of proto with the effects missing)

btw the Psikyo4 hardware is more straightforward aside from the dual screen issue (it's only sprites) & for these you'll need the sound interrupt hooked up correctly or you may see the games hang between levels esp in 1945.  Psikyo4 will need the SH2 timer interrupt for controls to work, Sol Divide needs it to drive the music.

If you're feeling brave I'm pretty sure FBA could also handle Kaneko suprnova (and if you want a warm up for that you could just do Jackie Chan which uses the same sprite system but without the nasty tilemaps)  The only weird thing about the sprite system is that the sprites are RLE compressed, but the decompression routine is in MAME.  There are a couple of zooming accuracy issues with it in MAME that can be fudged but right now aren't.

For Jackie Chan the interrupt order is important, if the interrupt order is wrong the game will crash (illegal instruction) after certain game over conditions.







Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2009, 05:26:38 pm
Mame is still missing some zooming features IIRC (used by the last level on S1945II)  Apparently there are some blending effects in Daraku we're also missing (it looks like they must do the post lineblend colour effects a different way, or the version we have is some kind of proto with the effects missing)
Yeah, I saw some notes in the driver about it. "driver by David Haywood (+ Paul Priest)" lol

Quote
btw the Psikyo4 hardware is more straightforward aside from the dual screen issue (it's only sprites)
I'd thought about doing that first, but I don't really give a crap about mahjong games. lol. That being said, Lode Runner does look interesting. ^^

Quote
& for these you'll need the sound interrupt hooked up correctly or you may see the games hang between levels esp in 1945.  Psikyo4 will need the SH2 timer interrupt for controls to work, Sol Divide needs it to drive the music.
Already done.  I hooked up the sh2 to FBA's burntimer system in about 3 minutes. lol Sol Divide's music works fine (since we're using the old non-drc sh2 core), and s1945ii && iii work just fine (I just played them all the way through).

Quote
If you're feeling brave I'm pretty sure FBA could also handle Kaneko suprnova (and if you want a warm up for that you could just do Jackie Chan which uses the same sprite system but without the nasty tilemaps)  The only weird thing about the sprite system is that the sprites are RLE compressed, but the decompression routine is in MAME.  There are a couple of zooming accuracy issues with it in MAME that can be fudged but right now aren't.

For Jackie Chan the interrupt order is important, if the interrupt order is wrong the game will crash (illegal instruction) after certain game over conditions.
I'll add it to must list under "stuff for when I'm really feeling self-loathing." lol

Thanks Haze. :)

Btw, you can see the bug I was speaking about here:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 17, 2009, 12:41:26 am
Apparently I went brain dead for a second. So anyway, the aforementioned bug is now fixed.  The only bug that I know about (aside from the ones that are in MAME also), is that the title screen of s1945iii isn't 100% correct.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 17, 2009, 03:04:08 am
Apparently I went brain dead for a second. So anyway, the aforementioned bug is now fixed.  The only bug that I know about (aside from the ones that are in MAME also), is that the title screen of s1945iii isn't 100% correct.

It looks like you're not doing the variable blending effect on the clouds?  (each pen blends by a different amount, eg, pen 0 is 0% alpha, pen 1 is 1% alpha, pen 2 is 2% alpha etc.  It's documented in MAME)

The most subtle other blending effect is the one that turns the screen slightly blue when you use the bombs in 1945iii etc.  (It also causes the screen to tint slightly in Dragon Blaze etc.)  I can't tell if you have that covered from your screenshots.

I don't know why the 1945II title screen would look wrong, I don't remember anything special about it.

Also if you want to check your priority implementation some of the later levels in Space Bomber do some fairly funky priority mixing IIRC, likewise, Space Bomber is a good test to make sure that your animated backgrounds work (tilemap base select)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 17, 2009, 01:39:15 pm
I found the issue.  I had everything all hooked up to be alpha blended, but my blend routine was messed up from a debug feature I'd originally written (it was bitshifting everything 16 bits to the right, zeroing out the alpha value).  It's now fixed and everything looks good. :)

btw, thanks for the advice Haze. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: fosamax on August 17, 2009, 02:32:49 pm
Amazing work iq !

Any chance to see all those new drivers added to fba xxx on the xbox or the sh2 is a bit too powerfull to be emulated by the xbox, especially in 720p ?

Anyway, keep up the good work !  :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 17, 2009, 03:22:46 pm
Amazing work iq !

Any chance to see all those new drivers added to fba xxx on the xbox or the sh2 is a bit too powerfull to be emulated by the xbox, especially in 720p ?

Anyway, keep up the good work !  :cool:

Well, right now I've got the sh2 & ymf278b underclocked by 50% and am using some idle skipping to drop it down even further.  At this point most games (all of them except Daraku Tenshi) take 10-15% cpu (on a 1.8 c2d). Daraku Tenshi uses about 25-30% cpu.  I can probably knock a 1 or 2 more percentages off with some more optimizations and even more if I disable alpha blending [I think most games are playable without it].

Having said all that, I honestly still have no idea if any of the games will be playable on the xbox (I'd say it's a 50-50 chance [depending almost entirely on the speed of the vmm]) and probably about a 0% chance that Daraku Tenshi will be playable.

*edit*
One more thing, the games take ~214mb of ram. 196mb of that is graphics.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: fosamax on August 17, 2009, 03:37:45 pm
Daraku is not really one of my favorite games.

I'm much more excited about shooters by psikyo and emulation on mameox (or any other based on mame 0.84) is not really good (lot of frameskipping that make all those game not really playable imho).

Fba xxx used to be faster for lots of games.

So you gave me my answer : wait and see !

Thanks iq.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on August 17, 2009, 05:32:02 pm
*edit*
One more thing, the games take ~214mb of ram. 196mb of that is graphics.

Christ  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 18, 2009, 08:34:04 am
One more thing, the games take ~214mb of ram. 196mb of that is graphics.

I guess it's because you're decoding them all as 8bpp and 4bpp like MAME or similar?  That overhead could easily be moved to the rendering code.  Shouldn't really need more than the rom size in an optimized case.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2009, 12:27:08 pm
Yeah, that's what I'm doing.  Like I mentioned earlier, I haven't really mucked with the drawing routines yet. Been focusing on fixing stupid little bugs I introduced.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 19, 2009, 04:57:40 am
Ugh. Almost done!!

Since my last post, I have:

Reduced the amount of ram most games take significantly.
Here's a list of how much ram each game takes (including 6mb for the fba executable).

~40mb - soldivid
~72mb - s1945iii
~56mb - sbomberb
~30mb - mjgtaste
~56mb - dragnblz
~31mb - gnbarich
~72mb - gunbird2
~68mb - tgm2 / tgm2p
~68mb - daraku
~48mb - s1945ii

I also cleaned, sped up the graphics routines a bit (not a lot), and fixed a few misc. bugs. :)

At this point, I'd say I'm pretty much done except for some misc. cleaning left to do here and there. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: nonete on August 19, 2009, 06:55:00 am
 ;p excellent work iq_132 and many intentions for that you continue working.

(Excuse my english, Is not too good)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on August 19, 2009, 06:56:17 am
Amazing iq :biggrin: can't wait to see it in action!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 20, 2009, 02:45:46 am
Mostly done with psikyosh. :) As per Haze's suggestion, I decided to tackle psikyo sh2 version 4 hardware. :)

Only took me a couple of hours to get a rough driver together though probably going to take me a while to coax myself into adding / hooking up the mahjong inputs.

(http://www.fbadev.info/iq_132/psikyo4/hotdebut-08-20-063945.png)
(http://www.fbadev.info/iq_132/psikyo4/loderndf-08-20-063820.png)
(http://www.fbadev.info/iq_132/psikyo4/loderndf-08-20-063843.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 20, 2009, 01:13:43 pm
Added in the mahjong games. :)

(http://www.fbadev.info/iq_132/psikyo4/hotgmck-08-20-172719.png)
(http://www.fbadev.info/iq_132/psikyo4/hgkairak-08-20-165003.png)
(http://www.fbadev.info/iq_132/psikyo4/hotgm4ev-08-20-165244.png)
(http://www.fbadev.info/iq_132/psikyo4/hotgmck3-08-20-165134.png)
(http://www.fbadev.info/iq_132/psikyo4/hotgmcki-08-20-165418.png)
(http://www.fbadev.info/iq_132/psikyo4/hotgmcki-08-20-165428.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 20, 2009, 03:05:07 pm
If you have any colour problems with the Psikyo4 games the only real thing to remember is that the palettes can start on any boundary of 16 colours, even if they're 256 colour palettes.  A few scenes need that to look correctly.

If you are really bored and fancy figuring out how the Mahjong inputs work on G-Taste (the other hw) then that needs donig in MAME too, as right now I just hardcoded a default NVRAM set to Joystick ;-)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 21, 2009, 12:58:21 am
No problems with colors. I noticed the granularity adjustments with both psikyosh & psikyo4 drivers pretty early on. :)

I really have no idea how to play mahjong games, but I suppose it wouldn't hurt to take a look at some point. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 21, 2009, 10:08:25 pm
So I looked at the sh2 core and noticed that I'd broken the busy (idle) loop detection/skipping routines. I fixed them and got a pretty good speed up on all of the psikyo sh2 games. :)

I've also started putting the finishing touches on the Psikyo4 hardware and my dear friend JackC has been testing the Psikyosh games and pointing out bugs (he only found an issue with Daraku, which I've since fixed).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on August 22, 2009, 04:34:09 am
Great work IQ!

Hey I gotta quick question man.... Are the Raiden shooters and the Macross Plus shooter under the Psikyo driver as well? If not, which drivers are responsible for those games, and are they something you've considered looking into?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2009, 05:55:22 am
Great work IQ!

Hey I gotta quick question man.... Are the Raiden shooters and the Macross Plus shooter under the Psikyo driver as well? If not, which drivers are responsible for those games,
Maws has the answer that ye seek.
http://maws.mameworld.info/maws/

Quote
and are they something you've considered looking into?
Raiden is in FBA already, the newer ones aren't, but I don't have any interest in porting those. As for Macross, I'll take a look at it later. I've got something kinda big on my plate atm.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on August 22, 2009, 06:09:10 am
Maws has the answer that ye seek.
http://maws.mameworld.info/maws/
Raiden is in FBA already, the newer ones aren't, but I don't have any interest in porting those. As for Macross, I'll take a look at it later. I've got something kinda big on my plate atm.

OK thanks  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on August 22, 2009, 07:30:34 pm
Time to honor iq_132 work on Psikyo's driver with some snaps...

(http://img198.imageshack.us/img198/8123/soldivid0822223456.png)(http://img248.imageshack.us/img248/9561/daraku0822213843.png)
(http://img198.imageshack.us/img198/3102/hotgm4ev0822205636.png)

(http://img194.imageshack.us/img194/8950/dragnblz0822215805.png)(http://img32.imageshack.us/img32/8551/gunbird20822220522.png)(http://img41.imageshack.us/img41/9647/gnbarich0822212709.png)
(http://img22.imageshack.us/img22/4272/s1945iii0822225410.png)(http://img32.imageshack.us/img32/1883/sbomberb0822224040.png)(http://img8.imageshack.us/img8/9158/s1945ii0822225927.png)

PSiKYO Screenshots Pack for FBA Team : http://www.mediafire.com/file/jljgyymjwq3/Psikyo_screenshots.rar (http://www.mediafire.com/file/jljgyymjwq3/Psikyo_screenshots.rar)

PS:
Except for some minor problem with delay response for keyboard on Mahjong Games, all games works fine without bugs (as far as i've tested them  :p)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2009, 03:58:22 am
Nice shots ;)

Anywho. I felt particularly self-loathing today.  These are still pretty buggy, and Sengeki Striker doesn't work at all, but it's a decent start.

(http://www.fbadev.info/iq_132/suprnova/cyvern-08-23-061703.png)
(http://www.fbadev.info/iq_132/suprnova/cyvern-08-23-063328.png)
(http://www.fbadev.info/iq_132/suprnova/galpani4-08-23-074141.png)
(http://www.fbadev.info/iq_132/suprnova/galpanis-08-23-074231.png)
(http://www.fbadev.info/iq_132/suprnova/galpans2-08-23-074248.png)
(http://www.fbadev.info/iq_132/suprnova/galpans3-08-23-074311.png)
(http://www.fbadev.info/iq_132/suprnova/gutsn-08-23-063655.png)
(http://www.fbadev.info/iq_132/suprnova/jjparad2-08-23-074859.png)
(http://www.fbadev.info/iq_132/suprnova/jjparads-08-23-061024.png)
(http://www.fbadev.info/iq_132/suprnova/panicstr-08-23-074810.png)
(http://www.fbadev.info/iq_132/suprnova/puzzloopu-08-23-074026.png)
(http://www.fbadev.info/iq_132/suprnova/ryouran-08-23-074432.png)
(http://www.fbadev.info/iq_132/suprnova/teljan-08-23-074514.png)
(http://www.fbadev.info/iq_132/suprnova/vblokbrk-08-23-074619.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KOF2112 on August 23, 2009, 12:22:12 pm
Great work!
Hope added more Mahjong Game
Title: Re: What I've been working on (iq_132's work in progress)
Post by: nonete on August 23, 2009, 05:00:34 pm
 :smilie: Excelent work!!! a quick question, How about Neo Geo CD emulation?a long time ago with no news about it.Is possible in a future see Neo Geo CD or better Neo Geo CDZ emulation on FBA?I think there is a emulator of NCDZ around the net, the version of NJ's, and not sure, but I think is based on mame, will be possible port to FBA?Neo Geo CDZ have nice loading screens.

Very Thanks!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2009, 07:04:16 pm
:smilie: Excelent work!!! a quick question, How about Neo Geo CD emulation?a long time ago with no news about it.Is possible in a future see Neo Geo CD or better Neo Geo CDZ emulation on FBA?I think there is a emulator of NCDZ around the net, the version of NJ's, and not sure, but I think is based on mame, will be possible port to FBA?Neo Geo CDZ have nice loading screens.

Very Thanks!

Cap put out a version of fba with NeoCD added. It's floating around somewhere, I'm sure.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 24, 2009, 08:58:13 am
Yeah, but it's old and the links have expired.
http://neo-source.com/index.php?topic=696.msg5791#msg5791

I'd like to compare it to NeoRaine...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bruce lee on August 24, 2009, 09:54:14 am
Yeah would be awesome to see NeoGeo CD emulation properly on xbox, and into fbax would be even better! Just the thought of even having a proper interface on neogeo cd emulation is awesome, let alone improved compatibility.

I think neogeo cd emulation on xbox deserves better than what it is atm, I just seen that you (iq_132) have daraku running on fba xbox, that is truly awesome. I don't think with your programming knowledge it would be a problem porting over neogeo cd into fba xbox, that would truly make a ton of us very happy.

Keep up the great work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on August 24, 2009, 10:18:33 am
I just seen that you (iq_132) have daraku running on fba xbox

Oh? Where did you see that?  :idiot:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 24, 2009, 02:06:41 pm
Oh? Where did you see that?  :idiot:

It's the first I've heard of it. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bruce lee on August 24, 2009, 03:32:19 pm
Quote
It's the first I've heard of it. ^^

lol I'm sorry I 'm new to emulation and stuff, don't quite understand it all so its hard to follow. But when I had neogeo cdz console and sold it years ago I always wanted to play my games that I had again on console and tv, like u can with xbox emulators.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 26, 2009, 12:48:03 am
So I also managed to get it compiled in fba-xxx and got s1945ii (not iii, that'll need a vmm) running at ~45 fps. However, the game was massively buggy, drawing random sprites everywhere. Once I get the bug fixed, it likely will improve greatly (as sprite drawing is generally pretty slow...).  My friend kenshiro also tried it with an older version of mingw and the bug was present there also.  ATM, I'm downloading all the crap to install VC and see how it goes from there.  I'm terribly unexcited about all of this.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 26, 2009, 02:02:00 am
Well, if you skip the mahjong games I won't mind...

There must be a lot of people that play them though, judging by the number of games there are.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 26, 2009, 02:49:43 am
Well, if you skip the mahjong games I won't mind...

There must be a lot of people that play them though, judging by the number of games there are.

I'm not skipping any games. lol. However, I am going to have to bug barry about fixing/updating the VC compiling tutorial on his site.  I seriously just spent 2 hours getting everything all set up.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 26, 2009, 04:00:49 am
Well, that was just as painful as I expected. The problem was quite seriously solved with this:

code_offset;

changed to

code_offset = 0;
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 26, 2009, 04:04:40 am
uninitialized variables are bad...

you wouldn't believe some of the bugs they can cause...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 26, 2009, 04:06:08 am
oh, I was meaning to ask.

did you port the suprnova hitbox code?

did you find anything that used it?  I didn't write that code, and it looks like B.Rap Boys should use the same hitbox system, but it appears to be fundamentally broken, which makes me wonder if any nova games even used it, or if it was just written to a spec and never tested.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 26, 2009, 04:12:36 am
iirc one of the games complains about protection or something if you don't have it hooked up properly.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 26, 2009, 05:17:15 am
ok, maybe it just tests some specific stuff rather than using it for collisions then.

apparently it's part of the memory controller, not the mcu!  (reminds me of seibu.. and their mcu-less pcbs with evil protection)

anyway, once we get b-rap boys up and running it should be a pretty easy port ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on August 26, 2009, 10:17:11 am
Well, that was just as painful as I expected. The problem was quite seriously solved with this:

code_offset;

changed to

code_offset = 0;

I'm dumb, MinGW warned me about this uninitialized variable. Sorry dude!  :biggrin:

Happy to see you get the Psikyo drivers on Xbox! Did you use the GFX routine i send you or another one? I'm just curious.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 01, 2009, 01:01:23 pm
So I got bored with the Supernova games and decided to give this a look-see.  At this point, the driver is mostly done and bug free (in large part thanks to JackC for his diligence in bug testing).

[also thanks to JackC for the screenshots. :) I'm terribly unmotivated. lol]

http://neosource.1emu.net/temporary_uploads/nmk16/airattck-08-31-202708.png
http://neosource.1emu.net/temporary_uploads/nmk16/airattck-08-31-202832.png
http://neosource.1emu.net/temporary_uploads/nmk16/bioship-08-30-221054.png
http://neosource.1emu.net/temporary_uploads/nmk16/bioship-08-30-221328.png
http://neosource.1emu.net/temporary_uploads/nmk16/bjtwin-08-30-213928.png
http://neosource.1emu.net/temporary_uploads/nmk16/bjtwin-08-30-214003.png
http://neosource.1emu.net/temporary_uploads/nmk16/blkheart-08-30-202535.png
http://neosource.1emu.net/temporary_uploads/nmk16/blkheart-08-30-205633.png
http://neosource.1emu.net/temporary_uploads/nmk16/bubl2000-08-30-212637.png
http://neosource.1emu.net/temporary_uploads/nmk16/bubl2000-08-30-212747.png
http://neosource.1emu.net/temporary_uploads/nmk16/grdnstrm-08-31-210636.png
http://neosource.1emu.net/temporary_uploads/nmk16/grdnstrm-08-31-210822.png
http://neosource.1emu.net/temporary_uploads/nmk16/gunnail-08-31-173041.png
http://neosource.1emu.net/temporary_uploads/nmk16/gunnail-08-31-173407.png
http://neosource.1emu.net/temporary_uploads/nmk16/macross-08-30-223401.png
http://neosource.1emu.net/temporary_uploads/nmk16/macross-08-30-223428.png
http://neosource.1emu.net/temporary_uploads/nmk16/macross2-08-30-225034.png
http://neosource.1emu.net/temporary_uploads/nmk16/macross2-08-30-225232.png
http://neosource.1emu.net/temporary_uploads/nmk16/mangchi-08-30-213023.png
http://neosource.1emu.net/temporary_uploads/nmk16/mangchi-08-30-213136.png
http://neosource.1emu.net/temporary_uploads/nmk16/mustang-08-30-202934.png
http://neosource.1emu.net/temporary_uploads/nmk16/mustang-08-30-204451.png
http://neosource.1emu.net/temporary_uploads/nmk16/nouryoku-08-30-221608.png
http://neosource.1emu.net/temporary_uploads/nmk16/nouryoku-08-30-221649.png
http://neosource.1emu.net/temporary_uploads/nmk16/popspops-08-30-212039.png
http://neosource.1emu.net/temporary_uploads/nmk16/popspops-08-30-212447.png
http://neosource.1emu.net/temporary_uploads/nmk16/raphero-08-31-205508.png
http://neosource.1emu.net/temporary_uploads/nmk16/raphero-08-31-205831.png
http://neosource.1emu.net/temporary_uploads/nmk16/redhawkb-08-30-210520.png
http://neosource.1emu.net/temporary_uploads/nmk16/redhawkb-08-30-210607.png
http://neosource.1emu.net/temporary_uploads/nmk16/sabotenb-08-30-214333.png
http://neosource.1emu.net/temporary_uploads/nmk16/sabotenb-08-30-214420.png
http://neosource.1emu.net/temporary_uploads/nmk16/ssmissin-08-31-201950.png
http://neosource.1emu.net/temporary_uploads/nmk16/ssmissin-08-31-202338.png
http://neosource.1emu.net/temporary_uploads/nmk16/strahl-08-30-220940.png
http://neosource.1emu.net/temporary_uploads/nmk16/tdragon-08-30-221741.png
http://neosource.1emu.net/temporary_uploads/nmk16/tdragon-08-30-221818.png
http://neosource.1emu.net/temporary_uploads/nmk16/tdragon2-08-30-222413.png
http://neosource.1emu.net/temporary_uploads/nmk16/tdragon2-08-30-224704.png
http://neosource.1emu.net/temporary_uploads/nmk16/tharrier-08-30-213428.png
http://neosource.1emu.net/temporary_uploads/nmk16/tharrier-08-30-213518.png
http://neosource.1emu.net/temporary_uploads/nmk16/vandyke-08-31-210026.png
http://neosource.1emu.net/temporary_uploads/nmk16/vandyke-08-31-210153.png
http://neosource.1emu.net/temporary_uploads/nmk16/vandykeb-09-01-154123.png
http://neosource.1emu.net/temporary_uploads/nmk16/vandykeb-09-01-154449.png

Btw, if you've noticed that Vandykeb isn't working in MAME and is in FBA, you're right. ;)  However, a diff has been submitted to the MAMEDevs to get it working (sans sound, of course).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 01, 2009, 01:44:04 pm
Thanks JackC an iq_132, there's some gold there. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 01, 2009, 01:51:26 pm
Thanks Huggybaby but it would be better to write "Thanks iq_132 and JacKc, there's some gold there." as i've done nothing except testing and making some snaps !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 01, 2009, 01:58:41 pm
haha I put your name first because I thank iq_132 all the time, and wanted to add some variety. :) Plus, testing is so often a thankless chore, and that was a LOT of screenshots you made, which is no trivial matter. So again, thanks to both of you, iq_132 and JacKc. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 04, 2009, 03:38:38 pm
testing is so often a thankless chore

Agreed! I super appreciate anyone who helps test, especially so on systems with so many games (NMK16 has 52 ^^).

Anywho, this one was nice and simple and took about an hour and a half.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on September 05, 2009, 03:59:46 pm
Btw, if you've noticed that Vandykeb isn't working in MAME and is in FBA, you're right. ;)  However, a diff has been submitted to the MAMEDevs to get it working (sans sound, of course).

Mooooo sexy  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 12:54:56 am
So I got tired of using keyboard for Atomiswave games in Demul and bought a very nice Xbox 360 wired controller. This gives me a reason to screw around with xinput and with rumble. :)

Anywho, with some poking around, I found that you can use XInput.lib & XInput.h from the dxsdk. With a little more poking around, I found an intensely simple/easy ('cause I'm kinda dumb) way to implement it. 

Right now I'm implementing some nice routines to get this working in a more generic way. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 11, 2009, 01:18:35 am
I gave up on demul because I DON'T have a 360 controller. Maybe one day they will support all regular gamepads.

Quote
Right now I'm implementing some nice routines to get this working in a more generic way.
That sounds exciting! But what does it mean? Rumble in FBA? Will your routines support only 360 controllers? Will you be able to implement the simple left/right controls for gyruss I asked about some time ago?  :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 02:23:37 am
That sounds exciting! But what does it mean? Rumble in FBA? Will your routines support only 360 controllers?

Yeah. Rumble.  And for any controller that supports XInput. Though I may take a look and see what it would take to implement ff for dinput.


*edit*
I've added a couple of routines that
A. Read a text tile called "support\rumble\xxxxx.ini" (xxxxx being the rom name) and get addresses to watch for changes (addresses holding health info for example)
B. A routine to go through the addresses and watch them for changes.
  - This routine uses FBA's built-in cheat engine to get the data from the addresses
  - This routine also triggers the rumble and sets it to a timer (hard-coded to 1/2 second).

*edit 2*
Just added an option to the ini for "versus fight" which makes it so that player 2 will vibrate (at 25%) if player 1 is hit and vice versa. 

Anyway. Any suggestions for features to implement?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: isamu on September 11, 2009, 03:41:04 am
does this mean we'll be able to use our Force Feedback steering wheels with driving games such as OutRun and Outrunners? Because that would be simply AWESOME! I could never get the FFB effects working with Final Burn FF(a very old build from some other dude).

What other driving games with FFB effects does FBA support?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 04:01:00 am
does this mean we'll be able to use our Force Feedback steering wheels with driving games such as OutRun and Outrunners? Because that would be simply AWESOME! I could never get the FFB effects working with Final Burn FF(a very old build from some other dude).

What other driving games with FFB effects does FBA support?

Well, if I can wrap my head around the FFB stuff in DirectInput (dinput), sure.  Otherwise, you're pretty much stuck using Xbox360 steering wheels if you want vibration in driving games.

As for arcade games using any sort of FFB, I honstly have no idea. As of right now, I'm just having it check "health" addresses of games (kof2003, for example), and when the value for health decreases, it vibrates.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 03:21:26 pm
Here's my current xinput rumble stuff if anyone wants to try it out.

Instructions are in "how to.txt" they're just for Mingw.  If anyone wants to get it going in VC, please post instructions (I'm lazy).

Also, if you run into any trouble, let me know. I haven't tested the "how to" at all.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 03:53:17 pm
Small update --

instead of doing this:

Find this:

   CheatApply();

Add this AFTER:

   RumbleApply();

Do this:

Find this:

   CheatApply();

Add this BEFORE:

   RumbleApply();


This should allow rumble and cheats to coexist peacefully.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 11, 2009, 04:03:14 pm
If someone would upload a precompiled version, it would help those who would test but not compile. Regardless, I see this as a SIGNIFICANT development in FBA!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 11, 2009, 10:09:44 pm
If someone would upload a precompiled version, it would help those who would test but not compile. Regardless, I see this as a SIGNIFICANT development in FBA!

lol, it's not that big of a deal. :p

Anywho:
www.fbadev.info/iq_132/fbarmbl.rar

you can see the rumble config files for the few games I'm tried out in support/rumble/
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 11, 2009, 10:57:50 pm
Awesome, I'll let you know if it works with my Saitek pad. I might install my PS1 pad too, no rumble has ever worked on it although I think it's supposed to.

<edit>
Nope, no rumble. My DirectInput plugin is grayed out if that makes a difference, but it's grayed out in the regular FBA too.

Input settings:
Selected module:   DirectInput7 input
Interface settings: keyboard 0 System keyboard: Keyboard
                          mouse    0 System mouse: Mouse
                          joystick 0 Saitek P2500 Rumble Pad
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2009, 01:22:41 am
I guess I hadn't mentioned that it's still only XInput, not DInput. You'll need a 360 controller for vibrations. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 12, 2009, 01:58:10 am
Damn, oh well. The 360 controller is excellent so maybe I'll get one for Christmas. I have three regular xbox controllers but of course none have USB plugs.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2009, 02:37:26 am
Like I said before though, I will see what I can do to add dinput rumble. :)  It's just going to take a little while (since dinput rumble takes more than 4 lines like xinput lol).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on September 12, 2009, 06:55:38 am
Nice work iq, i'm curious to see your code  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on September 12, 2009, 05:27:16 pm
I guess I hadn't mentioned that it's still only XInput, not DInput. You'll need a 360 controller for vibrations. :S

Or something like this:

http://kenxiao.blog.sohu.com/108300903.html

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2009, 06:54:44 pm
Wow ^^ Nice find! Thanks Kany. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on September 12, 2009, 07:41:04 pm
Wow ^^ Nice find! Thanks Kany. :)

You should try this one too

http://www.tocaedit.com/IB/index.php?automodule=downloads&showcat=1
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2009, 01:57:20 am
Thanks Kany. :)

Btw, here's are some new sources (I haven't tested to see if they compile from a clean build, so best of luck :p).

Anyway, what's new:

The rumble format is much more powerful now.

Each rumble is activated by a reading byte in the game's ram (anywhere in memory range, really).

The value can be compared against the previous value at that address or compared against a static value.

The options are:

new < previous
new > previous
new == previous
new != previous
new < static
new > static
new == static
new != static

check bit from new (bit TRUE or FALSE)
(new & (1 << bit)) == 0
(new & (1 << bit)) != 0

Also, the timers are adjustable. You can have a timer last from 1 frame (1/60th of a second) to 0xffffffff frames (136 years lol).

:)


*edit*
Here's a new build (no dinput rumble still :().
www.fbadev.info/iq_132/fbarmbl_090915.rar

Btw, you may want to check out the psikyo hardware filter. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2009, 01:39:40 pm
Wow, been a while since I posted up anything. This is mostly due to starting a new job as well as starting classes again.

A lot of my free time has been spent helping my friend Britneyspairs with some driver improvements on Coinops Reignite (a MAME derivative build on xbox).

I've also started work on a tilemap system for FBA. It's somewhat preliminary (it doesn't support some things yet), but should work for most games. :)

On a side note, I took a look at the games on this http://maws.mameworld.info/maws/driverinfo/amaticmg.c  driver and worked a bit on the encryption.  I'm not entirely sure it's complete, and I haven't managed to contact Roberto Fresca so far (any leads on that would be much appreciated :)).

Code: [Select]
unsigned char decode_data(int i, int j) // j = 0xaf for am_uslot, 0x05 for am_mg24 & am_mg3
{
if ( i & 0x0001) j ^= 0x88;
if ( i & 0x0002) j ^= 0x22;
if ( i & 0x0004) j ^= 0x00; // not used
if ( i & 0x0008) j ^= 0x08;
if ( i & 0x0010) j ^= 0x04;
if ( i & 0x0020) j ^= 0x00; // not used
if ( i & 0x0040) j ^= 0xcc;
if ( i & 0x0080) j ^= 0x23;
if ( i & 0x0100) j ^= 0x00; // not used
if ( i & 0x0200) j ^= 0x19;
if ( i & 0x0400) j ^= 0x06;
// repeats on 0x800 boundaries

return j;
}
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2009, 06:49:16 am
Updated the PGM driver a bit

Quote
* 10-19-2009
 *  Fixed kov2106 thanks to the FBA Shuffle team :)
 *  Added a few small speedups
 *  - Only recalculate the whole palette when needed now rather than every frame
 *  - Clear all video buffers in one loop
 *  Fixed a crash when doing line scroll (see kovsh intro - fire stage background)
 *  Fixed sound after save state load
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on October 20, 2009, 04:15:59 pm
I'm looking forward to this. Nice job ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on October 20, 2009, 05:41:32 pm
Yep, seems like it's been a long time and there have been a lot of changes since the last release.  :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 25, 2009, 02:52:39 pm

Here's the driver for sf2dkot2.

Open up d_cps1.cpp

find:

Code: [Select]
{ "sf2ce"       , CPS_B_21_DEF, mapper_S9263B, 0, NULL                },

Add this after:

Code: [Select]
{ "sf2dkot2"    , CPS_B_21_DEF, mapper_S9263B, 0, NULL                },

Code: [Select]
static struct BurnRomInfo Sf2dkot2RomDesc[] = {
{ "turboii.23",    0x080000, 0x9bbfe420, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },
{ "turboii.22",    0x080000, 0x3e57ba19, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },
{ "turboii.21",    0x080000, 0xed4186bd, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },

{ "s92_01.bin",    0x080000, 0x03b0d852, BRF_GRA | CPS1_TILES },
{ "s92_02.bin",    0x080000, 0x840289ec, BRF_GRA | CPS1_TILES },
{ "s92_03.bin",    0x080000, 0xcdb5f027, BRF_GRA | CPS1_TILES },
{ "s92_04.bin",    0x080000, 0xe2799472, BRF_GRA | CPS1_TILES },
{ "s92_05.bin",    0x080000, 0xba8a2761, BRF_GRA | CPS1_TILES },
{ "s92_06.bin",    0x080000, 0xe584bfb5, BRF_GRA | CPS1_TILES },
{ "s92_07.bin",    0x080000, 0x21e3f87d, BRF_GRA | CPS1_TILES },
{ "s92_08.bin",    0x080000, 0xbefc47df, BRF_GRA | CPS1_TILES },
{ "s92_10.bin",    0x080000, 0x960687d5, BRF_GRA | CPS1_TILES },
{ "s92_11.bin",    0x080000, 0x978ecd18, BRF_GRA | CPS1_TILES },
{ "s92_12.bin",    0x080000, 0xd6ec9a0a, BRF_GRA | CPS1_TILES },
{ "s92_13.bin",    0x080000, 0xed2c67f6, BRF_GRA | CPS1_TILES },

{ "s92_09.bin",    0x010000, 0x08f6b60e, BRF_PRG | CPS1_Z80_PROGRAM },

{ "s92_18.bin",    0x020000, 0x7f162009, BRF_SND | CPS1_OKIM6295_SAMPLES },
{ "s92_19.bin",    0x020000, 0xbeade53f, BRF_SND | CPS1_OKIM6295_SAMPLES },
};

STD_ROM_PICK(Sf2dkot2)
STD_ROM_FN(Sf2dkot2)

static int Sf2dkot2Init()
{
int nRet;

nCPS68KClockspeed = 7000000;

nRet = DrvInit();

SekOpen(0);
SekMapMemory(CpsRom + 0x000000, 0x280000, 0x2fffff, SM_ROM);
SekMapMemory(CpsRom + 0x080000, 0x200000, 0x27ffff, SM_ROM);
SekClose();

return nRet;
}

struct BurnDriver BurnDrvCpsSf2dkot2 = {
"sf2dkot2", "sf2ce", NULL, "1992",
"Street Fighter II' - Champion Edition (Double K.O. Turbo II, bootleg)\0", NULL, "Capcom", "CPS1",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_HACK, 2, HARDWARE_CAPCOM_CPS1, GBF_VSFIGHT, FBF_SF,
NULL, Sf2dkot2RomInfo, Sf2dkot2RomName, Sf2InputInfo, Sf2DIPInfo,
Sf2dkot2Init, DrvExit, Cps1Frame, CpsRedraw, CpsAreaScan,
JBF_GAME_WORKING, DrvJukeboxInit, DrvJukeboxExit, DrvJukeboxFrame, &CpsRecalcPal, 0x1000, 384, 224, 4, 3
};
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 04, 2009, 01:30:32 am
I noticed an issue with the CPS1 games crashing on exit. I tracked it down to this:

Code: [Select]
if (CpsCode) free(CpsCode);

Normal CPS2 games allocate some ram for CpsCode, cps1 games do not, but do set a pointer (making if (cpscode) resulting as true).
I've fixed it with a simple, small change, though it's probably not entirely the best way to go about it.

Code: [Select]
if (CpsCode != (CpsRom + nCpsRomLen)) {
free(CpsCode);
}
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on November 04, 2009, 10:40:48 am
I noticed an issue with the CPS1 games crashing on exit. I tracked it down to this:

Code: [Select]
if (CpsCode) free(CpsCode);

Normal CPS2 games allocate some ram for CpsCode, cps1 games do not, but do set a pointer (making if (cpscode) resulting as true).
I've fixed it with a simple, small change, though it's probably not entirely the best way to go about it.

Code: [Select]
if (CpsCode != (CpsRom + nCpsRomLen)) {
free(CpsCode);
}

[mode ballbreaker ON] I told you that at least 35 times during latest months, ass :p i was starting to think i'm crazy. And what's funny is i asked a lot of people if they did have this problem and they said "no, make a clean install" lol. I added a similar fix to FBA-XXX Pro a long time ago[mode ballbreaker OFF]
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 04, 2009, 11:49:20 am
[mode ballbreaker ON] I told you that at least 35 times during latest months, ass :p i was starting to think i'm crazy. And what's funny is i asked a lot of people if they did have this problem and they said "no, make a clean install" lol. I added a similar fix to FBA-XXX Pro a long time ago[mode ballbreaker OFF]

lol. I've never been able to reproduce it until now.

No crash == no way to track it down.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on November 04, 2009, 03:06:10 pm
Well, a slap on your butt and i feel better lol  :biggrin: :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: narcissus on November 07, 2009, 04:44:19 am
the volume of psikyosh, nmk16 and maybe more new dirvers is too low
Especially compared with the previous drivers
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on November 07, 2009, 11:12:17 am
That could be good news for The Simpsons, I'll check.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 08, 2009, 07:46:48 pm
Hey packrats, etc. Does anyone still have CaptainCPS-X's fba sources with Neo-Geo CD enabled? I seem to have misplaced that particular archive.

I'd really like to implement the neocd stuff in the current fba, but I am not terribly interested in rewriting the entire thing.

Thanks in advance. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on November 09, 2009, 06:57:27 am
Take a look here -->  http://neo-source.com/index.php?topic=571.0
Title: Re: What I've been working on (iq_132's work in progress)
Post by: nonete on November 09, 2009, 01:48:15 pm
 :biggrin: YESSSSSSSS!!!!Neo Geo CD emulation in FBA will be great!!!I know that is neccesary a lot of work in the driver, but many intentions for your work.

Once finished, you have thought to include loading screens as Neo Geo CDZ machine?The only emulators that do is NCDZ from NJ and Neoraine, and I am almost sure that was a source code from NJ emulator, but now can´t find it....but i am searching for it, If i found it, I send it via MP if you want.

My best wishes for the neo cd driver, and excuse my english.
Regards!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: nonete on November 09, 2009, 01:58:18 pm
Excuse double post, here is the last source from NJ Neo CDZ emulator, maybe it helps you.

http://patpend.net/ftp/emulators/neogeo/src20051225_bugfix5.zip


Regards,
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on November 09, 2009, 03:02:59 pm
The Simpsons sounds better now but not great, and left and right are still reversed.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 09, 2009, 08:31:19 pm
Take a look here -->  http://neo-source.com/index.php?topic=571.0

If you're referring to the first post, that was the most preliminary source I had. I'm looking for the sources from CaptainCPS-X's build.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on November 10, 2009, 05:21:32 am
Yeah that's the best i've found. There is a thread with the sources you're speaking of, but the link is dead :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: ir4rts on November 11, 2009, 04:12:01 am
good job :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 19, 2009, 08:40:40 pm
My friend sent me some PGM roms to look at and I managed to get one of the sets up and running (the other has issues still).  Interesting stuff.

Can anyone tell me more about this?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 22, 2009, 10:00:05 pm
So I got all stupid and decided to port Kaneko's Air Buster: Trouble Specialty Raid Unit.  Quite a nice looking little game. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on November 22, 2009, 10:54:28 pm
I used to play Air Buster on the Genesis, it's a classic so thanks for the add!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 24, 2009, 06:46:08 am
Here's a MAME driver for kovqhsgs (see the previous screens), supposedly a bootleg running on actual PGM hardware. ^^

I'm sure this will find its way into MAME Plus. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on November 25, 2009, 02:13:21 pm
if it's a real bootleg then it will make it into MAME eventually, assuming it's all been dumped properly.

I'd add it myself, but I guess Aaron will look at the 2008 date, even tho it's just a lame chinese bootleg / hack.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Emuman on November 25, 2009, 08:03:33 pm
I'm sure this will find its way into MAME Plus. :)
thanks.

if it's a real bootleg then it will make it into MAME eventually, assuming it's all been dumped properly.
i can confirm all 4 bootlegs are real.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 05, 2009, 01:33:29 am
Here's the descramble for the program roms for the other bootleg pgm sets. The games still don't work due to the missing arm7 rom though. Thanks to XingXing for confirming the descrambled rom is correct. :)

Code: [Select]
static void pgm_decode_kovlsqh2_program(running_machine *machine)
{
int i, j;
UINT16 *src = (UINT16*)(memory_region(machine, "maincpu") + 0x100000);
UINT16 *dst = alloc_array_or_die(UINT16, 0x400000);

for (i = 0; i < 0x400000 / 2; i++)
{
j = BITSWAP24(i, 23, 22, 21, 20, 19, 16, 15, 14, 13, 12, 11, 10, 9, 8, 0, 1, 2, 3, 4, 5, 6, 18, 17, 7);

dst[j] = src[i];
}

memcpy (src, dst, 0x400000);

free (dst);
}

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bruce lee on December 14, 2009, 07:31:07 pm
Any news of adding NeoGeo CD into FBA?  :cool:

keep up the great work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: manliodp on December 15, 2009, 11:33:58 am
Hi,
any hopes about Megaplay (NOT megatech) support?
Do you think it is redundant?

Thank you
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 16, 2009, 10:02:59 pm
Hi,
any hopes about Megaplay (NOT megatech) support?
Do you think it is redundant?

Thank you


Any news of adding NeoGeo CD into FBA?  :cool:

keep up the great work.

A certain Chinese FBA derivative build team has decided that they no longer need to honor the FBA license by releasing their sources. I will not be making public any drivers or source changes until they decide to do the right thing.

This doesn't mean that I won't still be working on things like Neo-CD support (or may megatech), it just means that until that particular team decides to release their sources PUBLICLY and do it for EVERY RELEASE, those drivers and changes will not be in FBA updates.

I know this sounds a bit childish, but it really fucking irritates me that people just take and take and take and are unwilling to give back to the community.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on December 17, 2009, 02:23:07 am
I know this sounds a bit childish

Nope, i understand completely :) You're absolutly right.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: manliodp on December 17, 2009, 03:13:17 am

A certain Chinese FBA derivative build team has decided that they no longer need to honor the FBA license by releasing their sources. I will not be making public any drivers or source changes until they decide to do the right thing.

This doesn't mean that I won't still be working on things like Neo-CD support (or may megatech), it just means that until that particular team decides to release their sources PUBLICLY and do it for EVERY RELEASE, those drivers and changes will not be in FBA updates.

I know this sounds a bit childish, but it really fucking irritates me that people just take and take and take and are unwilling to give back to the community.

I completely agree with you!

Anyway thank you for all your past and future efforts and contributions to the community! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neo04 on December 17, 2009, 04:53:12 am
those chinese think they are the GOD of emu. stupid n pathetic groups they are...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 18, 2009, 04:47:58 am
I completely agree with you!

Anyway thank you for all your past and future efforts and contributions to the community! :)

Nope, i understand completely :) You're absolutly right.

Thanks guys. :)

those chinese think they are the GOD of emu. stupid n pathetic groups they are...

I have met a lot of very helpful, very kind Chinese people (you know who you are, of course :)), there are just a few that give those many a bad name.

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

Anywho...  I've completely rewritten this...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on December 18, 2009, 05:03:02 pm
Anywho...  I've completely rewritten this...

 :biggrin: :p :eek: Can't wait to see that, nice work!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neo04 on December 20, 2009, 12:00:34 pm
Quote
I have met a lot of very helpful, very kind Chinese people (you know who you are, of course :)), there are just a few that give those many a bad name.
i agree... i didn't say all of them... just some groups
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 23, 2009, 12:39:24 am
Does anyone happen to have the NeoGeo CD versions of the following homebrew games? If so, please contact me.

Codename - Blut Engel [BETA 050423]
Jonas Indiana and the Lost Temple of RA
Neo Puzzle League
NGEM2K
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on December 23, 2009, 08:31:27 am
Hi iq_132,

I've got all of them on .iso + few ones except for Jonas Indiana and the Lost Temple of RA (don't knoww if an iso of this game exists)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 23, 2009, 03:56:06 pm
Here's the current compatibility list for my Neo Geo CD driver if anyone is interested.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on December 23, 2009, 05:13:44 pm
It seems the biggest problem with Neo Geo emulation is the missing rasters. Is that one of the problems with your Neo Turf Masters?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 23, 2009, 10:11:59 pm
It seems the biggest problem with Neo Geo emulation is the missing rasters. Is that one of the problems with your Neo Turf Masters?

afaik, the raster emulation/simulation in fba is quite good. Very few games exhibit any serious problems.

The issue with turf masters is something else entirely (I think lol).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2009, 12:50:50 am
Going out of town for a week tomorrow, so I won't be updating.
Anywho, here's the current compatibility list just in case anyone cares.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2010, 07:17:45 pm
Back from vacation and a little bored:

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 04, 2010, 05:13:20 am
Added the ability to get the game title from the program rom.
Added preliminary audio cd track (CDDA) support - it doesn't actually play the tracks yet, but it does show which track is playing
Cleaned up the upload code a big
Fixed the z80 patch code, sounds have improved a bit.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on January 04, 2010, 05:45:46 pm
I know i'ts an extra job, but when i´ve seen your pics, came to my mind that with the newest release of neoraine, an improved version of the translation for samsho rpg have been released. Do you think it would be possible to add the translate game option in fba too?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 04, 2010, 06:00:04 pm
I know i'ts an extra job, but when i´ve seen your pics, came to my mind that with the newest release of neoraine, an improved version of the translation for samsho rpg have been released. Do you think it would be possible to add the translate game option in fba too?

Possible, sure. Likely... I donno. It's pretty hacky just for one game. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on January 04, 2010, 07:01:12 pm
Tux has made it possible to translate the game, but so far can't find anyone to actually do it. Maybe one of these days we'll all be able to play it in English. I've heard so much about it that I'm surely looking forward to it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 10, 2010, 06:45:47 pm
Taking a break from NeoCD and another project and decided to work on this:

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 10, 2010, 06:48:58 pm
more...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 10, 2010, 06:49:35 pm
Last ones
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on January 11, 2010, 04:59:50 pm
Happy to see the return of the "driver factory" lol. Nice work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on January 25, 2010, 07:31:09 pm
OMG! IQ! I have to say the NeoGeo CD progress is pretty good! I think I have our old NeoCD source in one of my HDDs so I'll try to find it and see if there are some things that can be of use for your new WIP ^^, like the CDDA playback code, the interface and other stuff :)

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on January 25, 2010, 10:30:24 pm
IQ! I Finally found one of the NeoCD sources and it have the WAV / MP3 playback code, it have the CUE + ISO loading as well and if i dont remember wrong the code was separated from the neogeo one. The only problem with my code is that the emulation core probably is very outdated with all the changes that you and Barry have done recently. BTW my code is a mess right now, because I was doing some random tests by that time and I forgot to undo the tests or uncomment them LOL

If there is something useful from my code let me know man! and I can get it organized or even added to your actual NeoCD code, I'm always happy to help in any way I can ^^

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Skeletor on January 26, 2010, 09:18:05 am
Appreciating the news and eager to see what will result of it, looks promising.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bruce lee on February 07, 2010, 08:32:40 pm
Hi there any news on the Neogeo CD support in FBA?

Looking forward to any news.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2010, 09:52:26 pm
Well... Cap wrote some code to process .cue files and to display some titles properly (not gotten from games).

I also started finishing my .bin/iso reading routine.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neo04 on February 08, 2010, 06:46:16 am
nice update for ngcd emulation. i would love to be a beta tester :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 08, 2010, 10:30:48 am
nice update for ngcd emulation. i would love to be a beta tester :)

Hit me up on MSN sometime jerkface. :D I'll send you a big .rar ;)

In other news, I added Skykid & Dragon Buster and improved Namco sound (Pacman).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 11, 2010, 01:59:01 am
Added a few more Namco goodies. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bonky0013 on February 11, 2010, 12:51:32 pm
Whhoaa Metro-cross  :biggrin:

Thanks Iq_132  good work  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 14, 2010, 05:12:36 pm
Added Speed Spin. :)

I managed to fix the problem in MAME that causes junk on the character screen. I'm not entirely sure how hacktacular my fix is, but I'll try and submit it to MAMEdev anyway. lol

in src/mame/video/speedspn.c

Find this:

      if (attr&0x10) xpos +=0x100;

add this after:

      if (attr == 0 && xpos != 0) break;
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 14, 2010, 09:45:16 pm
Added Ginga NinkyouDen. :)
FBA doesn't do Y8950 sound yet, so there's some sound missing.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2010, 02:27:26 am
Added some of the missing Toaplan1 games in fba. :)

Fireshark/Same! Same! Same! and Vimana.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on February 15, 2010, 03:44:38 am
Woot!! Beautiful drivers IQ! ThanX!  :biggrin:

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 15, 2010, 04:19:28 am
Wow...Excellent work as always. Thanks bro' :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2010, 11:17:01 am
Thanks guys. :)

Added another toaplan1 game -- Demon's World. :)

Only Rally Bike / Dash Yarou is still unemulated in FBA on toaplan1 hardware.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on February 15, 2010, 02:22:34 pm
Added Ginga NinkyouDen. :)
FBA doesn't do Y8950 sound yet, so there's some sound missing.

I'll take a look at the sound - shouldn't be too difficult!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2010, 10:32:28 pm
I'll take a look at the sound - shouldn't be too difficult!

Nice! I was hoping you'd volunteer for that. :D

On a side note, I got Rally Bike running. The Toaplan1 driver is complete. :D

*edit*
And added Knuckle Bash 2 (bootleg)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on February 17, 2010, 09:30:25 am
I'll take a look at the sound - shouldn't be too difficult!

Enabled the Y8950 core in fmopl.c and added an interface to it in the burn library (remembering that it's the first OPL chip we use that supports ADPCM!). Hooked it up in the driver and all works as expected. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 17, 2010, 10:23:09 am
Thanks Barry. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on February 17, 2010, 10:24:48 am
I wanna be like you guys when I grow up  :smilie: LOL

Take Care!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Death Metal on February 22, 2010, 01:11:49 pm
What Captain-X said. Awesome. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 02, 2010, 01:07:42 am
Added Xain'd Sleena.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 03, 2010, 02:34:59 pm
I went ahead and made a tutorial out of a driver I decided to write.

I've attached it in hopes it will help someone.. someday.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on March 03, 2010, 05:12:55 pm
I went ahead and made a tutorial out of a driver I decided to write.

I've attached it in hopes it will help someone.. someday.

Thanks for this! Soon we will probably see a book "How porting MAME drivers to FBA in 30 lessons, by iq_132" lol :confused:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on March 04, 2010, 08:18:00 am
I went ahead and made a tutorial out of a driver I decided to write.

I've attached it in hopes it will help someone.. someday.

Great! ThanX man! It covers lot of things I didn't understood, just by giving a quick look now (at university) I could understand lot of stuff ^^, lets see if I can get some driver running in the next weeks when I have some free time :p

I appreciate this IQ!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 03:45:47 am
Been working on this for a while now.  It probably won't ever be released (you can thank the FBA Shuffle team for that), but I wanted to document it here.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 03:53:25 am
Continued... (note the bad title in the first shot. it's one of the last remaining bugs that have me stumped atm).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 03:55:33 am
Continued (with crabs)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 03:57:19 am
Continued (spaaaaaace invaaaaaaaaders!)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 04:00:31 am
Continued.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2010, 04:01:25 am
last one.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on March 08, 2010, 07:12:39 am
Amazing !!! thanks again iq_132 for all your contributions and works on FBA !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 20, 2010, 04:59:39 am
Had a little free time tonight, so I ported this. It was much more fun than fixing a bug in one of my other projects that could possibly drive me insane lol.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on March 20, 2010, 07:35:23 am
Had a little free time tonight, so I ported this. It was much more fun than fixing a bug in one of my other projects that could possibly drive me insane lol.

Wow! Cool IQ! Those are great games!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 21, 2010, 03:03:16 am
Added support for the Sega SG-1000 home console. :)  This driver is 99.9% copy and paste from the colecovision one. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on March 21, 2010, 04:57:44 am
Added support for the Sega SG-1000 home console. :)  This driver is 99.9% copy and paste from the colecovision one. lol

Nice progress with colecovision and now SG-1000! ^^ you and Barry have been doing some great additions to FBA as always :D

Take Care guys!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 21, 2010, 10:33:58 pm
It is very possible that I also added Sega SG-3000 support to the SG-1000 driver. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on March 22, 2010, 04:19:39 am
It is very possible that I also added Sega SG-3000 support to the SG-1000 driver. :)

IIRC Master System isn't too far removed from those machines is it? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 23, 2010, 03:08:34 am
IIRC Master System isn't too far removed from those machines is it? :)
Not terribly, no. It's on my list after I finish up the Colecovision, SG-x000, MSX/2. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 30, 2010, 01:30:59 am
I got tired of working on sega/msx stuff, so I decided to work on some Data East games --
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 30, 2010, 01:34:15 am
more...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 30, 2010, 01:36:00 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 30, 2010, 01:37:02 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 30, 2010, 06:38:02 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 31, 2010, 12:13:20 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 31, 2010, 01:42:17 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on March 31, 2010, 08:05:54 am
Wow man! you're a machine! xD Great stuff!!  ;p

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on March 31, 2010, 02:52:39 pm
The driver factory in action lol. Nice work as always :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 01, 2010, 12:11:56 pm
Incredible !!! Thanks a lot Iq for your hard work and stuff.

PS: Thanks Kenshiro for your work on Marine Boy driver  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on April 02, 2010, 09:01:49 pm
Man, Edward Randy and Crude Buster look cool. It's amazing how many fun looking games I've overlooked all these years. I love the screenshots.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 03, 2010, 11:55:54 pm
Thanks guys. :)

Man, Edward Randy and Crude Buster look cool. It's amazing how many fun looking games I've overlooked all these years. I love the screenshots.

Data East made some great games. I really suggest checking out Boogie Wing. :)

Anyway, I also added games from the rohga driver (Rohga and Wolf Fang are the same game, as are Dark Seal 2 and Wizard Fire, as are Nitro Ball and Gun Ball).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 03, 2010, 11:59:32 pm
More and Stone Age (caveman ninja bootleg)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 04, 2010, 02:12:56 am
Wow... finally. The last working Deco16ic game. :)

It is seriously going to take me ages to clean all 512k of this code. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on April 04, 2010, 04:51:55 am
impressive stuff dude! Nice work! :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BisonSAS on April 04, 2010, 07:53:38 am
Nice work man! :smilie: Realy Data East made great games. :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on April 09, 2010, 06:09:45 pm
Awesome work as usual Iq :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on April 10, 2010, 11:40:54 am
Wow... finally. The last working Deco16ic game. :)

You mean the last working 68k based one?

or have you done Magical Drop, Osman, Heavy Smash, Charlie Ninja, Joe & Mac Returns, World Cup Volleyball, Backfire etc. which don't use a 68k?  they used the same set of chips (16-bit chips on a 32-bit bus), but driven by an encrypted ARM :-)  They're simple to get going if you have these others working, and easily some of Data East's best games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 10, 2010, 08:31:24 pm
Yeah. I really would love to see Osman/Cannon Dancer in FBA though... I'll have to see how I feel about porting the arm core.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: rubens4141 on May 01, 2010, 03:26:31 pm
Thanks guys. :)

Data East made some great games. I really suggest checking out Boogie Wing. :)

Anyway, I also added games from the rohga driver (Rohga and Wolf Fang are the same game, as are Dark Seal 2 and Wizard Fire, as are Nitro Ball and Gun Ball).

Adding lots of great games emulator, obviously an extraordinary development.

Final Burn Alpha fantastic! Final Burn team, thank you very much. You do excellent work.



Data East games was really extraordinary.  and still continue to make great games. (now only pc, console and mobile games market generated at )
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 18, 2010, 01:00:57 am
This piqued my interested today.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2010, 02:22:31 am
I had a little time this weekend, so I wrote a driver for Varia Metal.  This included a port of the es8712 sound core.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on August 23, 2010, 05:21:30 am
Cool work :) Happy to see you back!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 23, 2010, 10:21:57 am
Yes! :) I agree with the greeting of kenshiro!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2010, 04:26:00 pm
Had some time and been wanting to work on the m92 driver again... the main problem I ran into was that I lost my sources for it!!

After a day or two of mucking around, I managed to get most everything rewritten and pretty fast. ^^
The graphics are for the most part beautiful and the only game that doesn't really work is Ninja Baseball Batman. :(
Also, sound. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2010, 04:26:57 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2010, 04:28:54 pm
More more.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2010, 04:29:53 pm
More more more.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2010, 04:31:15 pm
More more more more.

As you can see, the graphics are pretty good.  There are some alignment issues with the backgrounds (See In the Hunt's title screen, bottom, right hand side [water]).  Sound is also not perfect, but it is passable.

Lots of cleanup to do!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on September 10, 2010, 03:28:21 am
Do you have more?  lol. Seriously really nice work. I bet the GFX routines are a pain to port  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 10, 2010, 12:12:22 pm
I played a game of "what is something stupid you could have done" with JackC today in regards to Ninja Baseball Batman not working.  Between the two of us, we figured out the problem. :) Every game now works on the m92 driver.

A few bugs to track down yet, but all-in-all, it's pretty good. :D

@Kenshiro, yeah, the graphics have been a pain.  Multiple layers that can be multiple widths, that supports different scroll types, priorities, and multiple transparencies. On top of all that, the cpu modifies the layers as it is drawing them in some cases (nbbatman's title screen [the shadows on the bottom]), so you get some pretty interesting effects.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 10, 2010, 12:39:23 pm
Wonderfull! For me it's a great news that the next version of FBA will support the M92 hardware (if I'm not wrong, the Irem M7x - M9x are the only coin-ops that use a NEC V30 (x86) as CPU).

I have a question: the M72 hardware is similar to M92 hardware, then do you think to transpose the M72 driver too?

Thanks again for your work! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 10, 2010, 05:41:40 pm
Yeah, I plan on finishing the preliminary m90 driver that's already in fba, and then maybe m72 driver too... unless I get distracted.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 11, 2010, 01:15:09 am
Great! On M72 hardware it runs some very nice old arcade (like R-Type, Ninja Spirit, Legend of Hero Tonma, Hammering' Harry, etc.)...
Thanks for the answer!  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 13, 2010, 11:04:45 pm
Some M90 shots. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 13, 2010, 11:06:37 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 14, 2010, 04:31:36 am
Started working on an M72 driver. 
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 14, 2010, 04:37:45 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: manliodp on September 14, 2010, 02:44:52 pm
More...

W O N D E R F U L !

R-type was one of my requests some time ago and it seemed unlikely because the nec cpu..GREAT!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 14, 2010, 03:55:56 pm
W O N D E R F U L !

R-type was one of my requests some time ago and it seemed unlikely because the nec cpu..GREAT!

Yes, the NEC V30, an x86 CPU very similar to Intel 8086 ! ;)
Thanks a lot iq_132 ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2010, 03:38:07 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2010, 03:39:16 am
Mooore.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2010, 03:41:30 am
The only remaining game to add is Major Title. :) Then I can start working on fixing bugs.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 15, 2010, 06:14:04 am
Damn....That's pretty good to see thoses snaps under FBA !!! Thanks iq_132  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on September 15, 2010, 12:26:54 pm
KEN-GO looks so good!
Nice colors!

I hope a new FB Alpha update soon to taste this awesome collection!!


Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2010, 06:57:13 pm
Added Major Title and worked on fixing the graphical bugs.  The only remaining issue is with sound.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: lantus on September 17, 2010, 11:22:37 am
nice work iq :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 20, 2010, 01:27:39 am
Thanks :)

Knocked out an M63 driver too. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 20, 2010, 01:41:17 am
Great! You are working on the Irem 8 bit hardware too!
On the M62/63 I remember well the old and fun game "Radical Ninja" ! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 20, 2010, 08:03:00 pm
;)

Knocked out a driver for Dynamite Duke by Seibu.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on September 21, 2010, 04:18:10 pm
Great additions IQ!, I need to update myself xD, I been off for a long time now, I miss FBA scene. University, work and other things had lot of my time, but I always come back to check NeoSource and see how things are going.

I hope everyone is allright, IQ, Barry, Kev, and all the loyal users that always stay around ^^.

Take Care!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on September 21, 2010, 07:59:04 pm
Seems that you never stop guys! I see a lot of changes since the last time I came here :D (almost 4 years!!!)

Good to see you, how is it going?

See ya!!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on September 21, 2010, 08:10:35 pm
Seems that you never stop guys! I see a lot of changes since the last time I came here :D (almost 4 years!!!)

Good to see you, how is it going?

See ya!!! :D

OMG! FerchogtX!! Hi there man! glad to see you around I didn't notice your recent activity on the forum, welcome back!

Last time I knew of you was on youtube while looking at some MUGEN videos or something like that =P.

I will probably be more active when I get some things fixed in my job schedule (I was offered a better position) and contribute a few things I have learned, like for example how to create a few programs for PSP using the PSPSDK libraries  :smilie: and maybe Wii programming but im still learning about that xD. Oh and Im gonna take a look at PS3 homebrew programming when I get a TI calculator or something to hack my PS3 LOL.

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on September 21, 2010, 08:16:35 pm
Hehe... MUGEN... you got me!! So now hacking PS3's ah? pretty nice!! :D

See ya!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neo04 on September 22, 2010, 05:25:57 am
wow.. ferch is here.. long time no see.. whre have u been man?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on September 22, 2010, 08:59:12 pm
He... with some health probs, but fine... :P

See ya!!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neo04 on September 23, 2010, 12:05:19 pm
k.. good to hear that
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 28, 2010, 04:53:10 am
Wow. ^^ Hi Cap & Ferch. Long time no see!

Anywho, I knocked out a couple of the missing Cave games. 
The games work great except for sound. Apparently the YMZ280B core in FBA doesn't support a few of the sample modes. I may need to port the MAME core or implement the missing features.

*edit*
Implemented the missing sound modes. :) 

*edit2*
Fixed my horrible English.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 28, 2010, 07:08:51 am
Nice work Atomic Iq_132 :smilie:

Hi Cap and FerchogtX. Happy to see you again on Neosource !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: SuperPang on September 28, 2010, 01:46:30 pm
Wow. ^^ Hi Cap & Ferch. Long time no see!

Anywho, I knocked out a couple of the missing Cave games. 
The games work great except for sound. Apparently the YMZ280B core in FBA doesn't a few of the sample modes. I may need to port the MAME core or implement the missing features.

*edit*
Implemented the missing sound modes. :)

Great Work IQ_132 as usual :D
What are the missing cave games are you working on?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 04, 2010, 03:52:59 am
So I started working on this a few days ago... lots of things still to do, but it's progressing nicely. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 04, 2010, 03:53:47 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on October 04, 2010, 06:13:27 am
Night Slashers is amazing ^^

Cool stuff! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bonky0013 on October 05, 2010, 09:47:42 am
Yeaaaaah Great games  :biggrin:

Good job IQ  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on October 05, 2010, 08:19:59 pm
Mhhhhhh!!! I'm willing to put my hands on these... ;P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 08, 2010, 02:56:05 am
Finally got this up and going. Osman/Cannon Dancer has been on my "wanted" list for aaages. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 08, 2010, 02:56:55 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on October 08, 2010, 03:23:29 am
Amazing stuff IQ! ^^ You have done an unbelievable job all this time making all these FBA drivers! you're awesome man!

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 08, 2010, 05:28:47 am
Got this going too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on October 08, 2010, 07:39:14 pm
Amazing stuff IQ! ^^ You have done an unbelievable job all this time making all these FBA drivers! you're awesome man!

SeeYaa!
 :biggrin:
No more to say, just +1

See ya!!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 13, 2010, 02:08:00 pm
Knocked this out in about an hour and a half. :)

I even added a hack to allow it to run in one screen.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on October 13, 2010, 03:05:25 pm
Yay for hacks! Looking really good iq_132.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on October 14, 2010, 11:22:43 am
wow  :cool: ...Nice job (sorry nothing more to say  ;p)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2010, 11:21:21 pm
I re-wrote the Biomechanical Toy driver from scratch.  This adds support for Big Karnak, Maniac Square, Squash, and Thunder Hoop. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2010, 11:22:15 pm
Hookers
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kenshiro on October 20, 2010, 01:46:36 pm
Thunder Hoop is really a pretty nice and funny game. Nice work dude :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 21, 2010, 12:17:31 am
Thunder Hoop is really a pretty nice and funny game. Nice work dude :)

Thanks. :)


Anywho. I did a little work on a NeoGeo rom hack and realized that I didn't know of a way to re-scramble a standard sprite rom, so I went ahead and wrote some code to do just that.  I'm putting it here to make sure I don't lose it. lol

Code: [Select]
static void descramble_gfx(unsigned char *gfx, int len)
{
int i, j, x;
unsigned char tmp[0x80];

for (i = 0; i < len; i+= 0x80) {
memset (tmp, 0, 0x80);

for (j = 0; j < 0x80 * 8; j++) {
x = ((j & 0x07) << 2) | ((j & 0x08) >> 2) | ((j & 0x10) >> 4) | ((j & 0x1e0) << 1) | ((~j & 0x200) >> 4);

tmp[x >> 3] |= ((gfx[i+(j >> 3)] >> (j & 7)) & 1) << (x & 7);
}

memcpy (gfx + i, tmp, 0x80);
}
}

static void scramble_gfx(unsigned char *gfx, int len)
{
int i, j, x;
unsigned char tmp[0x80];

for (i = 0; i < len; i+= 0x80) {
memset (tmp, 0, 0x80);

for (j = 0; j < 0x80 * 8; j++) {
x = ((j & 0x07) << 2) | ((j & 0x08) >> 2) | ((j & 0x10) >> 4) | ((j & 0x1e0) << 1) | ((~j & 0x200) >> 4);

tmp[j >> 3] |= ((gfx[i+(x >> 3)] >> (x & 7)) & 1) << (j & 7); // only this line different
}

memcpy (gfx + i, tmp, 0x80);
}
}
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 21, 2010, 03:10:06 pm
umm interesting... wich hack are you talking about? :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 21, 2010, 03:51:20 pm
Apparently the port of Samurai Shodown 5 on Xbox (not 360) is really just an emulated version.  The 68k has been massively changed, the palette data has been moved and needs to be mapped to a separate memory space (0x150000-0x17ffff), the sprite data is in chunks with table offset data telling the emulator where to get the chunks from and is completely de-scrambled. And the text rom is completely descrambled too, but matches the mvs version 100% when rescrambled.

I wrote some tools to recombine the sprite data and then put it in a format that will work in an emulator. 

According to JackC, it has a couple of extra characters and story mode.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on October 22, 2010, 04:22:16 am
Wow! This means good news! (at least for me).
I always wanted to see text in English there... also "Yumeji" and "Sankuro Yorozu" are selectable!

I don't know if this version you're checking comes with new audio also... I remember XBOX version (not sure if it was 360 or not) has different audio samples... I remember Gaoh's stage sound has more "colors" than NEO-GEO version.

About story mode... the "main" version had it, but just worked for Japanese country mode.
So... having this enabled on other like Europe and America  is another good news!

Thank you so much!
I wasn't expected such a W.I.P.!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 22, 2010, 01:08:44 pm
Wow! This means good news! (at least for me).
I always wanted to see text in English there... also "Yumeji" and "Sankuro Yorozu" are selectable!
Don't get too excited! lol The translation is horrific.
Quote
I don't know if this version you're checking comes with new audio also... I remember XBOX version (not sure if it was 360 or not) has different audio samples... I remember Gaoh's stage sound has more "colors" than NEO-GEO version.
I'm using the M1 & Vx from the parent set.  All sounds on the xbox are intercepted and simulated with samples. I don't know about Gaoh's stage though. ^^

Quote
Thank you so much!
I wasn't expected such a W.I.P.!

:)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 23, 2010, 10:24:48 am
lol Awesome!

Maybe playmore did the same with other ports?

 
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on October 23, 2010, 02:19:00 pm
Don't get too excited! lol The translation is horrific.
Oh, sorry, I forgot they speak engRish instead!

Anyway.. I'm so happy to see this!
This could be opening a little door to see these games in their "improved versions" emulated.

Perhaps I may check my XBOX to see  those Neo-Geo's XBOXized games; I Don't remember if The Last Blade I-II and Samurai Shodown I-IV had a revision (or perhaps a KOF).

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 24, 2010, 10:39:17 pm
Oh, sorry, I forgot they speak engRish instead!

Anyway.. I'm so happy to see this!
This could be opening a little door to see these games in their "improved versions" emulated.

Perhaps I may check my XBOX to see  those Neo-Geo's XBOXized games; I Don't remember if The Last Blade I-II and Samurai Shodown I-IV had a revision (or perhaps a KOF).
No last blade or any other samsho games on the xbox I think.

Maybe playmore did the same with other ports?
The only other ports I can think of are metal slug 3, 4, and 5.  Only ms3 seems to have any neogeo data and as far as I can tell it is just "s" data.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 25, 2010, 06:12:19 am
well there are other games like svc, kof2002 and kof2003. :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: FerchogtX on October 25, 2010, 07:46:18 pm
As far as I'm undersdtanding so far, this means that this "hacks" are official port to the XBoX, but with data rearranged?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 08, 2011, 10:06:40 am
As far as I'm undersdtanding so far, this means that this "hacks" are official port to the XBoX, but with data rearranged?
Sorry for the intensely late reply ferch.  Yeah, the ports are newly compiled versions of the games. The graphics are broken up into chunks (for easy loading, rather than using a vmm).

Anywho, I ported the s2650-cpu-based games on Pac-Man hardware.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: royer86 on March 15, 2011, 01:41:12 am
great images, ojala agreguen estos juegos pronto
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on April 22, 2011, 03:22:47 pm
but where is IQ ?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 22, 2011, 05:20:30 pm
I've been crazy busy lately. :S I moved a little while ago, job is keeping me busy, and I've started lifting weights again (after an 8 year hiatus :().  I've been working on drivers a little here and there, but haven't finished anything really. I may have some time tonight.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 07, 2011, 12:40:12 am
Worked on this a little today.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 28, 2011, 11:21:25 am
I ported Dreamworld a long time ago, but had some problems with getting it going. I went ahead and ported David Haywood (Haze)'s Baryon changes to it.

It shows some nice graphics, but I'm fairly certain there is a horrific m68ec020 (main cpu) bug(s) causing Dreamworld to lock up when you die, Baryon doesn't scroll like it is suppose to in-game (the intro/line scroll works fine). This bug also affects The FuukiFg3 games (Asura Blade / Asura Buster).

Anywho... pretty pictures:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 02, 2011, 11:50:15 am
I got curious about how well Nebula can handle DDP3/DDP3Blk (the only Cave(s) game that uses a bios and is emulate-able in Nebula with few modifications).

Anyway, it works pretty well other than problems with the background RAM not being properly mirrored and the sound crapping out.
*Edit* - Fixed the background issues. :) The graphics are pretty much perfect now.
*Edit2* - The sound only craps out if you use the turbo function.

To be clear -- I modified the roms, not the emulator (That's why the title bar says Kov). It's a shame El Semi won't release his sources. I'd love to take a crack at updating Nebula.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on June 02, 2011, 05:16:49 pm
I got curious about how well Nebula can handle DDP3/DDP3Blk (the only Cave(s) game that uses a bios and is emulate-able in Nebula with few modifications).

Anyway, it works pretty well other than problems with the background RAM not being properly mirrored and the sound crapping out.
*Edit* - Fixed the background issues. :) The graphics are pretty much perfect now.
*Edit2* - The sound only craps out if you use the turbo function.

To be clear -- I modified the roms, not the emulator (That's why the title bar says Kov). It's a shame El Semi won't release his sources. I'd love to take a crack at updating Nebula.

Then it could be added as ips patch to make the emulator run the original roms without problems ?

Btw, it's a pity there are not more neogeo news in the last months :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 02, 2011, 10:24:47 pm
Then it could be added as ips patch to make the emulator run the original roms without problems ?
Does Nebula support that? I donno. lol And I'd rather not put out what I've got. I wrote some routines in 68k assembly to replace the protection stuff and I'd rather not release it. It'd be very easy to take this work and put it on a bootleg cart or even sacrifice a kov cart. It doesn't use or need the arm7 at all.

Quote
Btw, it's a pity there are not more neogeo news in the last months :(
Agreed. Very boring. But there's really not much to do. There haven't been any interesting bootlegs in a long time -- just those god aweful 30000000in1 carts.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 03, 2011, 08:43:18 am
Btw, it's a pity there are not more neogeo news in the last months :(

Totally agreed...Even if some MVS Korean sets remains undumped :


Hope Johnboy will take again a look at the neogeo driver on MAME (as some Devs are more busy with their egos than working on old systems)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on June 20, 2011, 04:56:40 pm
nice work as always IQ but is there a way to get latest drivers sources ?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on August 09, 2011, 05:22:15 am
Hi all!

Iq i've seen you have been working on some drivers for fba legends 1.4, but i would like to know where i could get the driver and the crcs for the samsho5 romset from the xbox game disc.

Thanks a lot !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Johnboy on September 05, 2011, 01:44:55 am
Totally agreed...Even if some MVS Korean sets remains undumped :

    - kof96 - korean (MVS)
    - kof97 - korean (MVS)
    - Breakers - Korean (MVS)
    - Last Blade 2 - Korean (MVS)
    - Ninja Master's - Korean (MVS)
    - Shock Troopers - Korean (MVS)
    - Stakes Winner - Korean (MVS)
    - Waku Waku 7 - Korean (MVS)

    - Metal Slug 5 (JAMMA PCB)
    268-P1R*
    268-P2R*

    * Needs Redump

Hope Johnboy will take again a look at the neogeo driver on MAME (as some Devs are more busy with their egos than working on old systems)

Shock Troopers can be removed from that list.
I have a Korean cart, there is no difference to the known sets (it uses the pg1 p1)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 05, 2011, 11:50:03 am
Thanks for the info Johnboy.

To the list we can add also Fight Fever - Korean (MVS - 1994 Viccom) and maybe remove kof97 - Korean (MVS)...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 19, 2011, 09:39:18 pm
Whewwwww.... busy busy.
I think I'm going to try and get a release out in the next few weeks. The team seems to be MIA atm, so I'll have to see what I can do on my own.

Side note:
Added these (no sound though. :( Missing YMF262 core.)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: hxghwx on September 20, 2011, 03:35:18 am
All having no renewal to pull to please to ask iq_132 for FBA 2 years when would new version? Thanks
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on September 20, 2011, 12:02:58 pm
Whewwwww.... busy busy.
I think I'm going to try and get a release out in the next few weeks. The team seems to be MIA atm, so I'll have to see what I can do on my own.

Side note:
Added these (no sound though. :( Missing YMF262 core.)

I have an up-to-date source.

Just tidying a few things up and adding some of your posted stuff. Should be ready to release something in a week or two.  If you've got anything you want to go in throw it over and I'll add it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 21, 2011, 08:16:29 am
Sounds very good Treble Winner...I'm waiting patiently for this new release :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on September 21, 2011, 03:54:28 pm
Updated my compile environments to the latest tools, and updated the compile guides on my page if anyone is interested.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 21, 2011, 08:13:14 pm
Thanks for the good news, looking forward to the next release!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: hxghwx on September 22, 2011, 12:45:33 am
Does the FBA want a new version to pull?Expectation.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on September 23, 2011, 12:42:04 am
I didn't get what you meant on your messages...

Are you talking about a new release of FBA?
If answer is "true", would these updates be included? (including those Neo-Geo <-XBOX works).
I heard by someone that those versions are playable, but have color/graphic problems.

Thanks!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Rasek on September 23, 2011, 08:37:23 am
Hi guys!!!

If possible, I would suggest you to launch the new version when MAME 144 is released.
So all romsets can match MAME 144.

Looking forward to see that long-awaited new FBA !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 10, 2011, 08:32:30 am
If anyone has played the m92 games in fba, you've noticed the music craps out after a while.

based on this change in the next mame release
http://git.redump.net/mame/commit/?id=4752ec48a890db3219bb6919fa0918826b3dc4a4

This can be fixed by changing this in d_m92.cpp

      case 0xa8044:
         return sound_latch[0];

to this

      case 0xa8044:
         setvector_callback(V30_CLEAR);
         return sound_latch[0];

You can fix the tempo (i'm fairly deaf, so it could still be off...) with this:

find this line:

      if (i==127)sync_ym2151();

change it to

      if ((i & 63) == 63) sync_ym2151(); // update 4x/frame


Also, you can fix music for m90 with this too.

in d_m90.cpp find this

      case 0x42: // bbmanw
      case 0x80:
         return *soundlatch;

change it to

      case 0x42: // bbmanw
      case 0x80:
         ZetSetVector(0xff);
         ZetSetIRQLine(0, ZET_IRQSTATUS_NONE);//?
         return *soundlatch;
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Turisu on October 10, 2011, 10:29:18 am
Thanks for that fix. Do you happen to know if there's any way to speed this driver up for the Xbox build? The older M92 driver from FBAShuffle is able to run Hook and In The Hunt at full speed with sound.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2011, 11:51:09 am
Thanks for that fix. Do you happen to know if there's any way to speed this driver up for the Xbox build? The older M92 driver from FBAShuffle is able to run Hook and In The Hunt at full speed with sound.
The older m92 driver doesn't have sound or most of the games added. Not sure what you're talking about there. Plus, FBAShuffle's team doesn't actually ever add new drivers, just games on drivers that are already written.
As far as speeding up the new code, that's easy -- remove the scanline stuff. That should speed it up greatly. The sound core needs optimized too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Turisu on October 19, 2011, 01:08:29 pm
The older m92 driver doesn't have sound or most of the games added. Not sure what you're talking about there. Plus, FBAShuffle's team doesn't actually ever add new drivers, just games on drivers that are already written.
As far as speeding up the new code, that's easy -- remove the scanline stuff. That should speed it up greatly. The sound core needs optimized too.
The attached driver is the one I'm referring to. I got it from the FBAShuffle source repository. It's different to the older M92 WIP driver and runs both Hook and In The Hunt with sound at full framerate on Xbox hardware.

Thanks for the tip about the scanlines. I'll give it a try. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 23, 2011, 08:03:12 pm
Here's a revised version of the sample player. It should be substantially faster. :)  It should help with the frame rate a bit.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Turisu on October 24, 2011, 04:39:59 am
Here's a revised version of the sample player. It should be substantially faster. :)  It should help with the frame rate a bit.
Many thanks  :smilie:. This doubles the framerate in the M72 driver but doesn't seem to affect performance in M92 games at all. Is that how it should be?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 24, 2011, 07:53:50 am
I wouldn't think so. It isn't even used by m72. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Turisu on October 24, 2011, 01:12:42 pm
My mistake; I thought I'd rolled back the scanline changes in the M72 driver but I hadn't  :rolleyes:.

On the Xbox the new sound code improves performance in the M92 driver by another 5fps  :smilie:. Which is great; with the original driver, R-Type Leo was running at a miserable 17fps. Now with a combination of removing the scanline stuff and your new sound code it's running at a very playable 33fps and to be honest it looks as smooth as can be to me.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 24, 2011, 10:44:50 pm
Wow... That's terrible lol.  I wonder if some idle skip stuff would help improve the speed at all?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Turisu on October 25, 2011, 03:38:51 am
I was quite surprised by how slow the original driver was on Xbox hardware. M72 was the same with the R-Types running at about 18fps in-game before I took your advice and removed the scanline code.

Anything that might squeeze a few more FPS out of these games would be appreciated.  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 02, 2011, 06:46:28 pm
Porting a newer version of the V20/V30/V33+V25/V35 core.  This should fix a lot of issues and simplify driver code.
Once I get the V25 core fully working it should let us add sound to some toaplan games (Batsugun, Fixeight, Dogyuun, Grindstrm, Kbash, and Vfive).

This also makes Gussun/Risky Challenge work on M90 hardware. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: CaptainCPS on November 02, 2011, 07:38:38 pm
Great stuff IQ! ^^ I like the pixel art style from that game

SeeYaa!
 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on November 03, 2011, 04:02:29 pm
Porting a newer version of the V20/V30/V33+V25/V35 core.  This should fix a lot of issues and simplify driver code.
Once I get the V25 core fully working it should let us add sound to some toaplan games (Batsugun, Fixeight, Dogyuun, Grindstrm, Kbash, and Vfive).

This also makes Gussun/Risky Challenge work on M90 hardware. :)

Very nice iq. I was thinking of looking at V25 at some point - but it did put me off when I realised it required wholesale changes in the V30 core.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 04, 2011, 01:18:12 am
Very nice iq. I was thinking of looking at V25 at some point - but it did put me off when I realised it required wholesale changes in the V30 core.

Vfive, batsugun, kbash, and Dogyuun now have sound. :)

The Vez cores now support a lot of new functions (getpc, runend, totalcycles, scan, etc).

All I need to do now is figure out why the tempo is so wrong for the m92 games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on November 04, 2011, 05:40:01 am
Vfive, batsugun, kbash, and Dogyuun now have sound. :)

The Vez cores now support a lot of new functions (getpc, runend, totalcycles, scan, etc).

All I need to do now is figure out why the tempo is so wrong for the m92 games.

That is very good news. :)

Might not be in the same ballpark, but I fixed the music tempo in Double Dragon at the weekend by holding the IRQ generated by the YM chip for longer, ie, I ran the CPU for 1000 cycles after the YM chip triggered and lowered the IRQ. That one had done my head in for a while. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 05, 2011, 12:23:09 pm
That is very good news. :)

Might not be in the same ballpark, but I fixed the music tempo in Double Dragon at the weekend by holding the IRQ generated by the YM chip for longer, ie, I ran the CPU for 1000 cycles after the YM chip triggered and lowered the IRQ. That one had done my head in for a while. :)

Hmm. I'll have to pass the code over to you. Maybe you can get it going.

Anywho, I've started working on getting the rest of the toaplan(2) games added. I started with Pipi & Bibis / Whoopee!!.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 05, 2011, 03:10:47 pm
Nice job iq_132 (as always) !!! :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: 2blackbar on November 13, 2011, 12:14:54 pm
Im very interested to test new drives but all links on forums are down, probably server died.Can someone upload somewhere else ?
OK i managed to find it on Barry's website.
I was wondering... did nightslashers deco32.c ported driver was included to new source or is it still unfinished ?
Dont want to be an ass but any chance iq_132 for you to port konami drivers for great beatem-ups like violent storm and metamorphic force from mystwarr.c driver ?
I guess porting midyunit.c for midway cabinets (MK,MKII,MK3,WWF) is a lot of hard work and was asked gazillion times before ?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 13, 2011, 06:45:20 pm
Im very interested to test new drives but all links on forums are down, probably server died.Can someone upload somewhere else ?
OK i managed to find it on Barry's website.
The latest released stuff is always on Barry's site.
Quote
I was wondering... did nightslashers deco32.c ported driver was included to new source or is it still unfinished ?
Still unfinished.
Quote
Dont want to be an ass but any chance iq_132 for you to port konami drivers for great beatem-ups like violent storm and metamorphic force from mystwarr.c driver ?
I've been considering it, but the graphics stuff for that is big and I am unbelievably lazy.
Quote
I guess porting midyunit.c for midway cabinets (MK,MKII,MK3,WWF) is a lot of hard work and was asked gazillion times before ?
Yes, been asked about at least a gazillion times (gazillion+1). Honestly the problem isn't about difficulty (I've dealt with more complex stuff), it's about motivation -- None of us particularly care for the MK games. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: 2blackbar on November 14, 2011, 12:42:55 pm
yeah you basically port stuff that you would like to see and thats where motivation comes from , sometimes i can spend whole night working on something then fell asleep on my chair then wake up and continue what i did but sometimes i dont have motivation to touch any coding at all.Thats life.
Maybe you could check the games, violent storm has great gameplay, best from arcade games IMO, i didnt liked the game as a kid, ive seen it in 1996 in arcades but i didnt wanted to play cause graphic looked a bit washed out i dont know...  but then i gave it a chance and its on my top list.
Metamorphic force, this one is kinda like x-men beatem-up engine but more polished and better graphics and gameplay.
You know these games work in MAME on windows PC but problem is that when FBA is being ported to new platforms like android then its great to be able to play some games which were only available on MAME long time ago but now are vailable in FBA, its more complicated to port MAME especially new builds, most ported one is with old 0.37 romset, thats even older than first MAME builds i tried on DOS long time ago.So now FBA is the one being ported with most games supported.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 29, 2011, 06:45:58 pm
Wrote a driver for Pac-Land. This game is not good. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on December 30, 2011, 08:26:19 am
When I was about 6 pac land was one of my favourite games. Doesn't quite have the same appeal now. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 01, 2012, 11:08:40 pm
Glad I could help you reminisce. :)

Anywho, got this up and going in about 5 hours.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 04, 2012, 07:47:39 pm
Working on adding the missing games to the Kaneko16 driver. Shogun Warriors is good to go, but B. Rap Boys is still getting hung up. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Siggy12 on January 05, 2012, 05:39:57 am
Thank You for your hard work :)
I really appreciate Final Burn Alpha :) it is a great emulator :)

I want to ask 2 requests \ suggestions always if you TEAM want to do it.... please don't kill me I'm just asking and if the answer will be NO i'll put my soul in peace anyway :)

1  TOURNAMENT MODE ON  SUPER STREET FIGHTER 2 TOURNAMENT EDITION (for now only terminal check I hope to see it tourning maybe with 4 final burn running int the same machine or 1 for machine or in any mode.... ? )
2  HLSL they look so great when enabled :)

I hope soon to see those :)
anyway Thank You!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 05, 2012, 05:19:28 pm
Thank You for your hard work :)
I really appreciate Final Burn Alpha :) it is a great emulator :)

I want to ask 2 requests \ suggestions always if you TEAM want to do it.... please don't kill me I'm just asking and if the answer will be NO i'll put my soul in peace anyway :)

1  TOURNAMENT MODE ON  SUPER STREET FIGHTER 2 TOURNAMENT EDITION (for now only terminal check I hope to see it tourning maybe with 4 final burn running int the same machine or 1 for machine or in any mode.... ? )
2  HLSL they look so great when enabled :)

I hope soon to see those :)
anyway Thank You!!

The network board for that game isn't emulated anywhere at all.  I honestly know nothing about writing network code and don't have an actual machine to do any tests on. In short, not going to happen, not by me. :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Siggy12 on January 05, 2012, 06:45:50 pm
The network board for that game isn't emulated anywhere at all.  I honestly know nothing about writing network code and don't have an actual machine to do any tests on. In short, not going to happen, not by me. :S

Hi iq_132,
thank you for your reply.
in mame is not emulated too :(
I really don't know how to play this arcade game in tournament mode hope in a tomorrow ....
anyway thank You for your effort on one of the best emulator in the world :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 07, 2012, 05:42:31 pm
many many thx for all your hard work  :smilie: fingers crossed for B rap boys
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 13, 2012, 08:11:59 pm
Worked on this a bit.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neocvera on January 14, 2012, 10:37:00 pm
It's been a loooong time since i've tinkered with emulation but it's cool to see you are still cranking out updates and working on builds. Awesome!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 18, 2012, 10:42:05 pm
Apparently FBA can do PC-Engine/TurboGrafx/SuperGrafx games. :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 18, 2012, 10:43:02 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 18, 2012, 10:44:24 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 18, 2012, 10:45:06 pm
Last ones for now.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 20, 2012, 03:49:53 am
Fixed the one last bug holding me back from submitting the PC-Engine driver. The compatibility should now be pretty much the same as MESS (minus any support at all for the CD systems).

Also added CPU overclocking. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on January 20, 2012, 09:03:27 pm
Awesome job!!!

One question... With the recent additions, would it be possible to add a NES driver? I know the mappers are one of the big problems with this system, but i think that fceu-mm (modified mappers) has most of them documented.

Thanks :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 20, 2012, 10:56:36 pm
It is very possible (especially with the addition of the nice, shiny m6502 core, but it is a large undertaking to get the video and sound parts added and to test the games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bonky0013 on January 21, 2012, 03:03:10 pm
Bonk's Revenge  :smilie:

Thanks iq_132  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 04, 2012, 02:51:08 am
Added a driver for one of the few non-pce h6280-based arcade drivers in MAME.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 12, 2012, 12:34:38 pm
If you've seen the "what should I port next?" thread, you've seen some of these before.
They're still a work in progress (i need to port the z80dma still). They all have sound as well (using DAC and samples).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 12, 2012, 12:35:13 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on April 22, 2012, 03:33:52 pm
Started porting the games on Playmark hardware -- I love pr0n games :p.

Do you have this anywhere? Looking to port the PIC CPU and this would be a good testbed without writing the driver from scratch? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 22, 2012, 10:22:50 pm
http://neo-source.com/index.php?action=dlattach;topic=1172.0;attach=2941
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 23, 2012, 01:16:17 am
Lantus shared some roms and drivers. Thought a few people might be interested.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 23, 2012, 01:18:37 am
.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on May 23, 2012, 05:56:43 am
"bang bang buster"  :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bonky0013 on May 23, 2012, 10:48:43 am
Great news  :biggrin:

Thanks Lantus and Iq_132  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: pmc2 on May 23, 2012, 11:28:10 am
bangbang = 1994 or 2000 ????
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on May 23, 2012, 12:48:57 pm
bangbang = 1994 or 2000 ????

2011

it's the version which was put out last year after the rights were bought for it.

Original game is from 1994, failed location test.  Was updated in 2000 (mostly just copyright change) failed location test again.

Rights were bought to these 2 protos last year, and subsequently they were released last year as commercial games (AES carts) which means they're no longer 'protos' as such, but genuine releases from 2011.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Hong_Meiling on May 23, 2012, 01:36:09 pm
bang bang buster is very rare proto, but, what version are dumped and working??
Title: Re: What I've been working on (iq_132's work in progress)
Post by: pmc2 on May 23, 2012, 01:40:07 pm
thanks haze :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on May 23, 2012, 02:18:18 pm
bang bang buster is very rare proto, but, what version are dumped and working??

This is the 2011 version which has been dumped (version which comes from the 2000 location test and bought by NCI)...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on May 23, 2012, 02:46:11 pm
.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 23, 2012, 03:19:38 pm
nice work guys thx for these new working games i like the look of bang bang busters :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Johnboy on May 24, 2012, 12:19:32 am

Nice ones. Thx Lantus!

I played the CD version of totcaribbean once. It pretty much sucked.
But Bang2Busters looks interesting (a NITD clone) gamewise.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: lantus on May 24, 2012, 03:58:10 pm
magspeed - a previously undumped seta1 rom. Thanks to NoVArcade for dumping and providing the rom
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 11, 2012, 10:15:23 pm
Figured out the memory maps and different sprite hookup for Mario Bros bootleg on Ambush hardware. :)
The colors are plain wrong though.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 10, 2012, 09:53:48 pm
Added a driver for Cybertank. I'm hoping Barry will hook up the analog inputs for me. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 11, 2012, 05:29:46 pm
nice work looks good
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 09, 2012, 11:06:52 pm
I ported a preliminary driver for the SegaG80 Vector games (preliminary because I haven't got sound or inputs hooked up).
Additionally, I added a filter for the vector graphics
- lines decompose a little bit every frame (motion blur-ish)
- lines blend together if they are close (alpha blending)
- Configurable
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 28, 2012, 11:11:20 am
Not entirely FBA-related, but I figured I should to a status report.

I have been working on giving a bit back to the MAME project (since it has been so instrumental to FBA's growth).

The first game I worked on for MAME was Metal Slug X.  It was the last official Neo-Geo game that was not properly emulated. The protection routines used by the game were patched out and the device was ignored -- it had been that way since it was added to MAME 0.35RC2 (June of 1999)!!. After a great deal of disassembling 68k routines, I, for the most part, figured out that the game compares a 4kb block of data at address 0xdedd2 of the program rom to whatever the protection device returns, but it does this a single bit at a time. The protection device seems to also have two modes of operation. As a note to all rom hackers -- a great way to remove the protection without all the complicated patches is to simply set all data from 0xdedd2 - 0xdfdd1 to 0!

Next, I took a look at IGS' Lord of Gun.  The protection for this game was fairly straight forward -- increment a counter and only return the proper value if the counter matches certain conditions.

After that, I looked at Data East's Caveman Ninja (Joe and Mac). The complicated parts of the protection routine were already figured out, so it took little effort to figure out the rest.  The device basically takes acts like ram, but modifies the data written, often putting it in different addresses than it is written to, and even xoring or shifting the data. The inputs are also mapped to the protection device.

Next was SunA's Ultra Balloon. The protection for this game was very similar to Lord of Gun's. Basically take some data, check some conditions on it. If it matches, return the expected result. This one takes a data write from the game, and compares bit 4 to bit 5, and bit 0 to 1. The device will return 0, 1, 2, 3 depending on the result of this comparison.

Next I fixed a bug I introduced a while back in Knights of Valour's protection simulation.  This resulted in the game crashing on level 6. It took me a while to play that far (even with cheats [Long game!]). It was simply a matter of comparing the old routines against the newer buggy one. I quickly noticed that the problem was with the routine that calculates where the background tile offset is.  I simply had to use a SIGNED variable instead of an UNSIGNED variable, as this routine expects to be able to use negative numbers!

Street Fighter II': Champion Edition (Rainbow set 1, bootleg) and Street Fighter II': Champion Edition (Rainbow set 2, bootleg) have had rom patches for a long time (since they were added?). After a quick look it was pretty easy to see that the games were reading from an unmapped area, taking the resulting reads, doing some simple math with them, adding them to an address, and then jumping there. This means that I can't be sure about the values that my protection
simulation is returning, but it works just fine.

Data East's Fighting Fantasy (bootleg with 68705) on dec0 hardware was my next target. It was just giving a black screen. After a quick glance, it was easy to see that it was using a completely wrong memory map (midres). After that change, it looked at what the game was doing -- looping over and over at a couple of addresses.  One turned out to be the VBLANK. I added a memory handler to deal with that and the other was the bootleg checking where the vblank was in the non-bootleg. It seems that the bootleg didn't want it to be the vblank, and lastly that was reading from an unmapped address expecting some data otherwise it wouldn't read the coin inputs! I finally left it as far as I could get it. It needs someone to look at layer 3 -- this is normally written by the sub cpu, but this game doesn't have one and seems to write it elsewhere.  I'm not sure about the data is uses though...

I also took a look at Puzzle & Action: Ichidant-R (Japan) (bootleg) on Sega's c2 (MD-based) hardware.  This game had a very simple bootleg protection.  It simply expected to read -0x0b (0xf5) from a single address. With that, I could remove the rom hack patch that was added to make it work.

Lastly I added a driver and decrypt routines for The King of Fighters '97 Oroshi Plus 2003 (bootleg). This was dumped by Smittdog and the Dumping Union.  The C1 and C2 weren't dumped as they use some weird roms that Smitt didn't recognize. Not a big deal though -- JackC pointed out to me that the game seemed to be the same as kof97pla that is in FBA! After figuring out the decryption for the program roms, I verified that kof97pla was the same as kof97oro. This let me know that the Cx roms should match with the original kof97 ones. So I simply merged and scrambled them as they would be in the bootleg and the game worked perfectly!

tl;dr - I spent a lot of time working on things that your average MAME user is never going to notice. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: niabi on October 28, 2012, 06:28:31 pm
I went ahead and made a tutorial out of a driver I decided to write.

I've attached it in hopes it will help someone.. someday.

ahhh great! :D this might be what I need to do a "better" ( I say that very very very very lightly) port of Gunsmoke! one of my favorite games, but sound is off on FBA :(

Thanks!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Robert on October 28, 2012, 11:34:24 pm
You're doing a good job with the MAME stuff iq_132, The average user won't notice anything, but you can be sure some other people are taking a great deal of notice :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: destronger on October 29, 2012, 08:57:40 pm
wish i had iq_132 abilities... :(

thanks for your contribution this scene & the xbox scene!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on October 31, 2012, 02:01:09 pm
Thanks for everything iq_132!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: neocvera on October 31, 2012, 10:13:55 pm
Wow man. You've been busy.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: jsjyqz on October 31, 2012, 10:58:07 pm
thanks very much for your work,iq 132,can you emulate the aliencha and clones,which also runs on lordgun.c hardware?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 01, 2012, 06:50:47 pm
Nice work IQ thanks
Title: Re: What I've been working on (iq_132's work in progress)
Post by: nareto on November 03, 2012, 09:36:30 am
as always, Great work  :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 03, 2012, 11:12:21 am
thanks very much for your work,iq 132,can you emulate the aliencha and clones,which also runs on lordgun.c hardware?
Err these already work in fba and mame.

Everyone else thank you :-)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: jsjyqz on November 04, 2012, 08:50:45 pm
iq_132,I mean is can you fix the remain  protection in aliencha and clones?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: -neoryu- on November 08, 2012, 12:43:14 am
Besides it being legendary, iq_132's legacy is quite prolific to say the least. 

I echo destronger's sentiments.  There's so much to be appreciated and thankful for about iq_132's tremendous efforts.   
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on November 08, 2012, 04:19:11 am
Your the man... :p.....
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:40:53 pm
So I was hoping to have this done for Christmas, but I hope some preliminary screenshots is good enough. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:41:55 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:42:38 pm
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Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:43:27 pm
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Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:44:35 pm
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Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 12:45:21 pm
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Title: Re: What I've been working on (iq_132's work in progress)
Post by: lantus on December 25, 2012, 01:31:31 pm
awesome as always iq ! that f3 driver is looking very nice indeed
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on December 25, 2012, 03:15:11 pm
Excellent work iq!

Dare I ask about sound? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 25, 2012, 03:43:08 pm
Haven't touched it yet. I figured I could copy + paste your implementation from Super Chase
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on December 25, 2012, 03:46:08 pm
Haven't touched it yet. I figured I could copy + paste your implementation from Super Chase

Would be a starting point but I never did get that working. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Twinaphex on December 25, 2012, 04:09:35 pm
Cool stuff iq_132 - Puzzle Bobble 3 and 4 are games I've been wanting to see for a long time in FBA - they're still too slow in MAME 0.78 on PS3 so who knows - perhaps FBA could be fast enough for them.

How complex is Konami GX BTW you'd reckon? Wondering if that could be lifted over from MAME circa 0.72/0.80 period.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on December 25, 2012, 09:18:56 pm
Taito F3 in FBA Fantastic!!!!!
Great work IQ thx alot
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on December 26, 2012, 06:25:26 am
Twinaphex those sources contain a speed hack for the xbox for this driver....as it was also to slow on the xbox in mame....

congrads to IQ :) legendary
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on December 26, 2012, 10:00:06 am
Cool stuff iq_132 - Puzzle Bobble 3 and 4 are games I've been wanting to see for a long time in FBA - they're still too slow in MAME 0.78 on PS3 so who knows - perhaps FBA could be fast enough for them.
right now, it takes about 9% cpu on my 3.8quad core ((3800*4)*0.09) = 1368mhz. That's without any of the alpha blending, proper layer mixing, or sound of any sort. However, that is also without any sort of speed hacks or improvements.

Quote
How complex is Konami GX BTW you'd reckon? Wondering if that could be lifted over from MAME circa 0.72/0.80 period.
painfully. Konami hardware makes me squirm. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on December 26, 2012, 05:52:10 pm
I wonder if IQ would be up for old school mame updates sometime :) for coinops / other systems that have low specs....mini devices are now aproaching xbox specs lol....

we can post them across many platforms now....I handed over all you did and all I did with is about 700 games added or speed hacked or fixed controllers for mame .84 to make them playable its a waste to see it lost in time.... I also posted a .72 core with midway and tatiof3 stfm and another 100 or so games speed hacked so they can run on lower specs....not much is missing I even added raiden fighters 2 jet
I know some easy ones iq :) and have a list as per what you said was easy and what you said maybe and no way.....

we dream of the day when iq supports such low specs....

im sorry im dreaming again and off topic but you know your welcome and it look like it could be used across more than the old xbox now

Oh and Merry Xmas
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on December 27, 2012, 07:57:56 pm
NIcework IQ. Very good choice of driver. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 11, 2013, 06:21:25 pm
Here's an update. I haven't had much time lately, so I've been working on little projects here and there.

The first one was figuring out the protection used by a couple of IGS games Virtual Bowling and Long Hu Bang II. The protection is somewhat devious and used by other games like Oriental Legends. The protection involves writing to a few locations, the device bitswaps and xors the data, and then reads it back. Each game expects different bitswaps/xors.
This allow me to remove the rom patches.

Next, I took a look at Dragon World II on PGM hardware.  Since the games were added, the protection has been over-simplified and using a very simple hack to bypass it. Other regions were non-working or very buggy at the least.
This was a bit of a pain, as the protection is somewhat similar to the work I did on Virtual Bowling, but different enough to be confusing.
At this point it works, but there are some hacky/unknown parts to it. This will definitely need a re-visit in the future.

Next I took a look at a Street Fighter 'II Dongfang Bubai bootleg dumped by Smittdogg. The protection was surprisingly simple -- basically it expected 0x200 and 0x210 returned at two specific addresses or it crapped out. Dirt simple.

The last bit of work I did on MAME was to add a proper protection emulation for Alien Challenge (another IGS game).  Previously I had reverse-engineered the protection for Lord of Gun on the same hardware.  Alien Challenge took much larger advantage of the protection device. This also allowed me to go back and implement a missing protection mode for lordofgun!

Looking at the early protections for IGS games it seems that many were designed to operate in a very similar way -- take a bit of data and bitswap/xor it and compare it.

tldr; I did a lot of work that no one will notice. Again.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 21, 2013, 09:23:00 pm
So it's been a long time. As always, busy with the job. :(

Anyway, to what I've been up to -- if you follow the MAME git, you probably saw my latest submission.

By examining the 68k assembly output by MAME & FBA's debuggers and behavior that it uses, I was able to
figure out most of the remaining protection used by The Killing Blade. The remaining protection is a number
generated algorithmically by the 68k program as well as the protection device, which is compared and causes
the game to have a panic attack if it doesn't match.
The worst part is that even if you were to directly examine the cart's protection device, you would only be
able to trick the game into telling you the sequence for one region -- even though the 68k has 7 regions stored!

The first step is the last step actually used by the game -- assembling certain bits of the internal (hold) number.
Interestingly, this same order of bits is used by a ton of IGS games! Killing Blade, Oriental Legends Super, Dragon World 2,
Virtual Bowling, lbh2, and many more. ^^

After figuring this out, it is easy to hack/bypass the protection by reading the ram address of the internal (hold) value.

However, for MAME's purposes, this is not enough. We need to be able to generate this internal (hold) value.
The first step is finding where in the 68k's program it is assembled.  Killing Blade is nasty, in particular, because it
has one of the routines that does this written to shared ram by the protection device! (We'll discuss this later).

After finding this, it was easy enough to figure the order the bits go in and whether they are inverted or not.
However, this still takes 3 different inputs!

It takes the old (previous) value
It selects a bit from the offset used to trigger the hold calculation and uses that against the first bit in the value.
It takes a third unknown (hilo) value

Again, it's easy enough to hack it to bypass calculating where the hilo value comes from... but for MAME's purposes, this is, again, not good enough.

So we go further, to calculate the hilo value, you have to look all over the code.
The game will pick two data tables, each is 0xec bytes large (236) and repeats them
again and again. The first table is always the same -- it is actually the copyright warning information! The second one is dependent on
the regional setting of the game.
The 68k uses data in "words" as in, two bytes at a time (16 bits), the hilo value is one byte from each table inverted by the other
then every other byte goes in either byte1 or byte2 of the hilo word (0,1 then 2,1, then 2,3, then 4,3, 4,5 and so on).

It took me a little while to realize that the initial value was actually a seed created by generating the hold 4 times and running the hilo generator 8 times. ^^

This pretty much finished up The Killing Blade's protection, but not olds

Olds has other functions that are incomplete -- the protection device can copy data from an external rom in a variety of ways.
It can swap the nibbles in a word around, it can invert the word by data from a table, it can add data from a table to each word
using it as a sort of encryption, it can subtract data from the table. It can also do a straight copy with no modification.

The problem was figuring out exactly which command did what, and figuring out why the outputted data wasn't always right.
After some work, I realized that the table it uses to decrypt the doesn't always wrap like it would logically when it reached the
end of the table. -- normally it should go 0, 1, 2, 3... 255,0,1, With this setup, it could go 0,1,2, 255,256,0,1,
This helped killing blade as well, though I'm not entirely sure it is actually used. :p

There is only one copy mode that I couldn't figure out -- mode 0, it seems to copy some 68k code to ram and the game tries to go there and run it.
right now, I am hacking it by using a "ret" command, basically telling the 68k to go back to where it came from.

Lastly the protection device uses "registers" that the game can write to and read back from the ram in a modified form. This is almost completely ignored in the current implementation of the protection device.

I hope some day myself or someone else can figure it out and get the game working 100%. :)


tldr; stuff and stuff. PGM, kittens, adventure.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Robert on May 22, 2013, 09:59:13 am
You have been very busy! Keep up the good work :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 22, 2013, 04:22:52 pm
Nice work!! plus an interesting read
If you dont mind me asking a while back you were looking at adding support for B-Rap Boys in FBA but last i read the game
was getting stuck at the rom load screen was just wondering has then been any progress getting the game to play or not
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 22, 2013, 04:56:28 pm
Nice work!! plus an interesting read
If you dont mind me asking a while back you were looking at adding support for B-Rap Boys in FBA but last i read the game
was getting stuck at the rom load screen was just wondering has then been any progress getting the game to play or not
I get bored with things and move on pretty fast. haha I've got probably 40 drivers that are in various states of completion.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 22, 2013, 05:57:14 pm
I get bored with things and move on pretty fast. haha I've got probably 40 drivers that are in various states of completion.
Fair enough i know what ya mean i get bored easy too  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 01, 2014, 07:04:14 pm
Been a long time since I posted in this thread...

Anywho. I came up with a very small (but slow) version of the crc32 routine.

Code: [Select]
unsigned inline int crc_tab(unsigned char a)
{
unsigned int b = 0;

if (a & 0x01) b ^= 0x77073096;
if (a & 0x02) b ^= 0xEE0E612C;
if (a & 0x04) b ^= 0x076DC419;
if (a & 0x08) b ^= 0x0EDB8832;
if (a & 0x10) b ^= 0x1DB71064;
if (a & 0x20) b ^= 0x3B6E20C8;
if (a & 0x40) b ^= 0x76DC4190;
if (a & 0x80) b ^= 0xEDB88320;

return b;
}

unsigned int crc32(unsigned char *src, unsigned int nLen)
{
int i;
unsigned int crc = ~0;

for (i = 0; i < nLen; i++)
{
crc = crc_tab(crc ^ src[i]) ^ (crc >> 8);
}

return ~crc;
}

Since I've been teaching myself motorola 68k assembly language, I figured this would be a neat little project. Also, it may be
helpful for anywho who is trojaning data on 68k-based devices. :)

Code: [Select]
; A0 = start address
; A1 = end_address
; D0 = result
; D1 = trashed
; D2 = trashed
MOVEQ #$0.L, D0
NOT.L D0
_start_loop
MOVEQ #0.L, D2
MOVE.B (A0)+, D2
EOR.B D0, D2
MOVEQ #$0.L, D1
BTST #0, D2
BEQ _skip_01
EOR.L #$77073096, D1
_skip_01
BTST #1, D2
BEQ _skip_02
EOR.L #$EE0E612c, D1
_skip_02
BTST #2, D2
BEQ _skip_03
EOR.L #$076DC419, D1
_skip_03
BTST #3, D2
BEQ _skip_04
EOR.L #$0EDB8832, D1
_skip_04
BTST #4, D2
BEQ _skip_05
EOR.L #$1DB71064, D1
_skip_05
BTST #5, D2
BEQ _skip_06
EOR.L #$3B6E20C8, D1
_skip_06
BTST #6, D2
BEQ _skip_07
EOR.L #$76DC4190, D1
_skip_07
BTST #7, D2
BEQ _skip_08
EOR.L #$EDB88320, D1
_skip_08
LSR.L #8, D0
EOR.L D1, D0
CMPA.L A0,A1
BNE _start_loop
NOT.L D0
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 01, 2014, 05:53:10 pm
Just finishing this:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 01, 2014, 08:00:47 pm
Nice work always good to see more classic Nintendo in FBA
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on February 01, 2014, 08:06:16 pm
cool, IQ is back with new pictures  :cool: :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: destronger on February 04, 2014, 06:35:18 pm
yes!!! punch out!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 05, 2014, 04:25:51 pm
yes!!! punch out!
lol. I'm glad you guys like my choice in drivers. I'm most pleased about having ported two new sound cores to get the game to have good sound.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 04, 2014, 12:11:51 am
Need to submit these soon.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 04, 2014, 12:42:47 am
Very cool!
Looks good :)  p.s. in the Japanese version of Mikie, you can beat the teachers - they changed that in the U.S. version *lol* :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: orçotüsi5 on April 06, 2014, 01:02:00 pm
great

but by June 2013 since not release the new version finalburn!  :S :redface:  :confused:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Handybo on April 06, 2014, 06:05:51 pm
I don't like to ask about this because you guys are already very, very busy but....


Fighter & Attacker (Namco NA-1)


Will you guys be porting it to FBA anytime soon?

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 07, 2014, 06:54:03 pm
I don't like to ask about this because you guys are already very, very busy but....


Fighter & Attacker (Namco NA-1)


Will you guys be porting it to FBA anytime soon?


It's not on my short list. Namco has very complex hardware. I'm currently splitting some time between a personal project and porting a couple of drivers for Dink.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 23, 2014, 07:46:14 pm
Not in any way a request but maybe the m107.c driver might sit nicely alongside all the other IREM drivers in FBA
Then again maybe not  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 24, 2014, 01:38:41 am
gamez fan, I agree - I'd love to see Fire Barrel in FBA :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 24, 2014, 10:26:49 am
gamez fan, I agree - I'd love to see Fire Barrel in FBA :)

best regards,
- dink
Yeah Fire Barrel/Air Assault is a really good wee shmup it wasn't worth porting the driver till recently when the bad graphics
and the sound errors were fixed in MAME hopefully it'll turn up in FBA one day

I tried to backport the above fixes into my wee Emulator src but had to admit defeat MAME141 src just doesn't merge with MAME84
without major reworking of the code which unfortunately is above my paygrade  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on April 25, 2014, 10:39:51 pm
Fire Barrel fix for XBOX

m107.c video driver

static void m107_update_scroll_positions(void)
{
   int i;
   /*   Playfield 4 rowscroll data is 0xde800 - 0xdebff???
      Playfield 3 rowscroll data is 0xdf800 - 0xdfbff
      Playfield 2 rowscroll data is 0xdf400 - 0xdf7ff
      Playfield 1 rowscroll data is 0xde800 - 0xdebff      ??
   */
   if (pf1_rowscroll) {
      //tilemap_set_scroll_rows(pf1_layer,512); // rem this out and add the below line to fix stuck background
      tilemap_set_scroll_rows(pf1_layer,1024);


the row regression fix for canyon walls is also easy except it slows the frame frame way to much for the XBOX and doesnt effect make to much difference while playing...

ill patch the new sound fix in sometime as well just a bit busy at present....or maybe you will patch it in Visionary is taking my time and porting to PC

thanks for the fixes dink ive also done many on the xbox I can if you want find them and send them...its a diff build with diff video and inputs but most driver fixes would work.......
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 26, 2014, 10:39:35 am
Fire Barrel fix for XBOX



ill patch the new sound fix in sometime as well just a bit busy at present....or maybe you will patch it in Visionary is taking my time and porting to PC

Thankyou very much for sharing out that video fix for fire barrel One line of code eh?? and here was me trying to backport the
whole video file i'll try and add the sound to the driver im guessing it's related to this.......
Quote
- 16th December 2010: Angelo Salese - Irem M107 HW driver in That indeed did not received much love in His Life. The driver was a complete mess, with completely broken World PK Soccer, Soccer Dream '94 with huge slowdowns and Fire Barrel ... well, it was marked as working but imho it was not really working, With That layer covering half the screen and completely missing sound, Effectively making it a painful experience to play. After some study at the code, I've Realized That the driver was continously triggering an unmapped line from the main CPU, Directly correlated to some sound response r / w. Easy fix, that's a reset line Directly connected to the sound CPU.

If i manage to get the sound working in the game i'll certainly share the driver with you if you haven't fixed it 1st ;)
Thanks again much appreciated
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2014, 09:29:55 pm
Ported this last week. Had to port a sound core. With a little help from Barry and some testing from JackC, it was up and running just fine!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2014, 09:34:45 pm
This has been on my list for some time. Finally got around to porting it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 26, 2014, 09:38:24 pm
Finished this one up recently too!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: destronger on April 26, 2014, 10:19:29 pm
on a role iq_132!!  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on April 27, 2014, 07:22:02 am
great job iq !!!!!  :cool: :cool: :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 27, 2014, 09:38:37 am
Ported this last week. Had to port a sound core. With a little help from Barry and some testing from JackC, it was up and running just fine!

Nice work guys thanks alot A great addition to FBA it's a really good wee game
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 27, 2014, 09:40:07 pm
The driver I'm currently working on.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 27, 2014, 09:41:08 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 28, 2014, 12:29:32 am
Very cool, Keep up the good work :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on April 28, 2014, 04:53:50 am
Really nice and cool...good job iq !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 09, 2014, 10:38:39 am
Fire Barrel fix for XBOX

ill patch the new sound fix in sometime as well just a bit busy at present....or maybe you will patch it in Visionary is taking my time and porting to PC

Thanks again for the video fix and some pointers you gave me that enabled me to fix the sound in Fire Barrel while retaining the
correct game speed i see from your WIP thread your having some trouble with Air Assault here's the stuff you need for it to work
Title: Re: What I've been working on (iq_132's work in progress)
Post by: BritneysPAIRS on May 09, 2014, 08:36:26 pm
Cheers yes just a typo...thanks for that....good idea for you to keep the old decrypt table for other games just in case...I dont think they break anything but good idea
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 10, 2014, 03:33:29 am
Here's one by request of Dink.  Got it as far as I could tonight. Bed time!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 10, 2014, 04:34:22 am
Friggin' awesome!!!!

you rock iq!! :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 10, 2014, 09:08:35 am
Friggin' awesome!!!!

you rock iq!! :)
lol thanks! It honestly wasn't too bad to get going. The hardware is 90% the same as m92 (I just copy+pasted the d_m92 file and started making changes). The only thing that's holding me up from submitting it is an issue with the line/column scroll being broken. That's just a matter of implimentation though. I'll probably have to re-write the background drawing routine.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 10, 2014, 10:04:49 am
lol thanks! It honestly wasn't too bad to get going. The hardware is 90% the same as m92 (I just copy+pasted the d_m92 file and started making changes). The only thing that's holding me up from submitting it is an issue with the line/column scroll being broken. That's just a matter of implimentation though. I'll probably have to re-write the background drawing routine.
Nice one iq_132 Fire Barrel/Air Assault is a crackin game a worthy addition to FBA some of the graphic effects are quite neat
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 11, 2014, 03:35:55 pm
Re: Fire Barrel / Air Assault
iq_132: you did it, man!!  this game is absolutely perfect in FBA :)  Thanks for doing the driver for this excellent game (and piece of hardware)

This game really stands out - between the awesome background music, and the funky parallax effect going on in stage 2.. wow :)
Try this...If you pause the game on level 2, the background looks like a mess, then unpause it - and it comes to life in some sort of magical/crazy hologram-ish sort of way :)

btw, you you think it would be possible to backport the pf scrolling parts of the m107 driver to the m92 driver to fix the background stuff in In the Hunt?

thanks again for the excellent m107 driver,
best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 11, 2014, 04:31:37 pm
Re: Fire Barrel / Air Assault
iq_132: you did it, man!!  this game is absolutely perfect in FBA :)  Thanks for doing the driver for this excellent game (and piece of hardware)

This game really stands out - between the awesome background music, and the funky parallax effect going on in stage 2.. wow :)
Try this...If you pause the game on level 2, the background looks like a mess, then unpause it - and it comes to life in some sort of magical/crazy hologram-ish sort of way :)

btw, you you think it would be possible to backport the pf scrolling parts of the m107 driver to the m92 driver to fix the background stuff in In the Hunt?

thanks again for the excellent m107 driver,
best regards,
- dink

I have started to take a look. The m92 games are being weird though... I've got Ninja Baseball Batman working now, but none of the games will write scroll data. :( I'm not sure what's going on...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 12, 2014, 01:05:05 pm
iq_132,
I've been tinkering with the m92 driver quite a bit lately and accomplished nothing so far :/  Think I may put it aside for a few days then come back to it...  On the bright side, the problem with In the Hunt is minimal and doesn't affect gameplay at all. 

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 13, 2014, 12:54:23 am
Hi iq_132,
Excellent work on the "Care to follow along?" thread :)  Very interesting read - I'm replying here to keep the new thread clean until you're finished (thats where the q/a should begin, right?) 

One of these days I'll give driver synthesis a try, but my current mission is to get everything else running 100%, and I have to complete this mission before going on to anew :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 29, 2014, 11:38:15 pm
Sorry for the quiet as of late. I am porting this driver over again.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 29, 2014, 11:42:08 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 29, 2014, 11:43:17 pm
Last few
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 29, 2014, 11:47:22 pm
Nice work some recent colour fixes for all the games in the driver makes it a good target for a re-port ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 29, 2014, 11:49:23 pm
I've been meaning to add this driver to fba for a long time, but I lost my old sources ages ago for it! The color fixes will be pretty easy to implement.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 29, 2014, 11:57:12 pm
I've been meaning to add this driver to fba for a long time, but I lost my old sources ages ago for it! The color fixes will be pretty easy to implement.
Yeah some real classics in the driver Gradius Nemesis Salamander Hyper Crash to name a few
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 30, 2014, 01:27:24 am
iq_132, hi 5 my friend!! Great Job :D  Really looking forward to playing Gradius/Nemesis & Salamander in my favorite emulator  :biggrin:

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on May 30, 2014, 08:37:37 pm
Sorry for the quiet as of late. I am porting this driver over again.

With the new colour fixes?

http://mamedev.emulab.it/haze/2014/05/23/3487/

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Romhack on May 31, 2014, 12:57:59 am
Is there any chance to see MIPS based games on FBA?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 31, 2014, 02:23:30 am
Is there any chance to see MIPS based games on FBA?
I've not posted mips cpu cores. Can't speak for Barry or key.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 01, 2014, 06:18:37 pm
With the new colour fixes?

http://mamedev.emulab.it/haze/2014/05/23/3487/
Yup!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 01, 2014, 06:22:35 pm
I've also added a fake dip switch to allow you to switch between color settings
Proper (Dark)
Light
MAMEFx (Mid)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: kev on June 01, 2014, 08:07:21 pm
Nice :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Robert on June 01, 2014, 09:07:35 pm
I've also added a fake dip switch to allow you to switch between color settings
Proper (Dark)
Light
MAMEFx (Mid)

It's actually MAMEUIFX .. Haze got it wrong
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 01, 2014, 11:42:06 pm
Really digging the selectable colors, way to go iq_132 :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 07, 2014, 02:17:03 pm
Yes, I do pick up on subtle hints. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 07, 2014, 04:54:10 pm
iq_132, awesome :)  Thanks for the new driver  :biggrin:  Playtesting shall ensue
EDIT(about an hour later): I made it to the golden moab(?), next time I'll try to finish the game, I don't see any problems with this one.

btw, I know you're busy and doing great things already (drivers!), but if you possibly have some free time in the future, could you look at the issues I've found in Thunder Zone (see the last PM I sent) and the spinal breakers problem (d_aerofgt.c thread)? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 07, 2014, 11:54:03 pm
I made it to the end of Exzisus, its a perfect driver :)  Great job, iq!!
The game starts over from level 1 after some funny engrish  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 24, 2014, 12:52:58 am
iq_132 did an awesome job getting the tlcs90 audiocpu of Rapid Hero ported/hooked up & working :)
It took a bit of practice, but I managed to beat it on 1 coin with no savestates (although while practicing a I used tons of savestates, had to work out the boss patterns..)

For those that don't know, Rapid Hero is an excellent pre-bullet hell shooter, with a neat mecha-enemy theme.  It had no sound or music in the FBA emulation until yesterday!  Another thing to look forward to in the next release of your favorite emulator  :biggrin:

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on June 24, 2014, 02:10:08 am
Wow. There's one thing very unique about dink: He is also his own player/tester! What programmer will play a game through from beginning to end, to test for stability, bugs, and glitches, while keeping his attitude of enthusiast in place? Programmers generally don't have TIME, or the skill :) to play a game through from beginning to end! LOL

Thanks dink!

PS In addition, it's awesome to have a kickass programmer working on these audio problems!

PPS Sorry, don't mean to derail your thread iq_132. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 24, 2014, 08:41:53 am
iq_132 asked [the devs] to playtest it  ;p   
I just want what everyone else does - an awesome emulator to play awesome games on!
iq is the real hero here, though - he makes everything happen :)  I'm just the guy that sweeps up the floor..

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 24, 2014, 11:45:00 pm
Finishing up this driver atm. (by request)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 24, 2014, 11:46:13 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 25, 2014, 01:51:01 am
Very cool!! Way to go, iq_132 :)

I would like to propose a change to the Hardware filters:
Change the Seta hardware group to Seta/NMK/UPL & group all of the NMK/UPL stuff under that.

What do you think?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 27, 2014, 02:37:19 pm
Been playing Atomic Robo Kid tons, this game has got me hooked :)
I played it until I finished it to make sure everything is in order, then did a few tweaks to balance the sounds a bit & played it again.   Something neat about this game is that the characters from the other games in this driver - Mutant from Mutant Night and the kid from Ninja Kun/Kid make a cameo appearance in this game, and are hidden inside different objects around level 17-20.  NinjaKun ran too fast, so I couldn't get a good picture, but I got one of the Mutant... They just pop out of certain objects when you blow them up then run around the screen  :p  Another unique feature about this game except for the bosses is that the enemies can't hurt you if you touch them, only their bullets are lethal.
Big thanks again to iq_132 for doing this driver!  These games are a really excellent addition to our favorite emulator  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on June 27, 2014, 03:32:51 pm
great choice iq with this UPL driver ! i can't wait to see the new release !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Asure on July 27, 2014, 08:23:23 am
Love all this work still being done, and Final Burn has been my emulator of choice for a long time.

Is there any chance that Jaleco / NMK's great platformer "Psychic 5" could be added? I really love that game, and it would be great to play on my Xbox 360 Astro City shooter cab some day :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 27, 2014, 09:36:27 am
I second the suggestion to port Psychic 5 :D

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on July 27, 2014, 12:35:28 pm
I second the suggestion to port Psychic 5 :D

best regards,
- dink

Very preliminary screenshot with the char layer hooked up.

I think the colours are fubarred due to the lack of any emulation of the Jaleco blending stuff.

Inputs and sound are working.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 27, 2014, 02:16:30 pm
Excellent :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Asure on July 27, 2014, 02:55:31 pm
W00t!

I loved this game back in the day, the music is awesome, it's super obscure, and had 'mario type floating jumps' way before any other game did ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on July 27, 2014, 03:41:35 pm
Slightly better looking... :)

Still needs work though;

Code: [Select]
// TODO
// sprite alpha-blending
// sprite optimisation
// background clipping
// background palette intensity
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 27, 2014, 04:10:40 pm
You rock!  :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 28, 2014, 01:30:33 am
Quote
// TODO
// sprite alpha-blending

// sprite optimisation
// background clipping
// background palette intensity


Just needs finishing touches put on it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 28, 2014, 01:45:21 am
Sweeet!!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 28, 2014, 06:03:19 am
Niiiiice job :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: hursit on August 02, 2014, 05:50:40 am
Hello
maybe it is stupid question but i have to ask :)
do you think can you port some Cave games to FBA. Deathsmiles and Mushihime Sama Futari etc.

Thank...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 02, 2014, 09:04:24 am
Hello
maybe it is stupid question but i have to ask :)
do you think can you port some Cave games to FBA. Deathsmiles and Mushihime Sama Futari etc.

Thank...
At this point, probably not. This would require porting a new cpu core, the driver itself, a new sound core, the video system. So... pretty much everything.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 09, 2014, 03:42:08 am
I have a driver request: Flying Shark / Sky Shark :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 09, 2014, 03:11:44 pm
I have a driver request: Flying Shark / Sky Shark :)
+1
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on August 09, 2014, 05:15:08 pm
+1

Two CPU cores required - not likely. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 09, 2014, 05:31:15 pm
Two CPU cores required - not likely. :)
Fair enough i assumed the CPU cores were there already and it was just a driver required
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 09, 2014, 05:35:29 pm
It only needs the tms microcontroller ;) EDIT: oops, didn't notice the mcs48/i8741  :redface:
one day, fba will have to play this game as it is a pivotal game in my nostalgia :) maybe there is a hack to get around the need for this microcontroller?

EDIT2: the good news is, the mcs48/i8741 isn't needed for this one - just the TMS320C10
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 09, 2014, 06:02:44 pm
It only needs the tms microcontroller ;) EDIT: oops, didn't notice the mcs48/i8741  :redface:
one day, fba will have to play this game as it is a pivotal game in my nostalgia :) maybe there is a hack to get around the need for this microcontroller?

EDIT2: the good news is, the mcs48/i8741 isn't needed for this one - just the TMS320C10

Take an earlier MAME twincobra.c and you could do all the games in the driver by just adding a TMS32010 CPU
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 09, 2014, 10:36:11 pm
Added mostly complete driver for Sand Scorpion.  Sound is not working for some reason :( I'm hoping someone else can take a look and maybe have better results than me.

Also led me to finding a bug in MAME. In this driver in the z80's bankswitch routine it banks in the 68k rom rather than the z80. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 10, 2014, 03:32:45 am
iq_132, I tried a bunch of things, but can't seem to get the Z80 running right. :(
One thing I thought of was separately mapping the first rom part to the z80 (0-7fff) then mapping the banked part separately.. no dice.. erm, will have to mess around with it more tomorow :)
btw, in mame's sandscrp_bankswitch_w, maybe thats right after all? the game seems to work fine in mame.. O.o

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 13, 2014, 06:58:25 am
The Sand Scorpion banking code in MAME looks like nonsense, I guess the music will be broken on later levels but nobody has noticed.

For the rest, make sure your latch behavior is correct, make sure you give the CPU time to reply (it needs 2 way communications) make sure the YM is generated the interrupt on the Z80, make sure the comms generate the NMI, and you should be good.

For music the YM interrupt driving the Z80 might be the key, for dipswitch reading the 2 way comms is important, reminds me a bit of Seibu.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 13, 2014, 08:45:12 am
The Sand Scorpion banking code in MAME looks like nonsense, I guess the music will be broken on later levels but nobody has noticed.

For the rest, make sure your latch behavior is correct, make sure you give the CPU time to reply (it needs 2 way communications) make sure the YM is generated the interrupt on the Z80, make sure the comms generate the NMI, and you should be good.

For music the YM interrupt driving the Z80 might be the key, for dipswitch reading the 2 way comms is important, reminds me a bit of Seibu.

Latch behavior is same as MAME's, nmi is triggered, the soundlatch is read, but soundlatch2 is never written. The sound irqs are triggered and cleared, but I'm not sure if they're fast enough? Everything else has been written and re-written. :(
I even tried to overclock the z80 a bit like you have to with Nostradamus (another Face shmup) in older MAME versions. No luck.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 13, 2014, 09:56:36 am
MAME:
      m_audiocpu->set_input_line(INPUT_LINE_NMI, PULSE_LINE);
      space.device().execute().spin_until_time(attotime::from_usec(100)); // Allow the other cpu to reply
FBA:
         ZetNmi(); <- does that pulse the line, or just send a nmi?  I need an explanation of what pulse_line means.
         ZetRun(100); // ?

Perhaps we need to better emulate the spin_until_time() functionality of MAME, instead of a ZetRun(100); after sending the nmi to the z80?  IIRC & please correct me if I'm wrong: spinning does everything _except_ process instructions.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 13, 2014, 10:44:07 am
yeah, PULSE_LINE just triggers the line for an instance, with an NMI that's all you need, because it can't be masked by the CPU, so it always triggers it.

HOLD_LINE generally holds the line high until the CPU takes the interrupt (a bit of a hack but many drivers do this, and some hardware can auto-ack)
ASSERT_LINE holds the line until it gets cleared
CLEAR_LINE clears an asserted line

for the FBA cores, I'm not sure.

in MAME
 space.device().execute().spin_until_time(attotime::from_usec(100));

will cause the 68k to do nothing for a while, so that everything else (the z80, ym etc. can run) when otherwise it would wait until the next timeslice, bit of a hack because simply running with a tighter sync overall would probably be as good but at performance cost.

not really sure what else to suggest, maybe there's a bug with your z80, or timers in the ym if you're 100% sure everything else is good.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on August 13, 2014, 03:47:39 pm
Latch behavior is same as MAME's, nmi is triggered, the soundlatch is read, but soundlatch2 is never written. The sound irqs are triggered and cleared, but I'm not sure if they're fast enough? Everything else has been written and re-written. :(
I even tried to overclock the z80 a bit like you have to with Nostradamus (another Face shmup) in older MAME versions. No luck.

I had a quick look at it the other day and the YM was barfing. It does an IRQ at the beginning, lowers it, and then raises another, and then that's it. Never managed to find the reason though.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 13, 2014, 04:17:41 pm
Thanks for the info, Haze!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 13, 2014, 06:14:50 pm
Hmm, I've tried just about everything I could think of, and can't seem to get the z80 to reply after sending the nmi.  There's gotta be something we're overlooking.  It just won't write to z80 port 0x06, or read from the 2203 ports(dips)..

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2014, 01:53:35 pm
Added driver for DJ Boy.

Also fixed a z80 bug with a little direction from Dink. This fixes the music in Raiden (and a lot of Irem games too!). ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 16, 2014, 03:13:27 pm
Tag-team fixes today!!  I got sound working in Air-Duel :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on August 16, 2014, 04:19:26 pm
Awesome, goooo Irem!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 16, 2014, 05:33:13 pm
Nice work fellas new games playable and sound fixes are always welcome additions to FBA  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 20, 2014, 09:15:36 pm
Started porting the Kaneko16 games that aren't in fba; Shogun Warriors and B. Rap Boys.

Shogun Warriors came right along after a little fudging around.
B. Rap Boys, for some reason, is stuck at the post. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 21, 2014, 03:22:17 am
Nice!
btw, check your pm, I found some info re:brapboys getting hung @ crc check
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 21, 2014, 02:10:17 pm
Nice!
btw, check your pm, I found some info re:brapboys getting hung @ crc check
I've already mucked around with interrupts. :( I'm not sure why it's fighting me.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 21, 2014, 04:25:31 pm
I came up with a small hack to bypass the check, implemented a few fixes, and hooked up save states.  :)

Code: [Select]
if (Kaneko16MCURam[0xE3] == 0x7F) {
Kaneko16MCURam[0xE3] |= 0x80;
}
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 21, 2014, 06:47:51 pm
Nice one!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 21, 2014, 11:49:14 pm
Great job iq!!

EDIT after playing quite a bit: b.rapboys is seriously awesome, I can't believe I never heard of it before.  Great choice of driver, my friend :)  Gonna have to give this one a try online with my retro netplay-buddies.

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2014, 12:37:23 am
Great job iq!!

EDIT after playing quite a bit: b.rapboys is seriously awesome, I can't believe I never heard of it before.  Great choice of driver, my friend :)  Gonna have to give this one a try online with my retro netplay-buddies.

best regards,
- dink
I'm a walking talking directory of odd/interesting arcade games to play lol.

On a side note, just added a driver for "Candory", a Ponpoko bootleg with mario swapped in.  (Dumped by James Greenhalgh)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on August 22, 2014, 03:06:41 am
B Rap Boys is a sequel to DJ Boy. DJ Boy also came out on the Megadrive/Genesis and that version was pretty bad. Great job in porting both of these to FBA IQ.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on August 22, 2014, 05:17:41 am
Nice job iq_132 ! Really like your new additions to FBA :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2014, 03:18:06 am
Thanks :)

Here's what I'm currently working on. These all need proper inputs & sound hooked up. Still quite a ways to go.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on August 23, 2014, 06:34:42 am
Great job with the older games. Just need the real Mario Bros and not Pest Place and Asteroids.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 23, 2014, 10:19:03 am
Very cool!  Tac/Scan is an awesome game :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 09, 2014, 11:32:54 am
Special thanks to iq_132 for porting this driver from MAME to FBA :smilie:

from latest W.I.P :
- All of the rom sets are included
- Proper inputs / dips hooked up
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 09, 2014, 11:33:55 am
OMG!!!  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 09, 2014, 02:38:51 pm
And we always thought those would never see the light of the day. Thanks Iq_. How bout porting Track and Field in the future.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2014, 05:42:23 pm
The last day has seen some huge improvements for the raiden 2 driver. :)

I've fixed the last few bugs affecting the game's playability -- (the first boss was broken).

Dink and I have tag-teamed fixing some sound issues and save states.

I've also added alpha blending, so the game pretty much looks and plays just like it does in MAME. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 12, 2014, 05:46:00 pm
The last day has seen some huge improvements for the raiden 2 driver. :)

I've fixed the last few bugs affecting the game's playability -- (the first boss was broken).

Dink and I have tag-teamed fixing some sound issues and save states.

I've also added alpha blending, so the game pretty much looks and plays just like it does in MAME. ^^

Fantastic work as always!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 12, 2014, 07:26:32 pm
Confirmed Raiden DX has a 3rd button i noticed it in the Dips so gave it a button mapping in the driver and as i suspected
it's a Auto Fire feature funny thing is after adding button 3 Raiden Dx wont do a in game rest anymore..??? strange
i think i mapped it correctly i was expecting it to be X on the xbox gamepad but it maps to back by default maybe
i need to clear my previous cfg and ini files for the game
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2014, 07:57:43 pm
Confirmed Raiden DX has a 3rd button i noticed it in the Dips so gave it a button mapping in the driver and as i suspected
it's a Auto Fire feature funny thing is after adding button 3 Raiden Dx wont do a in game rest anymore..??? strange
i think i mapped it correctly
I've already got it added in the latest svn. Making some adjustments to the alpha blending atm.
(Notice the thruster sprites)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 12, 2014, 08:11:42 pm
I've already got it added in the latest svn. Making some adjustments to the alpha blending atm.
(Notice the thruster sprites)

Nice!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 12, 2014, 09:18:25 pm
Cheats for raiden2 & raidendx - thanks to pugsy
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 13, 2014, 10:01:20 am
So, the NMK004 has been broken, I predict iq_132 is working on it right now :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 13, 2014, 09:40:33 pm
So, the NMK004 has been broken, I predict iq_132 is working on it right now :)


I have been most of the day, yeah. lol

At this point, all of the games except Macross, bioship, and strahl are working quite well.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 14, 2014, 04:01:36 am
I have been most of the day, yeah. lol

At this point, all of the games except Macross, bioship, and strahl are working quite well.

I wish I could help, I've been really sick today :(

btw, just wanted to let you know, the sfx are missing from GunNail.  When the game boots, it should make a "machine turning on" noise at the NMK logo, then when the bullets hit the titlescreen it should make a shot sound. (sfx worked before the changeover to the new nmk004)

Also, the music seems to be playing really slow on US AAF Mustang.  Here's a recording of an actual PCB of the game: https://www.youtube.com/watch?v=MbITaIod__8

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2014, 01:42:52 am
I wish I could help, I've been really sick today :(

btw, just wanted to let you know, the sfx are missing from GunNail.  When the game boots, it should make a "machine turning on" noise at the NMK logo, then when the bullets hit the titlescreen it should make a shot sound. (sfx worked before the changeover to the new nmk004)

Also, the music seems to be playing really slow on US AAF Mustang.  Here's a recording of an actual PCB of the game: https://www.youtube.com/watch?v=MbITaIod__8

best regards,
- dink

Ugh. I'm done with it for a while. I'll get back to it on a later day.

Anyway, took a look at Robocop 2.  I managed to get the road working correctly. However edrandy is still broken on level 2.

Before (courtesy of Dink) and after shots:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 15, 2014, 04:09:58 am
Excellent job on the Robocop2 road :)
one last thing re: Robocop2, I noticed this didn't happen in MAME while I was doing some testing a few days ago..
There appears to be some strange black dots throughout the video still pics in the game, any ideas how to fix this one?

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 15, 2014, 05:57:04 am
Fixed. ^^ Also improved Boogie Wing's intro a bit.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 15, 2014, 11:02:11 am
Well done iq_132  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 15, 2014, 01:43:13 pm
iq_132, Excellent!!  :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 18, 2014, 01:09:49 am
I spent way too many hours today working on this:

I implemented actual priority handling for all of the konami games! This fixes Escape Kids & Vendetta to a playable state. It is noticeable in a lot of other games, but not as much.
I also added proper shadow implementations. This affects nearly every konami game in fba. ^^ For the first time in over 7 years, Tmnt has proper shadows!  This also fixes a really ugly shadow bug with x-men (see photo) as well as '88 games' shadow / gauge.
Additionally, I fixed a bug in Escape Kid's title screen. :) The games are all handled now as 32-bit bitmaps. This is a very clean and simple way of doing things.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 18, 2014, 01:12:53 am
The tmnt shadows a bit hard to see. You have to zoom way in. But they're actually blended in now rather than just grey blobs. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 18, 2014, 02:45:30 am
Awesome job iq_ I remember reporting the shadow effect in 88' Games a few years ago but wasn't aware that it affected other Konami games. Glad that is finally fixed and thank you for all your hard work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 18, 2014, 08:18:42 am
Really nice job iq_132 for fixing all konami drivers on FBA  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 18, 2014, 09:24:41 am
Nice work on the Konami games IQ_132 i wonder if the fixes you done also sort the missing graphics in TMNT 2 Turtles in Time
apparantly when the Neon Night Riders level begins the graphics all disappear
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 18, 2014, 11:58:48 am
Thank you for the konami fixes!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 18, 2014, 01:36:40 pm
Nice work on the Konami games IQ_132 i wonder if the fixes you done also sort the missing graphics in TMNT 2 Turtles in Time
apparantly when the Neon Night Riders level begins the graphics all disappear
I actually think that's protection-related. It's still doing it. Working on it atm.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 18, 2014, 02:57:59 pm
iq_132,
We [me & Zazzone] just finished an awesome game of Crime Fighters 2 (Japan 2p. ver. P) (aka Vendetta with more hardcore action and stuff) - the game looks awesome now!!  Great job on the priority stuff :)  I didn't see one single sprite priority related problem.

There is a minor clipping issue on the left side of the screen at the first level boss encounter and at the beginning of one of the next+1 stages - savestates to get you there are attached.



Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 18, 2014, 03:42:40 pm
Nice work on the Konami games IQ_132 i wonder if the fixes you done also sort the missing graphics in TMNT 2 Turtles in Time
apparantly when the Neon Night Riders level begins the graphics all disappear

Fixed!
When I ported the code, I screwed up the implementation of the sprite registers. The registers have a setting that can change the x & y offsets for all sprites, my bug was chopping off the top byte! this only allowed for offsets of 0-255 rather than 0-65535!
This also may affect a few other games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 18, 2014, 04:15:54 pm
Fixed!
When I ported the code, I screwed up the implementation of the sprite registers. The registers have a setting that can change the x & y offsets for all sprites, my bug was chopping off the top byte! this only allowed for offsets of 0-255 rather than 0-65535!
This also may affect a few other games.

Cowabunga!!!  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 18, 2014, 04:20:36 pm
iq_132,
We [me & Zazzone] just finished an awesome game of Crime Fighters 2 (Japan 2p. ver. P) (aka Vendetta with more hardcore action and stuff) - the game looks awesome now!!  Great job on the priority stuff :)  I didn't see one single sprite priority related problem.

There is a minor clipping issue on the left side of the screen at the first level boss encounter and at the beginning of one of the next+1 stages - savestates to get you there are attached.

Fixed. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 22, 2014, 08:21:43 pm
Got these beauties up and running. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 23, 2014, 02:26:11 am
Nice!! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 23, 2014, 09:54:55 am
More Konami Goodness  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on September 23, 2014, 10:49:57 am
Got these beauties up and running. :)

Awesome :)

Edit: Now i can update my avatar :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 23, 2014, 09:34:01 pm
Got these going today. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 24, 2014, 05:55:49 am
These put up a bit of a fight. Glad to have them more or less finished. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 24, 2014, 08:03:11 am
Nice job as always iq_132  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 24, 2014, 09:26:04 am
Even more Konami goodness ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 24, 2014, 09:43:20 am
Nice job i_q
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 24, 2014, 10:03:04 am
very nice!

Lots of good FBA-productivity lately :D
Hey what ever happened to the vector games (tac/scan etc.) you were working on a month or so back?

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on September 24, 2014, 11:33:13 am
Hi. Thx for Vendetta 2 fixing. Can you add a Violent Strom ??, I want to play with this arcade hit goodnes.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 24, 2014, 02:39:20 pm
Hi. Thx for Vendetta 2 fixing. Can you add a Violent Strom ??, I want to play with this arcade hit goodnes.

Yea!! Thats the one I want the most :) (mystwarr hardware)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 24, 2014, 05:57:09 pm
Since there's a Konami code blitz going on just now what about this game all the CPU and sound Cores are present in FBA

Lethal Enforcers

(http://www.progettoemma.net/snap/lethalen/0000.png)

It's clearly a ripoff of Magnum Force will someone make my day and add support for it sometime LOL
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 24, 2014, 07:00:04 pm
very nice!

Lots of good FBA-productivity lately :D
Hey what ever happened to the vector games (tac/scan etc.) you were working on a month or so back?

best regards,
- dink

I got bored with them. The sound stuff neeeds a ton of work. :(

Hi. Thx for Vendetta 2 fixing. Can you add a Violent Strom ??, I want to play with this arcade hit goodnes.

It's on my list.

Since there's a Konami code blitz going on just now what about this game all the CPU and sound Cores are present in FBA

Lethal Enforcers

(http://www.progettoemma.net/snap/lethalen/0000.png)

It's clearly a ripoff of Magnum Force will someone make my day and add support for it sometime LOL


Also on my list.



Anywho, I'm rather proud of this one. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on September 24, 2014, 09:25:41 pm
The beautiful Asterix and now xexex. I'm so happy I think I'm going to cry.  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 24, 2014, 11:58:36 pm
holy shit!! awesome!!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 25, 2014, 05:45:58 am
I think someone at Konami was drunk when they designed the hardware for this one.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 25, 2014, 09:46:30 am
I think someone at Konami was drunk when they designed the hardware for this one.

You've just made my Day LOL
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on September 25, 2014, 03:53:59 pm
hI DINK. Could you add VIPER PHASE 1 2d arcade shooter form Seibu Kaihatsu (raiden series) ?? :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 25, 2014, 08:37:49 pm
iq_132, two more games and you finish the Konami Xexex based driver "Run and Gun" and last but not least "Overdrive". You can do it man.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 26, 2014, 12:09:19 am
iq_132, two more games and you finish the Konami Xexex based driver "Run and Gun" and last but not least "Overdrive". You can do it man.
Those are not on the same driver. The only game on the Xexex driver is xexex. :/
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 26, 2014, 01:35:58 am
oops meant Xexes based hardware
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 26, 2014, 01:56:57 am
hI DINK. Could you add VIPER PHASE 1 2d arcade shooter form Seibu Kaihatsu (raiden series) ?? :p

I'm afraid ViperPhase won't be possible at the moment, it needs a i386 cpu core which we don't have in fba yet!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 26, 2014, 06:10:08 am
Just committed my latest Konami sources to the git. Most bugs that I'm aware of are fixed now. I've also added save states (barely tested).
I've cleaned and merged the code a bit.
So much left to do!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on September 26, 2014, 08:32:18 am
Just committed my latest Konami sources to the git. Most bugs that I'm aware of are fixed now. I've also added save states (barely tested).
I've cleaned and merged the code a bit.
So much left to do!

Very nice work iq. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 26, 2014, 09:41:40 am
k i l l e r :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 26, 2014, 09:54:05 am
iq_132, two more games and you finish the Konami Xexex based driver "Run and Gun" and last but not least "Overdrive". You can do it man.

Over Drive is flagged as non working in MAME i think that reduces the likelihood of an FBA Port to zero  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Freddy on September 26, 2014, 11:11:31 am
Wow... a lot of good new here!
Congratulations FBA team for the hard work!
Very exciting for a new releasing!  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 26, 2014, 11:25:15 am
awesome job as always  :biggrin:

thanks a lot iq_132 !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 27, 2014, 04:53:35 am
Moo! This still needs quite a bit of work.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on September 27, 2014, 06:26:39 am
Work in progress. Martial Champions, Violent Storm among other Mystic Warrior hardware games. Awesome
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on September 27, 2014, 11:53:08 am
Don't worry Dink, I'm wait  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 27, 2014, 02:02:37 pm
iq_132 is da man!!  :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 29, 2014, 12:24:46 am
This one was easy enough. Still needs priorities (konami gx mixing) set up.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 29, 2014, 02:31:35 am
You rock, yet again!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Freddy on September 29, 2014, 09:44:12 am
This one was easy enough. Still needs priorities (konami gx mixing) set up.

MY GOD! Excellent job IQ_132!

* Is it Battletoads (arcade) possible to be emulated too?
(http://img.gamefaqs.net/screens/9/3/0/gfs_2539_2_30.jpg)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 29, 2014, 09:59:04 am
There's no Konami games safe from being ported to FBA with IQ_132 around ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 29, 2014, 10:24:52 am
* Is it Battletoads (arcade) possible to be emulated too?

It seems the hunger for new working games in FBA will never be satisfied  :p

Battletoads requires two CPU cores to be ported as well as the driver in otherwords a shit load of work
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 29, 2014, 11:20:25 am
It seems the hunger for new working games in FBA will never be satisfied  :p

Battletoads requires two CPU cores to be ported as well as the driver in otherwords a shit load of work
Battle toads has  been on my list for ages, but, like games fan said, the amount of work to put into it isn'tssomething I want to deal with currently.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 30, 2014, 06:31:24 am
Slow, but steady progress. The tile maps are now correctly hooked up to the konami mixer. The sprites are still being difficult, but it's getting there.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 30, 2014, 10:06:32 am
Slow, but steady progress. The tile maps are now correctly hooked up to the konami mixer. The sprites are still being difficult, but it's getting there.

Nice work the games are getting closer to being playable for sure
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 30, 2014, 10:22:48 pm
Fixed a stupid little mistake. The sprites are working correctly!

Now to add the rest of the games & fix a few minor issues.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 01, 2014, 12:19:12 am
Got this one showing some signs of life. Not sure why every game on this driver is a fight to get working.  :redface:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Freddy on October 01, 2014, 09:28:22 am
Slow, but steady progress. The tile maps are now correctly hooked up to the konami mixer. The sprites are still being difficult, but it's getting there.

Almost done!  :wink:
Great work IQ!

** Violent Storm is also Crime Fighters 3.
Crime Fighters
Vendetta / Crime Fighters 2
Violent Storm / Crime Fighters 3
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 01, 2014, 10:18:49 am
Got this one showing some signs of life. Not sure why every game on this driver is a fight to get working.  :redface:
All part of the fun of Development or Not  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 02, 2014, 04:12:02 am
Ok, this one's working well. On to the next.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on October 04, 2014, 03:32:18 am
What can I say again, but 'thanks as usual' to iq_132 for the stellar additions! FBA has been and is gong through a real kickass burst of progress lately. Kick ass I say!!  :smilie: :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: fosamax on October 04, 2014, 02:42:39 pm
Awesome work guys as always. Thanks to iq_132 and Dink, we have a really active FBA development lately !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2014, 08:56:25 pm
My project for the last few days was messing up Neosource. lol It's fixed now and upgraded to the current version.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 09, 2014, 09:06:52 pm
My project for the last few days was messing up Neosource. lol It's fixed now and upgraded to the current version.

Fantastic work  ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 09, 2014, 10:39:13 pm
This one does some stuff now too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 10, 2014, 07:13:40 am
I wonder if it would be too hard to implement nebula?s .bld transparencies to fba . I think i had part of the code for that somewhere...

 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 10, 2014, 09:51:25 am
Looks great iq_132 :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 10, 2014, 05:56:26 pm
Nice work gaipolis looks like a good un never played it myself as it doesn't seem to want to boot on a standard xbox
maybe it will in FBL who knows
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 10, 2014, 08:57:36 pm
Nice work gaipolis looks like a good un never played it myself as it doesn't seem to want to boot on a standard xbox
maybe it will in FBL who knows
Gaiapolis is going to be tricky to run on the xbox. There's a rotozooming background that has a massive tilemap (8192*8192). I'm going to have to explore options regarding not pre-drawing it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 11, 2014, 04:37:04 am
This one lives now too!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 11, 2014, 06:00:10 am
I wonder if it would be too hard to implement nebula?s .bld transparencies to fba . I think i had part of the code for that somewhere...

 :biggrin:
Those are tables that say which sprites to alpha blend, right?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 11, 2014, 09:17:22 am
kiiiiiiiiiii-ick ass! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 11, 2014, 03:38:21 pm
Those are tables that say which sprites to alpha blend, right?

Yup, that's it.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 11, 2014, 04:03:02 pm
You wouldn't happen to know if there's a guide anywhere to making these kany? That should help me come up with a way to implement them.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 11, 2014, 10:49:12 pm
It's a very subtle feature. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 12, 2014, 05:05:33 am
awesome  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 13, 2014, 12:57:41 am
Took a lot more poking around the CPS1/2 core to implement, but it's pretty neat.

*edit*
Committed to the svn. I may still do some messing around with the code, but the features are pretty much complete.

*edit2*
kany, you wouldn't happen to have a collection of the .bld files? I found a pack on zophar's, but I remember there were others on RomShare ( :( ).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 13, 2014, 04:17:37 am
Really digging 19XX with the transparencies :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 13, 2014, 04:18:18 am
yup, i have found this ones:

https://mega.co.nz/#!cY93XLxb!4drxJDC3MUQfBia-3pR7ugZDuBI7Rzei8jH54oodbqw

I'm not sure if i have more, my hd is a mess :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: manliodp on October 13, 2014, 06:41:34 am
Wonderful job..

Any hope for VS Super Mario Bros and other VS games?
I would love 'em :D

Thank you!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on October 13, 2014, 07:05:44 am
Really nice job iq_132  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 13, 2014, 04:37:51 pm
I just finished 19XX w/blending, awesome, just completely awesome!
Played the first 3 levels of Ghouls n Ghosts w/blending, gonna finish it later tonight.  Very awesome indeed..

Big thanks for implementing it, iq_132!  & thanks for the idea, KaNyErO :)

FBA \o/
:D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2014, 01:33:53 am
Wrote a quick little sprite dumper for pgm. If I can find the time/energy, I may add blend effects to this system as well.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 14, 2014, 03:52:05 pm
I've damn near fallen in love with this alpha transparency feature :)
.. and I've come up with an idea..  How about a mode that displays a very tiny sprite# on every sprite on the screen?
This will make the creation and tweaking of bld's a breeze!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2014, 04:32:55 pm
I've damn near fallen in love with this alpha transparency feature :)
.. and I've come up with an idea..  How about a mode that displays a very tiny sprite# on every sprite on the screen?
This will make the creation and tweaking of bld's a breeze!

best regards,
- dink
That is doable. Might get a little busy for pgm though, but I'll implement it and let you take a peek.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2014, 10:14:57 pm
Ok, so I hand-crafted a font and added new routines to make it draw some text overlays. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 15, 2014, 04:41:49 am
wow... awesome.

Iq if i remember correctly there was a limitation in nebula and kawaks that didn't allow to use transparencies in neogeo 8x8 tiles (s1 rom) making impossible to add transparencies to the most part of lifebars in games. Would be possible to remove that limitation?

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on October 15, 2014, 04:51:41 am
Nice work iq.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 18, 2014, 04:57:57 pm
wow... awesome.

Iq if i remember correctly there was a limitation in nebula and kawaks that didn't allow to use transparencies in neogeo 8x8 tiles (s1 rom) making impossible to add transparencies to the most part of lifebars in games. Would be possible to remove that limitation?


It's pretty easy. What do you suggest for the format (of the blend file). There will have to be a slight modification.

Nice work iq.
Thanks!

Here's a quick update:
I fixed the title for Toki with the standard m68000 musashi core and cleaned up the driver a lot!
I also ported Yie Ar Kung Fu and Shaolin's Road. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 18, 2014, 05:07:04 pm
iq_132 is da man!!
for real :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on October 18, 2014, 05:13:18 pm
i'm agree with you dink when you are saying iq_132 is da man...But i don't forgot you're da man too dink ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 18, 2014, 05:27:21 pm
There's only one guy thats the man and thats Ric Flair LOL All joking aside Nice work IQ as always
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 18, 2014, 06:23:41 pm
thanks JacKc :)  I've spent the past couple days nonstop working on these new drivers, testing, and making them perfect for everyone :D
There were lots of problems with the Mystic Warriors driver (Violent Storm, Gaiapolis, Monster Maulers, etc).  tracking down 1 bug took like 20 hours.  Another took all night last night and today!
But things like this are to be expected, iq_132 ported a huge HUGE amount of code for this driver, its incredible and he did a great job, and bugs like the ones I've encountered are to be expected for the amount of code written and ported.

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 18, 2014, 06:43:08 pm
thanks JacKc :)  I've spent the past couple days nonstop working on these new drivers, testing, and making them perfect for everyone :D
There were lots of problems with the Mystic Warriors driver (Violent Storm, Gaiapolis, Monster Maulers, etc).  tracking down 1 bug took like 20 hours.  Another took all night last night and today!
best regards,
- dink

Thanks for taking the time to trackdown those pesky bugs it's guys like yourself that put in the hours so everyone else
can enjoy all the classics in FBA and for that Sir i tip my hat to ya
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on October 18, 2014, 07:16:28 pm
It's pretty easy. What do you suggest for the format (of the blend file). There will have to be a slight modification.
Thanks!

I'm not sure, but i think the compatibility with old .bld files should be present, so they could be used in nebula and winkawaks too, while the enhanced format could be added to fba. Maybe the transparencies for s1 rom should be stored in a .blde file (blend extended) and fba could try to load both files?

for example

kof98.bld
kof98.blde

FBA could load the .bld file (compatible with nebula,kawaks,and fba) and then the .blde file too (only compatible with fba), and then use both tables to add transparencies.

This can help to recicle the old blends while the extended blend could be improved to add new posibilities for other drivers like cave, pgm or konami (someone said simpsons, sunset riders and tmnt with transparencies ???? :D)

Or maybe everything under the new format should be after a # simbol in the beggining of every line, so with just a .ble file it could be possible to store all information and a converter could be written to convert between the new and old format ....

or maybe you could add the new lines compatible with the new format after a ; at the begginin of each line, but a mark of $ or # at the end of that line would mean enhanced data and accepted by fba but ignored as a commentary by nebula and kawaks...

Who knows ... :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Freddy on October 19, 2014, 06:29:08 am
thanks JacKc :)  I've spent the past couple days nonstop working on these new drivers, testing, and making them perfect for everyone :D
There were lots of problems with the Mystic Warriors driver (Violent Storm, Gaiapolis, Monster Maulers, etc).  tracking down 1 bug took like 20 hours.  Another took all night last night and today!
But things like this are to be expected, iq_132 ported a huge HUGE amount of code for this driver, its incredible and he did a great job, and bugs like the ones I've encountered are to be expected for the amount of code written and ported.

best regards,
- dink

You guys are doing an excellent job, 4 sure. The next FBA version will be sweeeet!

(http://img1.wikia.nocookie.net/__cb20140924214801/familyguy/images/8/8d/Burns-excellent.gif)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 20, 2014, 12:46:43 am
I'm not sure, but i think the compatibility with old .bld files should be present, so they could be used in nebula and winkawaks too, while the enhanced format could be added to fba. Maybe the transparencies for s1 rom should be stored in a .blde file (blend extended) and fba could try to load both files?

for example

kof98.bld
kof98.blde

FBA could load the .bld file (compatible with nebula,kawaks,and fba) and then the .blde file too (only compatible with fba), and then use both tables to add transparencies.

This can help to recicle the old blends while the extended blend could be improved to add new posibilities for other drivers like cave, pgm or konami (someone said simpsons, sunset riders and tmnt with transparencies ???? :D)

Or maybe everything under the new format should be after a # simbol in the beggining of every line, so with just a .ble file it could be possible to store all information and a converter could be written to convert between the new and old format ....

or maybe you could add the new lines compatible with the new format after a ; at the begginin of each line, but a mark of $ or # at the end of that line would mean enhanced data and accepted by fba but ignored as a commentary by nebula and kawaks...

Who knows ... :S

Implimented .blde in the support/blend/ directory using the same format as .bld for Neo-Geo.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 20, 2014, 12:36:56 pm
iq_132, some requests (sorry!)
Remember I asked about the sprite#'s and you added it to pgm - I was hoping you could do this with CPS1&2 & neogeo also.  There's some bld's that need tweaking to look a little better and this would help tremendously!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 21, 2014, 10:50:37 am
I dont make requests usually i just put forward some suggestions :D all joking aside i did a little work yesterday on the FBL suna16.cpp
driver just porting IQ_132's speed fix for Best of Best and it got me thinking about the suna8 driver nice mix of games in there
shumps platformers puzzlers etc etc might be worth a port some day as everything it needs be it CPU or sound cores
are already a part of FBA plus having the protection finally cracked in MAME all the games in the driver are now playable
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on October 21, 2014, 12:53:02 pm
hI. Can you add driver for Street Fighter: The Movie arcade game from Midway ?? :S
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on October 21, 2014, 01:10:09 pm
I dont make requests usually i just put forward some suggestions :D all joking aside i did a little work yesterday on the FBL suna16.cpp
driver just porting IQ_132's speed fix for Best of Best and it got me thinking about the suna8 driver nice mix of games in there
shumps platformers puzzlers etc etc might be worth a port some day as everything it needs be it CPU or sound cores
are already a part of FBA plus having the protection finally cracked in MAME all the games in the driver are now playable

They look quite interesting - if nobody else wants to look at it then I'll add them? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 21, 2014, 03:43:28 pm
They look quite interesting - if nobody else wants to look at it then I'll add them? :)

Seriously if i could port the suna8.c driver from MAME to FBA i would in a flash unfortunately i dont have the skills
or knowledge required to do so ATM i hope one day i might have ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 21, 2014, 04:49:25 pm
They look quite interesting - if nobody else wants to look at it then I'll add them? :)
I'll trade you. I'll take suna8 if you add multiple chip support to ym3812. Deal?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on October 21, 2014, 05:17:46 pm
I'll trade you. I'll take suna8 if you add multiple chip support to ym3812. Deal?

Okie doke - won't get much time for SunA anyway. :)

Any good test beds for multi YM3812 or is that SunA? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 21, 2014, 05:22:03 pm
Okie doke - won't get much time for SunA anyway. :)

Any good test beds for multi YM3812 or is that SunA? :)
Nothing yet. I've got a Konami game in my queue that's got two. I think having it set up like the 2203 should be fine.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 22, 2014, 03:57:03 am
Seriously if i could port the suna8.c driver from MAME to FBA i would in a flash unfortunately i dont have the skills
or knowledge required to do so ATM i hope one day i might have ;)

Started off with the easy ones. I'll get to the rest after work. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 22, 2014, 10:02:55 am
Started off with the easy ones. I'll get to the rest after work. :)

Hey thanks for working on this iq_132 i'd no idea you'd start so SUNA
that was a lame joke :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on October 23, 2014, 10:36:07 am
hi iq_132. Can you add another Raiden games : RAIDEN FIGHTERS 1,2 and JET ??  :p :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 23, 2014, 10:45:11 am
hi iq_132. Can you add another Raiden games : RAIDEN FIGHTERS 1,2 and JET ??  :p :p

that's not possible right now as we don't have a cpu core compatible with that game.

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Anted1984 on October 23, 2014, 04:20:37 pm
that's not possible right now as we don't have a cpu core compatible with that game.

best regards,
- dink

Hello dink, they accept to release Gals Panic II?
Cheers and thanks.  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 23, 2014, 05:11:35 pm
Hello dink, they accept to release Gals Panic II?
Cheers and thanks.  :smilie:

Not Playable in MAME so i think the chances of an FBA port for Gals Panic 2 would be Zero :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 24, 2014, 01:22:00 am
Anted1984, can I suggest trying the Gals Panic games in the Suprnova driver in the meantime? Gals Panic S2, Gals Panic SU and Gals Panic S3, Gals Panic S and Gals Panic 4 :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Anted1984 on October 24, 2014, 11:19:54 am
Anted1984, can I suggest trying the Gals Panic games in the Suprnova driver in the meantime? Gals Panic S2, Gals Panic SU and Gals Panic S3, Gals Panic S and Gals Panic 4 :)

best regards,
- dink

I already play and finish those games, i need the one is not working, that's all.  :(
If anyone can able to contact Patrik Styrnell, is the owner of this game.
PM me if you have any information about him.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 25, 2014, 04:18:16 pm
iq_132, I have a request for you.  Know that red network-icon at the top-right of the screen when the game is connected via Kaillera?  Could you make that transparent? :D  *please* :D

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Anted1984 on October 28, 2014, 05:39:34 pm
Brick Zone (v1.1) still not working, maybe you can make it run. Mame will be more completed too  ;p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 02, 2014, 10:47:11 pm
Added blending support to PGM. The format is mostly the same as Neo-Geo & cps

Code: [Select]
; level 1 big plane shadow
34c7c4 7

; orange shield around ship
1f1fc-202a0 7

The "type" field (7) goes from 1 - f (hex) allowing for 15 different levels of blending (0 is disabled):
1 ->  6%
2 -> 13%
3 -> 25%
and so on.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 03, 2014, 10:31:05 am
Stupid question iq_132...How i disable all those "sprites masks"? (see attached pictures)

I disabled Use alpha blend effects when supported but they are still there...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 03, 2014, 12:08:58 pm
Stupid question iq_132...How i disable all those "sprites masks"? (see attached pictures)

I disabled Use alpha blend effects when supported but they are still there...
Oops! Those should have been disabled. There is a define at the top of pgm_draw. Just comment it out.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 03, 2014, 01:19:46 pm
Thanks a lot iq_132 :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 07, 2014, 04:45:36 pm
iq_132 ported the Samurai Nihon-Ichi driver, which is sort of a Taito/Kaneko licensed games of sort.
The games are very obscure - I'd never heard of them until last night - but they're really quite fun to play and have that oldschool mid-80s Japanese vibe.

These 2 really stand out (IMO):
Samurai Nihon-Ichi - If you like Kung-Fu Master, you'll love this.
Go Go mr. Yamaguchi - Kinda like Penguin Adventure on MSX, but you're one of those 'round the world explorer type guys.
Lady Master of Kung Fu - Kick some ass, 80's style.  Yea, I don't have a better description/comparison for this one.. :)

Piccys:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 09, 2014, 03:57:41 am
Added a few drivers today. Space Invaders, Knuckle Joe, and Mario Bros. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 09, 2014, 10:05:14 am
Nice work iq those are some bona fide classics
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Anted1984 on November 09, 2014, 05:21:03 pm
Amazing work so far.  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 17, 2014, 07:15:49 am
Finished up a driver for Capcom's Side Arms with some help from Dink. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 17, 2014, 07:17:52 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaNyErO on November 17, 2014, 09:17:36 am
Why can't i see the pictures?  :confused:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 17, 2014, 10:44:00 am
more classic shooters <3 !!

unsigned,
- dink the irq hippie
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 17, 2014, 11:35:16 am
Classic Capcom!! good job fellas
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on November 17, 2014, 11:08:41 pm
Great job guys. There's never enough shooters to play. Definitely my favorite arcade genre along with beat em ups. Side arms is a great game I used to play back in my Turbo Duo days.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 20, 2014, 05:31:58 am
Added a driver for XX Mission (By request of Dink)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on November 20, 2014, 01:24:04 pm
Due to the torrid pace lately, the FBA team should have monthly releases.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 20, 2014, 02:39:51 pm
Yea, I thought it would be nice to have a release this weekend....
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Ashura-X on November 21, 2014, 09:42:41 am
Added a driver for XX Mission (By request of Dink)

Ahh nice to see it!
That was my favourite game on my childhood on 80?s / 90?s :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 21, 2014, 10:47:18 am
Ahh, I knew I wasn't the only one that dug XX Mission :)
I spent all last night playing this fine game, iq_132 did an awesome job on the driver/emulation for it!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 02, 2015, 03:10:34 am
Started working on this. Only one game added so far.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 02, 2015, 03:21:19 am
Kiiiiiii-ick ASS! :)  You da MAN IQ :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 02, 2015, 11:44:25 am
Started working on this. Only one game added so far.

He is a great Dev and his name is Dave A Dooyong yong yong yong a Dooyong Yong Yong :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2015, 12:39:45 am
He is a great Dev and his name is Dave A Dooyong yong yong yong a Dooyong Yong Yong :D
This made me laugh out loud. Lmao!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2015, 12:40:50 am
All of the z80 based games are up and running. Just the 3 68k-based ones to go!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 03, 2015, 12:41:27 am
 _
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on January 03, 2015, 11:00:04 am
Well done iq_132 :smilie:

New drivers are always welcome  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 03, 2015, 11:54:27 am
Looking good :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 06, 2015, 01:55:46 am
The 68k-based games are now in the driver. Also added Gun Dealer 94. Just bug fixes and cleanup left at this point.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 06, 2015, 03:36:39 am
awesome :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 06, 2015, 11:21:54 am
@iq_132 nice work BTW!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 07, 2015, 12:23:47 am
Thanks guys. I've submitted the driver. Things should be pretty darn good!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 13, 2015, 02:57:02 am
This one looks pretty fun!
It also includes a port of the graphics chips used by Battlantis and Blades of Steel. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 13, 2015, 03:42:19 am
*sniff* its beautiful! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 13, 2015, 10:40:22 am
Well done IQ_132 more classic konami goodness ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on January 13, 2015, 10:56:07 am
This one looks pretty fun!
It also includes a port of the graphics chips used by Battlantis and Blades of Steel. :)
Nice job iq_132 (as always)  :smilie:  ;p

[/MODE JOKE ON]I want Gang of Wars Loooooooooooooool[/MODE JOKE OFF]
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 13, 2015, 05:34:29 pm
JacKc, Alpha68k would be a great driver, get to work ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on January 13, 2015, 11:24:32 pm
Jaleco Mega System 1
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 15, 2015, 02:20:52 am
"BLADES OF STEEL!"
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 15, 2015, 07:09:39 pm
Nice job iq_132!! :D

Btw, just fixed the fighting sequence:

Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 17, 2015, 05:17:54 am
New driver by the legendary iq_132: Konami's Jailbreak! (the original run 'n gun game)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 17, 2015, 09:15:33 pm
IQ's on a Classic Konami Tearup thanks man for adding em all
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 20, 2015, 07:00:15 pm
Another nice driver by the fameous iq_132 :)  It's Tecmo Bowl!

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on January 21, 2015, 11:34:59 pm
New release, please!  :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 22, 2015, 12:07:09 am
Battlantis / Rack'em Up / The Hustler. Last one using the k007342/k007420 chip combo for graphics.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 22, 2015, 05:21:04 am
Excellent work, iq_132!  The FBA-Konami library is almost complete :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 28, 2015, 01:41:55 am
I've been working on Trick Trap / Labyrinth Runner for a while now, but tonight I finally got it to boot up, so I hooked up the graphics routines. There are still some minor tweaks to get it looking right, but it's getting there!

Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 28, 2015, 04:28:14 pm
awesome! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 31, 2015, 02:36:45 am
Look at my horse. My horse is amazing (https://www.youtube.com/watch?v=fe4fyhzS3UM)...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 31, 2015, 07:03:13 am
awesome! konami classic collection is almost complete - I think I'll celebrate with some smoked salmon and cheese!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 31, 2015, 11:15:52 am
@iq_132 Nice job another classic game up and running
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 04, 2015, 12:56:16 am
Since there's no such thing as too much Konami, I went ahead and ported Circus Charlie.

I also ported over the newest addition to MAME PuzzLove (http://mamedev.emulab.it/haze/2015/02/03/love-before-loop/) dumped by Manuel Assoni and made working by Haze.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 04, 2015, 03:02:24 am
You're the best :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 04, 2015, 10:59:34 am
Thanks iq_132 for porting puzzlove from MAME and for all latest drivers added to FBA  :smilie:

You're really the best !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 06, 2015, 02:37:52 am
I heard a rumor that people like games made by Konami.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 06, 2015, 02:38:27 am
more.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 06, 2015, 03:14:24 am
nice!![+50] :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 06, 2015, 11:16:45 am
@IQ_132 More nice additions to FBA if anyone has konami Cravings your satisfying em for sure :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 08, 2015, 11:28:10 pm
I was pretty productive today!

I added drivers for Rock'n Rope, Tutankham, and Mega Zone.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 11, 2015, 01:08:12 am
Another one off the list.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2015, 03:33:57 am
I've spent the last couple of days on this. Still a lot of work left to do. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2015, 03:35:38 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 13, 2015, 03:39:21 am
*cartman voice* Kiiiiiiiiiiick ASS!!! :D
:D
!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 13, 2015, 06:15:37 am
(http://i.imgur.com/VaiVnLE.png)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 13, 2015, 11:12:32 am
@iq_132 tremendous
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on February 13, 2015, 11:18:30 am
Thanks iq my Jaleco dreams are being fulfilled.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Freddy on February 13, 2015, 12:08:51 pm
jaleco.... good one, iq.  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 15, 2015, 06:22:58 am
Thanks guys. :)

Finally got the last 3 working. Cleaned up the driver, sped it up a lot, added save states and submitted it. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 16, 2015, 12:23:04 pm
iq_132's new Jaleco driver is truely a work of art, and such a great great addition to FBA.  Our St. Dragon plays more true to the arcade pcb than MAME even, I think we're due for a release soon! :D  I played St. Dragon from beginning to end last night, awesome stuff guys, awesome stuff!!!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 04, 2015, 12:13:44 am
Some more Konami. Pandora's Palace.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on March 04, 2015, 01:56:06 am
Track n Field, Track n Field, Track n Field. Hopefully someday
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 04, 2015, 03:53:28 am
iq_132, excellent work on the pandoras driver!!!  I love it when ya find & port neat / rare games like this :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on March 05, 2015, 08:38:17 pm
Yet even more Konami goodness with Pandora's Palace :D Nice addition to FBA BTW!!
On a seperate note I seen this on the MAME World site

Quote
System11 dumped the prom from 64th Street so the emulation may finally become correct.

Might it be worth adding the above to the FBA megasys1 driver??
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 05, 2015, 08:59:17 pm
Yet even more Konami goodness with Pandora's Palace :D Nice addition to FBA BTW!!
On a seperate note I seen this on the MAME World site

Might it be worth adding the above to the FBA megasys1 driver??

JacKc did that the other day :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Sturm on March 06, 2015, 01:24:39 am
Since we are talking about Konami games here, considering the current state of FBA, is the year of 1995-96 the limit to port Konami's arcade games?

- https://en.wikipedia.org/wiki/List_of_Konami_games

Humm, and that reminds me some suggestions:

1- Why not to add a new filter inside the "Select game" window: games by "Year" (nowadays we have "board type, family, genre and hardware")?
2- Talking about the same window, the "Preview" and "Title" images should be shown in opposite sides (title on the left and preview on right).
3- I know many of prefer to keep the GUI simple, but I still think that would be a nice idea to add to "Select game" window another image field to show the arcade flyer and the cover of the console game cartridges.

Regards and congrats to you all!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on March 09, 2015, 02:27:16 am
Added driver for Vastar and Planet Probe.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on March 09, 2015, 08:01:19 am
Well done iq_132 :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 09, 2015, 11:11:54 am
Very nice, iq_132!  I love these old ones :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on March 09, 2015, 07:46:45 pm
Very nice, iq_132!  I love these old ones :)

The older the fiddle the better the tune or so they say  :biggrin: @iq_132 nice addition to FBA
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 02, 2015, 06:24:58 am
Added a Hexion bootleg Dumped by System11 (http://blog.system11.org/).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 17, 2015, 04:39:29 am
What do you get when you cross an awesome idea(dink) with genuinely clever code(iq_132)?  CD-Quality music in the legendary arcade game DonPachi, thats what!!
DonPachi has an awesome soundtrack that has unfortunately been plagued by a crummy 8khz digital recording.

Old vs. New, listen to these recordings and compare...
FBAlpha DonPachi w/standard music http://sharesend.com/otmnazdo
FBAlpha DonPachi w/CD-Quality music http://sharesend.com/78g7xg7j

.... coming soon to an FBAlpha near you!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Huggybaby on April 17, 2015, 02:56:45 pm
Please compile a new release soon!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 17, 2015, 04:43:53 pm
What do you get when you cross an awesome idea(dink) with genuinely clever code(iq_132)?  CD-Quality music in the legendary arcade game DonPachi, thats what!!

Nice Work Fellas!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on April 17, 2015, 11:19:29 pm
Excellent as always Dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 13, 2015, 01:33:57 am
I ported the Namco System 86 driver. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 13, 2015, 06:08:32 am
Yeah Rolling Thunder :smilie:

Will test new driver !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 13, 2015, 08:01:24 am
iq_132 awesome work my friend :D
Genpei ToumaDen <3
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 13, 2015, 05:28:40 pm
I ported the Namco System 86 driver. :)

Nice work man!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: SNK_Dude on July 17, 2015, 05:23:01 pm
iq_132,

Is that the system that all the classic Namco titles run on?

If so I seriously can't wait for the next release since I love classic namco/arcade titles and really don't enjoy using MAME to run them.

Nice job. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on July 18, 2015, 07:22:56 am
Namco system 1 is cool too (dragon spirit,splatterhouse,...)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 18, 2015, 08:09:01 am
You port one namco driver they want em all :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: SNK_Dude on July 18, 2015, 03:16:11 pm
You port one namco driver they want em all :D

Thats right gamez fan, classic namco is the best.  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 18, 2015, 06:16:44 pm
Thats right gamez fan, classic namco is the best.  :biggrin:

Yeah but a huge amount of work to port the namcos1 driver which runs splatterhouse and some other great games to FBA
for that reason i'd never request it but after the suna8 debacle im barred from requests anyway :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 19, 2015, 07:30:51 am
The Namco titles are nearly as nasty as the Konami ones. Right now I just don't have the time. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: SNK_Dude on July 22, 2015, 02:00:39 am
So its hard to port these drivers to FBA even though its really old arcade hardware?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on July 22, 2015, 05:30:51 am
So its hard to port these drivers to FBA even though its really old arcade hardware?

There are a lot of MCUs you'd either have to emulate (like MAME does for most of them since they were decapped) or simulate (which old versions of MAME did) with subtle problems if you get them wrong.

Also things like the starfield generator and non-trivial priority systems (PacLand and Super Pacman really abuse them for example) make things more difficult.

Pole Position even uses a CPU nothing else in MAME uses (some old computer / terminal systems use similar, but even then not an identical CPU)

Namco System 1 is a mess of multiple CPUs and MCUs with very heavy memory banking etc. when it was first emulated people considered it something of a miracle.  (of course porting something is easier than having to reverse engineer and understand it in the first place, but still, a lot of work)

Old hardware doesn't mean 'easy to emulate' at least not if you want a good quality of emulation.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 27, 2015, 08:48:44 pm
Not really an update I can show, but Cowering's cleanup of the ics2115 (http://git.redump.net/mame/commit/?id=f1ea61c26831a5fd938bce79d623b79ad1ea542c) (think PGM sound) code made porting the newest version very simple. The next version of FBA will have muuuch better sound in games lok ddp3, espgal, and the many other PGM games. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 28, 2015, 01:34:17 pm
I can confirm PGM games now sounds better with new ICS2115 version ported to FBA :)

Just need now to fix player 4 button for olds & clones and PGM will be great in FBA  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 29, 2015, 10:31:25 am
I can confirm PGM games now sounds better with new ICS2115 version ported to FBA :)

Just need now to fix player 4 button for olds & clones and PGM will be great in FBA  :wink:
I'll have time next week to look at it. :) I'll try to remember. Dink has a list for me too.

edit
Actually, can you uncomment this in pgm_run and play olds for me.
    //    default:
    //        bprintf(PRINT_NORMAL, _T("Attempt to read byte value of location %x (PC: %5.5x)\n"), sekAddress, SekGetPC(-1));

if it shows reads from 0xc08000 or 0xc08001, add this to PgmReadByte:

        case 0xC08000:    // p2 controls
           return ~PgmInput[1];
                 
        case 0xc08001:    // p1 controls
           return ~PgmInput[0];


I'm curious the game is trying to read the controls as a byte instead of a word. ddp2 does this for the dips.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 29, 2015, 11:27:04 am
uncommented

        default:
        bprintf(PRINT_NORMAL, _T("Attempt to read byte value of location %x (PC: %5.5x)\n"), sekAddress, SekGetPC(-1));

and added to UINT8 __fastcall PgmReadByte(UINT32 sekAddress) :

        case 0xC08000:    // p2 controls
           return ~PgmInput[1];
                 
        case 0xc08001:    // p1 controls
           return ~PgmInput[0];

But it does not fix the player 4 button issue in olds & clones.

NOTE: Player 4 button is working for olds103t before and after this...something related to protection?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 29, 2015, 12:07:25 pm
uncommented

        default:
        bprintf(PRINT_NORMAL, _T("Attempt to read byte value of location %x (PC: %5.5x)\n"), sekAddress, SekGetPC(-1));

and added to UINT8 __fastcall PgmReadByte(UINT32 sekAddress) :

        case 0xC08000:    // p2 controls
           return ~PgmInput[1];
                 
        case 0xc08001:    // p1 controls
           return ~PgmInput[0];

But it does not fix the player 4 button issue in olds & clones.

NOTE: Player 4 button is working for olds103t before and after this...something related to protection?
Probably. I was hoping it would be this. I'll have to look at it next week. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 29, 2015, 01:14:19 pm
Sadly i can't remember in which FBA version the player 4 button for olds & clones has been broken...But i know by the past, the player 4 button has worked.

So maybe something related to last changes in "improving" olds protection with the intro which previously crashed at the end?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: SNK_Dude on July 30, 2015, 06:50:54 pm
There are a lot of MCUs you'd either have to emulate (like MAME does for most of them since they were decapped) or simulate (which old versions of MAME did) with subtle problems if you get them wrong.

Also things like the starfield generator and non-trivial priority systems (PacLand and Super Pacman really abuse them for example) make things more difficult.

Pole Position even uses a CPU nothing else in MAME uses (some old computer / terminal systems use similar, but even then not an identical CPU)

Namco System 1 is a mess of multiple CPUs and MCUs with very heavy memory banking etc. when it was first emulated people considered it something of a miracle.  (of course porting something is easier than having to reverse engineer and understand it in the first place, but still, a lot of work)

Old hardware doesn't mean 'easy to emulate' at least not if you want a good quality of emulation.

Thanks for that quality description Haze, I kinda feel like a fool now thinking just because its older means its easy to emulate, I have even more appreciation to you devs now after understanding that fact.   :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 11, 2015, 06:12:30 pm
Directed at no one in particular just stuck it here and all ;) ive heard Some folks would like to see this one in FBA sometime
nice wee game and is heavily based off the Double Dragon driver code

China Gate
(http://www.progettoemma.net/snap/chinagat/0000.png)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 16, 2015, 05:51:47 pm
China Gate in FBA, thanks to IQ_132 :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 16, 2015, 05:52:58 pm
@iq_132 fantastico!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 04, 2015, 06:16:13 pm
New game from iq_132!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 04, 2015, 07:54:41 pm
iq_132 is a real Driver Ninja LOL
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 05, 2015, 06:49:20 am
The next FBA release (0.2.97.37) will have the support for many new games/drivers! Thanks a lot for your work!  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 05, 2015, 01:55:13 pm
New game from iq_132!

And Dink! Don't forget your major contributions. I haven't actually even compiled the Chanbara driver. lol
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 24, 2015, 11:44:05 pm
Another new game from the legendary iq_132 (w/help from dink)
Konami's legendary Jackal!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 25, 2015, 09:43:33 am
Nice one fellas more konami Goodness in FBA
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 25, 2015, 04:12:15 pm
Added a couple of extra versions of Jackal as i think they all have some differencies

Tokushu Butai Jackal (Japan, 8-way joystick)

(http://www.progettoemma.net/snap/jackalj/0000.png)


Top Gunner (US, 8-way joystick)

(http://www.progettoemma.net/snap/topgunbl/0000.png)

That should keep you yanks happy as you now have the Stars N Stripes on the jeep ;)


Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 26, 2015, 10:10:04 pm
Another game emulated!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 08, 2015, 08:43:37 pm
Another awesome classic comes to FBAlpha!
Cabal
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 09, 2015, 01:12:13 am
Another awesome classic comes to FBAlpha!
Cabal

Thanks! Awesome game! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 09, 2015, 10:52:36 am
Another often requested game now playable nice work fellas!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 09, 2015, 02:29:50 pm
Well done dink and iq_132 :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 09, 2015, 06:34:51 pm
Thanks guys. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 11, 2015, 08:32:33 am
FBA Game news: Fighting Roller
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 11, 2015, 08:55:27 am
Cool. Did you have to make any changes?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 11, 2015, 10:23:38 am
FBA Game news: Fighting Roller

Incredible, I was just thinking about this game a few days ago... ;) I'm looking forward to try it through the FBA emulation! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 16, 2016, 05:23:10 am
Another awesome classic comes to FBAlpha!
Cabal

I was thinking about Cabal and "suddenly" I was reminded of Gaelco Alligator Hunt, (IMHO) a very well done variant of Cabal... it could be a good addition for a new fba release! ;)

here the video: https://www.youtube.com/watch?v=EEazAdnajUY
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 16, 2016, 09:41:21 am

I was thinking about Cabal and "suddenly" I was reminded of Gaelco Alligator Hunt, (IMHO) a very well done variant of Cabal... it could be a good addition for a new fba release! ;)

When dev time is limited sometimes they like to work on smaller drivers or if a driver is on the larger side pick one that gives the best
bang for buck lets look at Galeco2 which supports Alligator Hunt.........

Quote
"Alligator Hunt (unprotected)", 0 )
"Touch & Go (World)", MACHINE_UNEMULATED_PROTECTION | MACHINE_NOT_WORKING )
"World Rally 2: Twin Racing", MACHINE_UNEMULATED_PROTECTION | MACHINE_NOT_WORKING )
"Gaelco", "Maniac Square (unprotected)", 0 )
"Snow Board Championship (Version 2.1)", 0 )
"Bang!", 0 )
"Play 2000 (v5.01) (Italy)", MACHINE_UNEMULATED_PROTECTION | MACHINE_NOT_WORKING )

Dont get me wrong Alligator Hunt is a decent game and Snowboard Championship looks good and is now playable in latest MAME
but currantly it needs a large CHD file to load the game protection code in not sure FBA supports CHD games..???
Maniac Square is already playable plus Bang is just a generic Lightgun game which is nothing special so im not sure the FBA devs would want to work on porting a large driver with as it stands one decent working game one not so decent working game and one good but maybe not playable in FBA game..??? but hey ya never know :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 16, 2016, 01:03:03 pm
Dont get me wrong Alligator Hunt is a decent game and Snowboard Championship looks good and is now playable in latest MAME
but currantly it needs a large CHD file to load the game protection code in not sure FBA supports CHD games..???
Maniac Square is already playable plus Bang is just a generic Lightgun game which is nothing special so im not sure the FBA devs would want to work on porting a large driver with as it stands one decent working game one not so decent working game and one good but maybe not playable in FBA game..??? but hey ya never know :)

As you wrote, maybe "the game isn't worth the candle"... or rather, (IMHO) a driver(s) porting is always a "useful and valuable work", but, of course, with a limited time it could be better deal with smaller or "wider use" drivers! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2016, 03:54:55 pm
As you wrote, maybe "the game isn't worth the candle"... or rather, (IMHO) a driver(s) porting is always a "useful and valuable work", but, of course, with a limited time it could be better deal with smaller or "wider use" drivers! :)
Unless one of the FBA devs is working on getting that 8GB chd turned into a nice algorithm, then it's likely the driver will find its way into FBA. Fun fact. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 19, 2016, 04:47:42 pm
Unless one of the FBA devs is working on getting that 8GB chd turned into a nice algorithm, then it's likely the driver will find its way into FBA. Fun fact. :)

It would be a good news... rather, a really good news! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2016, 04:50:26 pm
It would be a good news... rather, a really good news! ;)
Hehe. Also one of the other devs really likes Alligator Hunt. This is going to be another IQ-Dink tag-team driver.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 19, 2016, 07:43:31 pm
Hehe. Also one of the other devs really likes Alligator Hunt. This is going to be another IQ-Dink tag-team driver.

Lovely to hear!! of course the best game in that driver may well be Snowboard championship..??? or is it World Rally 2..???
one of em might well be playable now ;) I still hold out hope an unprotected version of Thunder Hoop Strikes Back turns up one day
Galeco did make some tasty games i'll give em that but they sure protected em well.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2016, 09:28:12 pm
Pretty pictures :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 20, 2016, 01:24:54 am
Pretty pictures :)

It's pleasing to the eyes to see these snapshots! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 20, 2016, 09:02:12 am
Pretty pictures :)

Gaelicious :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 20, 2016, 07:23:23 pm
More pretty pictures.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 20, 2016, 07:44:23 pm
More pretty pictures.

Even more Gaelicious :) Nice work BTW!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 21, 2016, 08:57:19 am
More pretty pictures.

I'm speechless!!! (to be more precise "writing-less" !  :biggrin: ) Great work!!! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on January 21, 2016, 02:18:07 pm
cool ! iq is back with vengeance :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 29, 2016, 12:52:29 am
This could still use some work...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 29, 2016, 09:05:46 am
sweeeeeeeeet :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 29, 2016, 09:08:01 am
@iq_132 nice work fella!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 29, 2016, 11:23:38 am
"My fault", I knew little this game (Psycho Soldier)... I watched the related video and I must say that it uses a lot of vocal synthesis samples for a game of 1986!

PS: IIRC Stern Electronics' Berzerk (1980) should be the first arcade-game with "rudimentary" vocal synthesis effects.

"ERRATA CORRIGE": I did a little checking on the web and I discovered that the first arcade-game to use the vocal synthesis effects was Stratovox (a fixed shoot'em up made by Sun Electronics - Taito, 1980), Berzerk was created some months later...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 08, 2016, 06:44:23 pm
So Dink and I have been working on this for the last couple of weeks. :) There's still a lot of tweaking and polishing to do, but Dink is on it!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 08, 2016, 06:46:13 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 08, 2016, 07:53:28 pm
just look at all those classic games comming to a FBA build near you fantastic work fellas!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 08, 2016, 08:45:54 pm
it's been a lot of fun working on this one.  The fact that we haven't run into any core-bugs really makes things nice :)  From the gamer-point of view in me, Psycho Soldier, Athena & Jumping Cross are a really blast to play - and I can bet the others are just as good, I just haven't played them yet!

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 09, 2016, 01:19:34 am
just look at all those classic games comming to a FBA build near you fantastic work fellas!!!

I too would like to thank... excellent work guys! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 10, 2016, 09:59:37 pm
Coming soon to an FBA near you... (and MAME, of course..)
It's a remake of Rally-X / Radar Rat Race :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 10, 2016, 10:20:41 pm
another driver, this time snk's main event...  I love the presentation on this game, the game play .. not so much :)  Canvas Croquis is a fun little game.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 11, 2016, 01:28:37 am
Excellent work guys! :)
... the next FBA release will have an almost complete tribute of "SNK 8bit classics", only the oldest games lack (e.g. Ozma Wars, Pioneer Balloon, Safari Rally and Vanguard)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 11, 2016, 09:14:17 am
Excellent work guys! :)
... the next FBA release will have an almost complete tribute of "SNK 8bit classics", only the oldest games lack (e.g. Ozma Wars, Pioneer Balloon, Safari Rally and Vanguard)
I was wondering if I had missed any other than the m6502-based ones. Are there any other SNK games that aren't in FBA that are pre-Neo-Geo?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 11, 2016, 11:00:43 am
Hmmm going by the MAMEdb and the SNK games FBA already supports i make it 11 games plus a few Mahjongs.....

Beast Busters
Mechanized Attack
Vanguard
Gold Medalist
Lasso
Fantasy
Joyfull Road
Ozuma wars
Paddlemania
Pioneer Balloon
Satan of Saturn

Bit of trivia Beast Busters was one of Michael Jacksons favorite games the large arcade cab routinely joined him on his tours
round the world maybe he and bubbles played it :D Now depending on how you feel about Wacko Jacko might have a bearing
if it ever ends up in FBA :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 11, 2016, 12:01:45 pm
I try to complete the gamez fan's list... I hope I haven't done any mistakes, they should be all pre-NeoGeo SNK games not already emulated by FBA... :)

MAME driver: 8080bw.c
- Done
Ozma Wars

MAME driver: safarir.c - Done
Safari Rally

MAME driver: snk6502.c
Fantasy
Pioneer Balloon
Sasuke vs. Commander
Satan of Saturn
Vanguard

MAME driver: lasso.c - Done
Lasso

MAME driver: munchmo.c - Done
Joyfull Road/Munch Mobile

MAME driver: alpha68k.c
Gang Wars
Gold Medalist
Mahjong Block Jongbou
Paddlemania
Sky Adventure
Sky Soldiers
Super Champion Baseball
The Next Space
Time Soldiers/Battle Field

MAME driver: snk68.c - Done
Ikari III - the Rescue
P.O.W. - Prisoners of War
SAR - Search And Rescue
Street Smart



MAME driver: bbusters.c - Done
Beast Busters
Mechanized Attack


MAME driver: meijnsn.c - Done
Meijinsen
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 11, 2016, 03:30:28 pm
Quote
MAME driver: snk68.c
Ikari III - the Rescue
P.O.W. - Prisoners of War
SAR - Search And Rescue
Street Smart

You can scrub those ones they're already supported and some of the games in the alpha68k driver are not by SNK their by alpha denshi but apart from that all good :D


Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 11, 2016, 05:15:55 pm
MAME driver: munchmo.c
Joyfull Road/Munch Mobile

MAME driver: alpha68k.c
Gang Wars
Gold Medalist
Mahjong Block Jongbou
Paddlemania
Sky Adventure
Sky Soldiers
Super Champion Baseball
The Next Space
Time Soldiers/Battle Field

MAME driver: snk68.c
Ikari III - the Rescue
P.O.W. - Prisoners of War
SAR - Search And Rescue
Street Smart

1) good news: we have a full snk68 driver - its in FBA right now. :)
2) we have joyfull road/munch mobile. but its not released yet because I can't figure out a little bug with the background road rendering :(
3) alpha68k is 1/5 finished, Barry, if you're reading this - please finish! :D

best regards,
dink

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 11, 2016, 05:41:40 pm
I was looking at the 6502 games. They look very doable once I get a solid block of time.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 11, 2016, 06:05:51 pm
You can scrub those ones they're already supported and some of the games in the alpha68k driver are not by SNK their by alpha denshi but apart from that all good :D

You're right, some "alpha68k" games are made by Alpha Denshi and distribuited under license by SNK (in certain countries)... :)

... alpha68k is 1/5 finished, Barry, if you're reading this - please finish! :D

I support your friendly request ! ;)

I was looking at the 6502 games. They look very doable once I get a solid block of time.

Good news, the oldest classics are always welcome! ;)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 12, 2016, 11:00:21 am
Just for the sake of completeness... in my list I forgot an SNK shogi game:
Meijinsen (MAME driver: meijinsn.c)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 12, 2016, 11:05:17 am
Just for the sake of completeness... in my list I forgot an SNK shogi game:
Meijinsen (MAME driver: meijinsn.c)
Already in FBA. I ported that YEARS ago. :) (http://http://neo-source.com/index.php?topic=824.msg6635#msg6635)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 12, 2016, 11:23:04 am
Already in FBA. I ported that YEARS ago. :) (http://http://neo-source.com/index.php?topic=824.msg6635#msg6635)

My fault... I did a quick search on the FBA's "select game" interface and the japanese title has misled me! :P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 12, 2016, 05:59:21 pm
FBAlpha gets another new game, massive thanks to Samuel Neves & Peter Wilhelmsen for figuring out the protection algorithm  :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 12, 2016, 11:26:41 pm
Another awesome classic, brought to you mostly by iq_132 (and dink)
Joyful Road / Munch Mobile (c) SNK
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 13, 2016, 12:01:50 am
FBAlpha gets another new game, massive thanks to Samuel Neves & Peter Wilhelmsen for figuring out the protection algorithm  :)

Great! The next FBA will be a really tasty release! ;)
Now, as gamez fan wrote some time ago, the only other playable game in "gaelco2" driver should be Bang! (a light gun shooter). World Rally 2, Touch & Go and Play 2000 should be not working yet (unemulated protection).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 13, 2016, 08:30:29 am
our gaelco2 will only have Alligator Hunt, Maniac Squares and Snowboard Championship (2.0 & 2.1), maybe in future versions Bang, but not right now.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2016, 08:17:54 pm
Added these to the Space Invaders driver. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 13, 2016, 08:20:27 pm
Also another IQ_132 / Dink co-venture.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 14, 2016, 09:14:47 am
Nice work fellas!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 27, 2016, 08:56:02 pm
SNK/Jaleco classics: Lasso, Chameleon, Wai Wai Jockey Gate-In & Pinbo. an iq_132 & dink teamwork port.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 28, 2016, 01:18:19 am
I'll never get tired of saying it... the next FBA will be a really tasty release! ;)

PS: just to know, are there news about the SNK games based on "snk6502" driver?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 28, 2016, 07:49:32 pm
Look at all that SNK goodness nice work guys
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 20, 2016, 06:53:35 pm
More games :)  Classic Phoenix, Bang! - a gun-shooter - imagine Beast Busters, but with a bunch of different and weird minigames.  Lastly Touch 'n Go.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 21, 2016, 09:30:36 am
More new games some nice additions there good job fellas
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 26, 2016, 09:31:00 pm
iq_132 vs. dink effort: Naughty Boy and Pop Flamer
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 27, 2016, 11:03:16 pm
more tag-team action from iq_132 and dink...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 29, 2016, 10:22:09 pm
more tag-team goodness.  by tag-team, I'm taking about iq-vs-dink driver stuff, 'cuz this is a Sumo game.  The first one ever, so I've been told.. and I'm not talking about that..
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 01, 2016, 10:02:25 am
Nice work fellas and more games from the golden age now working in FBA.

On a seperate note always wondered why there wasn't more Sumo based Arcade games as the Japanese love Sumo Wrestling
and at that time nearly all the games were programed there.First time i ever saw it here in Blighty was on ITV's World Of Sport
big huge fat guys just slapping the shit outta each other and after this was shown any Fat kid comming to school on the Monday was immediately renamed Sumo!!!. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 08, 2016, 07:54:42 pm
Another IQ_132 / Dink co-venture. Data East's Break Thru and Darwin 4078!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 13, 2016, 05:38:35 pm
A couple of nice additions those ones cheers for adding em!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 16, 2016, 11:11:04 pm
iq_132 - driver, dink - mcu(simple modification) & debug tagteam brings you...
Radical Radial, Frisky Tom and Seicross.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 20, 2016, 04:04:35 pm
Thanks to iq_132 FBA now supports Parallel Turn
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 27, 2016, 04:45:20 pm
Another day another iq_132 addition to FBA namely Metal Freezer
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 01, 2016, 09:02:44 pm
Started porting this weeks ago. Finally got it to boot today. :)
Still needs some polishing and bug testing (Dink :))
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 02, 2016, 08:33:38 am
Tremendous work guys i know alotta graft went into adding Heavy Unit and fixing up DJ Boy at the same time
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 02, 2016, 09:17:31 am
Tremendous work guys i know alotta graft went into adding Heavy Unit and fixing up DJ Boy at the same time
DJ Boy and Heavy Unit use literally the same MCU hookup for both games mermaid/beast (the names of the MCUs). I literally just made the code a device and hooked it up and invert the dips for DJBoy. Glad to see them both properly emulated in fba though.
Lastly, of course, thanks to dink for fixing the timing and a small graphical issue (seriously the whole deal took him 5 minutes). :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 02, 2016, 10:41:06 am
Deleted
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 02, 2016, 10:50:00 am
I hate to be the bearer of bad news but dj boy although it plays perfectly fine it still has that reset issue which then locks the game up if you leave it running it's attract mode
Not sure on that one, will have to test on the PC.
Quote
Heavy Unit however has a more serious game breaking problem i noticed always near the
start of level 1 your ship will lockup eg you cant move or fire but the music still plays in the background and the BG GFx will still scroll
up down left and right it then carries on like this till i assume the end of the level and it will then stall it also does this if you leave
it running it's attract mode after a few cycles.

of course i cant be sure if it's a problem my end in FBL till someone gives it a good test in FBA anyway im gonna look over my code
to make sure i made no mistakes when porting it across to FBL as i cant rule out my ineptitude ;)
I'm going to guess it's z80 core related on the xbox. Derek implemented CPU_IRQSTATUS_HOLD which is necessary for this to run correctly.

Try replacing
ZetSetIRQLIne(0, CPU_IRQSTATUS_HOLD);
with
ZetSetIRQLine(0, CPU_IRQSTATUS_ACK);
ZetRun(100);        // play with this value
ZetSetIRQLine(0, CPU_IRQSTATUS_NONE);
Title: Re: What I've been working on (iq_132's work in progress)
Post by: WILOWAR on June 07, 2016, 07:17:08 am
Hi.. Could you add Super Cassette Vision, it has funny Dragon ball game: Dragon Ball: Dragon Daihikyō??

https://www.youtube.com/watch?v=BsYbi2zRDOo
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 07, 2016, 07:29:10 am
Hi.. Could you add Super Cassette Vision, it has funny Dragon ball game: Dragon Ball: Dragon Daihikyō??

https://www.youtube.com/watch?v=BsYbi2zRDOo

http://http://neo-source.com/index.php?topic=2487.msg21727#msg21727

Read the section under "SPAMMING"
http://http://neo-source.com/index.php?topic=152.0
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 07, 2016, 11:56:12 pm
Got pretty far with Galivan and Dangar, couldn't get the third on the driver to do much. :/
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 08, 2016, 03:08:47 am
Thanks for these other two additions... the next official FBA already promises to be a substantial release! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 08, 2016, 07:52:59 am
killer!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 08, 2016, 03:06:44 pm
More classics now playable nice work BTW!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 16, 2016, 09:49:32 pm
More happy-fun time.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 17, 2016, 12:33:58 am
Thanks! I've never seen this game before... I'm looking forward to try it! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on June 17, 2016, 01:11:26 am
FBA keeps getting better and better thanks to you guys' efforts and dedication. :) Keep it up!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 17, 2016, 09:08:02 am
More happy-fun time.

I was humming this the entire time writing the driver.
https://www.youtube.com/watch?v=rYEDA3JcQqw
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 17, 2016, 03:20:35 pm
:)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 17, 2016, 05:30:00 pm
Nice wee game this one thanks for adding it cheers!!!.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 18, 2016, 05:25:30 am
I was humming this the entire time writing the driver.
https://www.youtube.com/watch?v=rYEDA3JcQqw

I'm "worse"... often, while I edit the flyers PNGs, I hum various videogames songs/bgm! :P

One of my favorite is "Treasure in an Old Castle" (King of Dragons): https://www.youtube.com/watch?v=x7hAJ3jNS3M
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 26, 2016, 10:51:07 am
Finally got around to adding this. Still need to get the v33 version of raiden 2 working.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on June 26, 2016, 02:22:40 pm
Wow! Zero Team! :D

Last time I checked it wasn't emulated even on MAME. I dunno if things changed now.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 26, 2016, 02:44:38 pm
Wow! Zero Team! :D

Last time I checked it wasn't emulated even on MAME. I dunno if things changed now.

Well Zero Team is more or less playable in MAME but it lacks some seicop protection routines which affect enemy and end of level boss attacks and movements hence why it still listed as not working But the version above that IQ_132 has just added to FBA is 100% working

 
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 26, 2016, 02:45:13 pm
Finally got around to adding this. Still need to get the v33 version of raiden 2 working.

Nice to see this thanks for taking the time to add it cheers!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 26, 2016, 06:44:54 pm
Very nice!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 26, 2016, 07:36:11 pm
Zero Team 2000 now working :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 26, 2016, 07:40:48 pm
Zero Team 2000 now working :)

Good Job ya big ole Howler :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 26, 2016, 10:14:04 pm
kick ass :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 27, 2016, 01:04:47 am
Zero Team 2000 now working :)
You're the best :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on June 27, 2016, 01:09:57 pm
Zero Team 2000 now working :)

<3
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on June 28, 2016, 01:02:33 pm
Hello!
I've a little creepy question (I hope this wont be off-topic).

I just wanted to know why games like "Pachinko Sexy Reaction" aren't emulated on FBA yet.
I know that, at least that game, is already emulated on MAME.

Just that, thanks :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 28, 2016, 03:31:36 pm
Hello!
I've a little creepy question (I hope this wont be off-topic).

I just wanted to know why games like "Pachinko Sexy Reaction" aren't emulated on FBA yet.
I know that, at least that game, is already emulated on MAME.

Just that, thanks :)
That's on the ssv hardware. The cpu isn't emulated in FBA. So probably not any time soon.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 28, 2016, 08:52:16 pm
These work now too. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on June 28, 2016, 10:11:46 pm
Great! The Raiden series is cool. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 29, 2016, 01:35:29 am
Thanks a lot for your work! :)

... in the meantime I'm crossing my fingers for the "Konami Chequered Flag" porting ! :P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 29, 2016, 08:57:52 am
These work now too. :)

Nice work big fella well done
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 29, 2016, 08:58:49 am
Thanks a lot for your work! :)

... in the meantime I'm crossing my fingers for the "Konami Chequered Flag" porting ! :P

Give the big man a break he's just ported a very complex driver i'll bet he'll need a wee rest after that :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 29, 2016, 01:39:41 pm
These work now too. :)
Finally you made my wish  ;p
Thanks iq_132 for porting this very complex driver !!! Now i can play Zero Team 2000  and Raiden II DX V33 on FBA  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 29, 2016, 07:35:07 pm
Finally you made my wish  ;p
Thanks iq_132 for porting this very complex driver !!! Now i can play Zero Team 2000  and Raiden II DX V33 on FBA  :smilie:

Except, maybe to make a screenshot for the title/previews - Nobody is going to want to really play Raiden II DX v33 instead of Raiden II or Raiden DX, on FBA, MAME or PCB.  ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 30, 2016, 01:31:51 am
Give the big man a break he's just ported a very complex driver i'll bet he'll need a wee rest after that :D

No problem... I can keep my fingers crossed for a lot of time! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 30, 2016, 11:41:13 pm
Thanks a lot for your work! :)

... in the meantime I'm crossing my fingers for the "Konami Chequered Flag" porting ! :P

That's your one request for the year. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 01, 2016, 12:47:52 am
That's your one request for the year. ^^

Wonderful ! (IMHO) This is one of the best arcade racing games of 80s! :) Thanks a lot! Now I'm "skipping" like an happy child ! :P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 01, 2016, 09:19:18 am
That's your one request for the year. ^^

Nice addition thanks for taking the time to add it
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 11, 2016, 01:42:21 am
It's been long enough since this has been requested that I don't mind doing it.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 11, 2016, 03:37:23 am
It's been long enough since this has been requested that I don't mind doing it.

A very good addition! Moreover with the Olympic Games that "knock at the door" ! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 11, 2016, 08:20:40 am
excellente!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 11, 2016, 09:00:24 am
It's been long enough since this has been requested that I don't mind doing it.

Nice game good addition and timely what with the olympics next month :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on July 11, 2016, 10:02:47 am
Thanks iq one I been wanting for a long time and previously requested.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on July 12, 2016, 12:47:56 pm
That's on the ssv hardware. The cpu isn't emulated in FBA. So probably not any time soon.
Thanks for your reply.
Could it be the same story for games like "Groove on Fight" (Gouketsuji Ichizoku 3)?
Thanks.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 12, 2016, 01:20:37 pm
Thanks for your reply.
Could it be the same story for games like "Groove on Fight" (Gouketsuji Ichizoku 3)?
Thanks.
iirc, that's STV - Sega Saturn Arcade. Not a chance in hell on that getting in FBA any time soon.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on July 14, 2016, 09:00:42 am
Thanks for your answer, my friend. (^_^)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on July 16, 2016, 03:25:38 pm
iirc, that's STV - Sega Saturn Arcade. Not a chance in hell on that getting in FBA any time soon.
[SPAM ON]HAPPY BIRTHDAY iq_132 :)[/SPAM OFF]
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 16, 2016, 05:02:34 pm
[SPAM ON]HAPPY BIRTHDAY iq_132 :)[/SPAM OFF]

I would join with your good wishes... "SPAM MODE" ACTIVATED ! :P
Happy birthday iq_132 ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on July 16, 2016, 06:00:06 pm
Happy Birthday, iq_132. ^-^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 16, 2016, 09:36:53 pm
Happy Birthday :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: KaaMoS on July 18, 2016, 01:08:14 pm
I didn't know!!
Just arrived to my office to read this, so I'm sorry to get it late... however...

:) HAPPY BIRTHDAY 1q_132 !!!

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 18, 2016, 02:43:47 pm
[SPAM ON]HAPPY BIRTHDAY iq_132 :)[/SPAM OFF]

I would join with your good wishes... "SPAM MODE" ACTIVATED ! :P
Happy birthday iq_132 ! :)

Happy Birthday, iq_132. ^-^

Happy Birthday :D

I didn't know!!
Just arrived to my office to read this, so I'm sorry to get it late... however...

:) HAPPY BIRTHDAY 1q_132 !!!

Thanks guys!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 18, 2016, 04:46:36 pm
Thanks guys!

To late to wish ya Happy Birthday now so it'll need to wait to next year :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on August 15, 2016, 08:30:01 pm
What about the Denjin Makai series? Two pretty fun beat 'em ups I haven't played since moved from Japan. Denjin Makai 2 was pretty famouns alongside with the Shadow Force here. It would be awesome if you could add at least that... possibly both 1 and 2.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 15, 2016, 09:51:27 pm
we're not taking requests at this time, just bug reports.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 16, 2016, 04:48:08 am
What about the Denjin Makai series? Two pretty fun beat 'em ups I haven't played since moved from Japan. Denjin Makai 2 was pretty famouns alongside with the Shadow Force here. It would be awesome if you could add at least that... possibly both 1 and 2.

Banpresto Guardians (aka DenjinMakai 2) is already emulated by FBA... so your wish was granted... at least partially! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on August 16, 2016, 09:06:33 am
Really? I haven't found it in the list.  :eek:

Oh, haven't said anything, it was writed with Japanese letters. I wish you can search with filenams instead. XD
But it has some graphical glitches too during the stage select.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 16, 2016, 06:26:43 pm
But it has some graphical glitches too during the stage select.

I suppose that you're referring to the graphic glitch in the map screen (as you can see in the attached snapshot). This "bug" should be related to an imperfect protection emulation... in any case, the game is fully playable! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 16, 2016, 06:49:10 pm
But it has some graphical glitches too during the stage select.

All emulated versions of this game have the same problem, its not quite figured out yet.  It doesn't affect the gameplay at all, so just hit a button when this comes up.

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2016, 08:49:33 pm
By request of Dink and Gamez Fan. Still very much a wip.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2016, 09:07:12 pm
Ok, should be better now. Fixed vertical offset and character colors. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 16, 2016, 09:29:09 pm
That's really slick!! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 17, 2016, 08:06:00 am
Lovely Jubbly :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on August 17, 2016, 09:16:17 am
Yeah, only the stage selection screen. It really does nothing with the gameplay and I don't care about it. The game is awesome and that's enough for me.  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2016, 10:48:12 am
I suppose that you're referring to the graphic glitch in the map screen (as you can see in the attached snapshot). This "bug" should be related to an imperfect protection emulation... in any case, the game is fully playable! :)


I found a pcb video of what this should be:
https://youtu.be/cvHGFEsB_cM?t=319

Apparently it is a shadow and zoom effect.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 22, 2016, 11:51:02 am
I found a pcb video of what this should be:
https://youtu.be/cvHGFEsB_cM?t=319

Apparently it is a shadow and zoom effect.

Moreover the background distortion effects seem to be totally absent, e.g. the background flames in the first stage... in the emulated version the background flames scroll from right to left without any additional effect.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2016, 02:02:48 pm
Moreover the background distortion effects seem to be totally absent, e.g. the background flames in the first stage... in the emulated version the background flames scroll from right to left without any additional effect.
That's definitely a line-scroll + zoom effect. Very interesting! I wonder if this has linescroll or if it is a raster effect??
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 22, 2016, 02:06:04 pm
pretty.  I bet iq_132 can figure this out, and be the first one to do so :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 22, 2016, 02:36:27 pm
pretty.  I bet iq_132 can figure this out, and be the first one to do so :)

I, too, bet iq_132 can figure it out! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on August 22, 2016, 04:51:37 pm
After all those years, finally having perfect emulation of Denjin Makai II would be really sweet. Best of luck, iq_132. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2016, 05:24:45 pm
Holy cow guys, I'll take a look as soon as I can.

Things that seem to be there:

The area that is now black appears to be a 2bpp or maybe 3bpp sprite layer
The background should be zoomed out to 50% of the current size.
*You can see the center "level" photo in the top of the background zoomed way in
*It looks like it zooms in at that area about 200-400%.
The fire background in level 1 is should have zooming and line scrolling. It does not appear to be rotating.

There are three things to figure out here.
1. The black area on the map screen probably needs a different drawing mode.
2. The background needs zooming vertical and horizontal figured out.
2a. this will require figuring out where the zoom registers area.
3. The background will need some sort of line scrolling hooked up.
3a. This must affect the background even if it is zoomed.


Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on August 22, 2016, 07:43:03 pm
I think MAME documents where the zoom registers are even if it doesn't hook them up.  I did a bit of research into them last year actually, although never submitted the code.

The slightly concerning thing, from the videos I saw, is that it almost looks like the zoom thing is playing with the CRTC registers, and increasing / decreasing the horizontal resolution of the screen to zoom (there didn't seem to be horizontal detail loss when zooming out from what the person testing the hardware was telling me)

also Guardians appears to set up an odd resolution with '.5' pixel sizes in order to not cut off some of the screen details.

you could hack around it and just treat it as a regular zoom, and lose detail, but in reality the hardware might be doing something a bit more fancy.

for the linescroll, I'm not sure, could be a raster effect, I couldn't see a line table.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2016, 12:59:32 am
Getting there...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on August 23, 2016, 01:24:42 am
Well done iq_132 :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 23, 2016, 07:29:55 am
master at work :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on August 23, 2016, 06:19:46 pm
Awesome and fun news. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 23, 2016, 11:47:44 pm
Getting closer.  The "zoom out" mode is still broken.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on August 24, 2016, 09:56:02 pm
Cheerin' for ya! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 13, 2016, 11:57:44 pm
Here's something I've been working on for a while.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on September 14, 2016, 01:24:22 am
Thanks a lot iq_132 :)

Never played this game before...Will test it soon ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 14, 2016, 03:14:10 am
I played with the SEGA Saturn version many years ago (I presume that the game is almost identical)... thanks a lot iq_132! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 14, 2016, 10:15:20 am
Here's something I've been working on for a while.

Good to see another Grappling game in FBA nice work BTW.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on September 15, 2016, 12:26:41 pm
Here's something I've been working on for a while.

looks good :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on September 28, 2016, 11:10:52 am
Getting closer.  The "zoom out" mode is still broken.

Are there news about the implementation of scaling/raster effects in Banpresto Guardians? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on September 29, 2016, 07:28:29 am
Are there news about the implementation of scaling/raster effects in Banpresto Guardians? :)
Taking a break. It does some things with the zooming that don't make any sense with the current information I have.
I haven't had much time to work on anything at this point though. :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 07, 2016, 01:00:54 pm
A new addictive game has been added to the arcade section (Konami's Ping-Pong)... thanks to iq_132 ! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 18, 2016, 11:18:59 pm
Added some more Metro hardware titles ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 19, 2016, 01:03:20 am
Awesome work! :)

PS: another game included in the "metro.c" driver should be Grand Striker 2... a pseudo 3D soccer game (a real treat for the fans of genre) ! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2016, 08:04:14 am
Awesome work! :)

PS: another game included in the "metro.c" driver should be Grand Striker 2... a pseudo 3D soccer game (a real treat for the fans of genre) ! ;)
It's in the source and uses pretty much exactly the same hardware as Blazing Tornado, but for whatever reason I can't get the roz layer to do anything (probably timing/irq related?).  Some of he other games have timing issues and I'm hoping Dink can work some of his magic and that it might fix that game too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 19, 2016, 02:38:36 pm
Added some more Metro hardware titles ^^

Nice goin!! it's big driver metro.cpp alotta graft to port it across im sure.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 19, 2016, 04:34:06 pm
Nice goin!! it's big driver metro.cpp alotta graft to port it across im sure.
Definitely! Without the Mahjong games, which I do not plan to add, it weighs in at around 179kb (almost 7,000 lines) for just the driver. That doesn't take into account the new CPU core I ported for it. Keep in mind this is after optimizing a lot of code.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on October 19, 2016, 08:18:52 pm
Great driver choice with many interesting games. Keep it up! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Trick on October 20, 2016, 10:26:31 pm
Thanks for adding Heavy Unit, iq_132.  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 21, 2016, 07:13:35 am
Thanks for adding Heavy Unit, iq_132.  :smilie:
Thanks for appreciating that! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 22, 2016, 01:00:08 am
Working more with the shiny new tms32010 core  ( http://http://neo-source.com/index.php?topic=2487.msg22430#msg22430 ), I went ahead and ported this:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 22, 2016, 03:27:58 am
Thanks a lot for your work! :)

Out of curiosity: already quite a long time that Toaplan Demon's World is supported by FBA, however the original arcade hardware should use the TMS32010 DSP like Flying Shark, Twin Cobra, Wardner, etc. How is it possible?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 22, 2016, 08:05:15 am
Gab75, it was hacked out using patches to the rom.  Yesterday it was updated (by iq_132) to use the new cpu, and I fixed some video issues that somehow went unnoticed.

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 22, 2016, 09:23:35 am
Great Work Fellas!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 22, 2016, 09:27:15 am
Gab75, it was hacked out using patches to the rom.  Yesterday it was updated (by iq_132) to use the new cpu, and I fixed some video issues that somehow went unnoticed.

Thanks for the clarification! I'm looking forward to try the new added games! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on October 22, 2016, 10:40:26 am
wardner is cool !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on October 22, 2016, 02:11:40 pm
Thanks to iq_132 and el dinko for the new drivers :)

You rock guys !!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 06, 2016, 02:10:49 pm
Just finished up with this today. There's a lot of bug testing to do!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on November 06, 2016, 03:08:18 pm
thanks iq ! some great games on this driver !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 06, 2016, 05:34:04 pm
Excellent! The next FBA will support also the "Taito L System" games! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on November 06, 2016, 06:35:27 pm
So many great games! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 07, 2016, 08:42:35 am
Just finished up with this today. There's a lot of bug testing to do!

Nice work bigman!! just a quick question i dont see Raimais in the game pics will that one be playable as well..??
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 07, 2016, 09:16:29 am
Nice work bigman!! just a quick question i dont see Raimais in the game pics will that one be playable as well..??
Yeah! I attached shots of that and puznic, but didn't notice the forum software didn't actually post them.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 07, 2016, 01:46:42 pm
Yeeeeaaaahhhh !!! Nice job iq_132 :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 11, 2016, 12:39:22 am
Just to know the possible progress... are there news about "Metro hardware" games? :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on November 11, 2016, 03:14:53 am
And what about deco32 and sega32 drivers? Have you planned to include them in the future?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 11, 2016, 07:52:51 am
And what about deco32 and sega32 drivers? Have you planned to include them in the future?

I'm planning on deco32 at some point. Sega32... ha... no.

Just to know the possible progress... are there news about "Metro hardware" games? :)

Effectively done. I'm not adding the mahjong games and the football game is broken for reasons unknown.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on November 11, 2016, 08:11:27 am
I always wanted to do Sega S32 - never found the time (and it would need a LOT of it).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 11, 2016, 11:23:43 am
I always wanted to do Sega S32 - never found the time (and it would need a LOT of it).
If you were to port that (Namely the V60/70 cpu, I'd love to do SSV. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 11, 2016, 11:35:53 am
I'm planning on deco32 at some point. Sega32... ha... no.

"That's good to hear"... DECO32 hardware has some nice games... like Captain America and the Avengers, Dragon Gun and Night Slashers! ;)

Effectively done. I'm not adding the mahjong games and the football game is broken for reasons unknown.

So, for now, we have to go without "Grand Striker 2"... thanks for the info update! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 11, 2016, 11:59:12 am
I always wanted to do Sega S32 - never found the time (and it would need a LOT of it).

I can imagine... NEC V60 core porting + a complex graphic interface (one of the most advanced among the arcade machines in the early 90s)... maybe, the only "advantage" is in the audio sub-system, IIRC very similar to the Sega System18 audio interface...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on November 14, 2016, 04:31:06 am
I can imagine... NEC V60 core porting + a complex graphic interface (one of the most advanced among the arcade machines in the early 90s)... maybe, the only "advantage" is in the audio sub-system, IIRC very similar to the Sega System18 audio interface...

It still has a custom PCM for sound as well IIRC.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 14, 2016, 05:44:28 am
It still has a custom PCM for sound as well IIRC.

I'm not 100% sure, but System18 and System32 should use the same PCM sound chip (Ricoh RF5c68, an 8 voices stereo PCM chip). The only difference should be the operating frequency, 10 MHz for the System18 and 12,5 MHz for the System32.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Treble Winner on November 14, 2016, 06:17:48 am
I'm not 100% sure, but System18 and System32 should use the same PCM sound chip (Ricoh RF5c68, an 8 voices stereo PCM chip). The only difference should be the operating frequency, 10 MHz for the System18 and 12,5 MHz for the System32.

I think that's the "basic" earlier games. Out Runners, etc. use the multipcm, which IIRC is used also by Model 1.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 14, 2016, 06:39:48 am
I think that's the "basic" earlier games. Out Runners, etc. use the multipcm, which IIRC is used also by Model 1.

As you wrote, the "System32 v2" (System Multi 32) uses a most advanced custom PCM chip (moreover the main CPU is a 20 MHz NEC V70 instead of a 16 MHz NEC V60) :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Romhack on November 14, 2016, 09:23:46 pm
If you were to port that (Namely the V60/70 cpu, I'd love to do SSV. :)
I will give it a try  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 15, 2016, 12:47:36 am
I will give it a try  :smilie:

Great... it'll give the opportunity to emulate the SEGA System 32 and Jaleco Mega System 32 games! Thanks! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on November 15, 2016, 08:17:18 am
Great... it'll give the opportunity to emulate the SEGA System 32 and Jaleco Mega System 32 games! Thanks! :)

SEGA System 32 is awesome (Arabian Fight, Golden Axe: The Revenge of Death Adder, Spider-Man, etc). Having it on FBA would certainly be great! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 16, 2016, 02:06:23 am
So FBA does this now. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Romhack on November 16, 2016, 04:33:37 am
So FBA does this now. :)
Awesome job! that was fast.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on November 16, 2016, 05:34:24 am
Very nice work !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 16, 2016, 05:40:49 am
Amazing! ;)

PS: maybe I missed some steps! But is the NEC V60/70 core already ported by Romhack?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 16, 2016, 07:44:09 am
so, who wants to make a sh3 cpu for fba?:)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 16, 2016, 07:46:39 am
ooooooooo ssv <3  nice iq_132!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on November 16, 2016, 08:21:00 am
so, who wants to make a sh3 cpu for fba?:)
By the way, i was wondering, if you added multi-thread in fba (if i understood well, you'll need that for sh-3 ?), it would impact all existing cpus, or a rewrite would be needed ? (I've speed issues in "spectral vs generation" and "the killing blade plus" on raspberry, which is kinda sad because 3 cores are unused, so i was wondering if it could be the solution, since i lack the skills to port cyclone to fba)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on November 16, 2016, 08:44:01 am
Nice a lot of good shooters on the SSV hardware
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 16, 2016, 09:08:40 am
So FBA does this now. :)

Nice work BTW!! A V60 CPU and the SSV driver alotta graft im sure
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 16, 2016, 09:34:28 am
So FBA does this now. :)

Thanks a lot! The SSV hardware has got some very nice games! :)

Out of curiosity: does the ES5506 core require an implementation or is it already supported?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Romhack on November 16, 2016, 10:34:34 am
Thanks a lot! The SSV hardware has got some very nice games! :)

Out of curiosity: does the ES5506 core require an implementation or is it already supported?
AFAIK yes.

By the way, i was wondering, if you added multi-thread in fba (if i understood well, you'll need that for sh-3 ?), it would impact all existing cpus, or a rewrite would be needed ? (I've speed issues in "spectral vs generation" and "the killing blade plus" on raspberry, which is kinda sad because 3 cores are unused, so i was wondering if it could be the solution, since i lack the skills to port cyclone to fba)
IMHO dynamic recompiler would be better option, but recompilers are not portable :P

so, who wants to make a sh3 cpu for fba?:)
MAME SH3/4 depends on mame timers and scheduler.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on November 16, 2016, 11:04:24 am
IMHO dynamic recompiler would be better option, but recompilers are not portable :P
Yes, there was a fork of fba 0.2.96.71 named pifba, which used cyclone (=> arm m68k dynarec), i tried to port it to current fbalpha-libretro one year ago, i was even able to start some games, but they would reboot after a second or so, and i was unable to figure out why, perhaps i should try again.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 16, 2016, 02:38:16 pm
AFAIK yes.

Thanks for the reply! :)

I had a doubt because there are no games emulated by FBA (obviously SSV games aside) that use the Ensoniq ES5506 chip... in addition to SSV hardware, (IIRC) the only other arcade hardware that uses this audio chip it's the Incredible Technologies 32-bit board (currently not emulated by FBA).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 16, 2016, 04:05:27 pm
Thanks for the reply! :)

I had a doubt because there are no games emulated by FBA (obviously SSV games aside) that use the Ensoniq ES5506 chip... in addition to SSV hardware, (IIRC) the only other arcade hardware that uses this audio chip it's the Incredible Technologies 32-bit board (currently not emulated by FBA).

There's one Super Chase Criminal Termination ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 16, 2016, 05:16:45 pm
Amazing! ;)

PS: maybe I missed some steps! But is the NEC V60/70 core already ported by Romhack?
interestingly enough Romhack and I both were porting it at the same time. I am using my port, but I did borrow some ideas from him. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 16, 2016, 05:18:48 pm
Added some of the best games to the driver. Still a lot to go.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Combone on November 16, 2016, 05:49:13 pm
Amazing iq_132 *_*
Title: Re: What I've been working on (iq_132's work in progress)
Post by: csmart on November 16, 2016, 08:28:53 pm
simply awesome
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 17, 2016, 01:01:24 am
interestingly enough Romhack and I both were porting it at the same time. I am using my port, but I did borrow some ideas from him. :)

In short, almost an "unaware" teamwork! :P Thanks you both, so much! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on November 17, 2016, 07:29:50 am
pure awesome! :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on November 17, 2016, 02:50:10 pm
Totally awesome !!! I love those games :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on November 18, 2016, 01:03:06 am
Only a few left ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 18, 2016, 01:36:47 am
I can't believe my eyes, if I'm not wrong, just some Mahjong games and Eagle Shot Golf are still lacking from the list! Thanks, so much! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on November 18, 2016, 03:28:14 pm
Only a few left ^^

Good job big man
Title: Re: What I've been working on (iq_132's work in progress)
Post by: synnchan on November 18, 2016, 04:37:58 pm
So many awesome games! Thanks again, iq_132! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on November 27, 2016, 09:38:43 pm
New from the excellent iq_132, plus patented msm5205 hissremoval code by dink! (play your favorite games like Burger Time, Captain Silver and now Fire Trap without a headache!)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on November 28, 2016, 12:57:34 am
The latest news aren't good... they are excellent ! Your hard work is really appreciated ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on December 09, 2016, 11:46:54 pm
I really dig this game, such retro fun! an iq_132 w/dink driver
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on December 14, 2016, 08:46:20 pm
Another classic makes it to FBAlpha - Submarine by Sigma
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on December 26, 2016, 11:56:44 pm
Eeekk!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 01, 2017, 08:37:06 pm
Hang-Zo
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 07, 2017, 05:39:35 pm
Hang-Zo

Good Goin!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Stifu on January 08, 2017, 04:55:04 am
Added some more Metro hardware titles ^^
I'm late to the party, but very happy to see Pururun will be in the next FBA version. My wife and I like this game a lot. Thanks! :)

Out of curiosity, could Land Maker (https://youtu.be/pVatHFR5fgI) support be a possibilty in the future?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 08, 2017, 07:42:23 pm
I'm late to the party, but very happy to see Pururun will be in the next FBA version. My wife and I like this game a lot. Thanks! :)

Out of curiosity, could Land Maker (https://youtu.be/pVatHFR5fgI) support be a possibilty in the future?
I have a very preliminary Taito F3 driver. However there is some strange core bug that makes a lot of them not work right.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 11, 2017, 01:11:36 am
I wrote a driver for Gaelco's World Rally, Dink ported the cpu core it needs and hooked it up.
After a few bug fixes, it's running great. :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on January 11, 2017, 01:16:33 am
Well done Team iq_dinko :)  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 11, 2017, 03:15:26 am
It's awesome! Congratulations!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 11, 2017, 09:18:04 am
I wrote a driver for Gaelco's World Rally, Dink ported the cpu core it needs and hooked it up.
After a few bug fixes, it's running great. :D

Magnifico and Fantastico :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 15, 2017, 06:21:59 pm
and now, the SemiCom DreamWorld-hardware games.  This wouldn't be possible without the 68x020 bugfix that was recently mentioned on this forum.

Driver by iq_132, with a few small things by dink

Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 16, 2017, 02:04:34 am
Wow! Could we have a "betatester" version. We would be pleased to help testing them on kaillera netplay.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 16, 2017, 10:30:55 am
The way we pick betatesters is by how many bugs they report, and if they are mostly a hardcore fan of fbalpha :)   Another tester requirement is that the exe never gets shared. 

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 16, 2017, 11:49:23 am
I understand. Maybe in the future  :smilie:.

Until that moment, please be careful with netplay online mode  :wink:

Best regards.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on January 16, 2017, 02:13:20 pm
Nice work, can't wait for the next release :).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 16, 2017, 04:55:46 pm
and now, the SemiCom DreamWorld-hardware games.  This wouldn't be possible without the 68x020 bugfix that was recently mentioned on this forum.

Driver by iq_132, with a few small things by dink

Great work fellas on both the CPU and the driver, some nice games in this one Cheers!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 17, 2017, 11:45:01 pm
Finally a breakthrough in Taito F3! These are some cherry-picked shots, but definitely getting there :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 17, 2017, 11:59:09 pm
definitely the most ass-kicking news lately!! :D  ... In fact, I think we're on a steady streak of ass-kicking :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 18, 2017, 12:56:12 am
There are no words to thanks you (dink and iq_132)... the Taito F3 driver will be a great addition! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Stifu on January 18, 2017, 02:31:24 am
Finally a breakthrough in Taito F3!
Awesome. Overall, it looks like the next release will be a huge leap from 0.2.97.39. Thanks to everyone involved. :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 18, 2017, 03:54:34 am
Wow! When will be ready the release?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 18, 2017, 05:18:35 pm
Finally a breakthrough in Taito F3! These are some cherry-picked shots, but definitely getting there :D

Great news!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2017, 12:26:57 am
Fixed quite a few bugs!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2017, 12:28:21 am
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: vbt on January 19, 2017, 12:32:57 am
impressive ! :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 19, 2017, 12:35:48 am
Last ones for today.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Robert on January 19, 2017, 03:12:28 am
Awesome.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 19, 2017, 04:23:43 am
Amazing. Will them work in netplay?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on January 19, 2017, 08:34:35 am
kickass!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 19, 2017, 09:08:58 am
It's all fandabbydozy  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2017, 01:59:31 am
Here are some shots of my latest wip. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2017, 02:00:28 am
More.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2017, 02:02:56 am
Last ones for tonight.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 07, 2017, 05:49:38 am
I can't believe my eyes! The Namco's System 1 support is becoming reality on FBA ! Great work! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 07, 2017, 08:48:27 am
@iq_132 nice job big man!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on February 07, 2017, 09:03:02 am
Oh! Amazing!
I would be the happiest man if the world when I can play DECO32 games in GBA too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 07, 2017, 09:18:05 am
Oh! Amazing!
I would be the happiest man if the world when I can play DECO32 games in GBA too.
The GBA doesn't have enough ram or power to properly emulate Deco32 unfortunately. :p
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on February 07, 2017, 03:57:50 pm
Nice job as always iq_132 :)

... and of course el_dinko ;)



Title: Re: What I've been working on (iq_132's work in progress)
Post by: Trick on February 07, 2017, 09:41:49 pm
Great work iq_132 & Dink, thanks for adding F3. Has Bubble Bobble 2 been included?.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 07, 2017, 11:29:33 pm
Of course - Bubble Bobble III too :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Trick on February 08, 2017, 01:11:39 am
Nice stuff. :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on February 08, 2017, 03:04:33 am
The GBA doesn't have enough ram or power to properly emulate Deco32 unfortunately. :p

Hahaha. My smartphone was joking me! Of course, FBA :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 18, 2017, 01:06:40 am
There is literally endless amounts of fun to be had with this one!
driver: iq_132, spiffing: dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on February 18, 2017, 02:09:28 am
Nice work :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Stifu on February 18, 2017, 03:59:03 am
Ah. It's a clone of a game from the '80s (already supported by FBA IIRC), but I can't remember the game title.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 18, 2017, 08:12:08 am
We have Anteater from the 80s and Pass from '92, but my favorite by far is susume mile smile :)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on February 19, 2017, 10:20:22 am
There are some graphical glitches in the Gaiapolis with the world map. Anyway all other emulators have the same problem with this game. Isn't a big deal, there is no gameplay bugs.

I don't know if you're taking request, but what about Dungeon Magic / Light Bringer? Will this be included in the new version?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 19, 2017, 10:35:19 am
There are some graphical glitches in the Gaiapolis with the world map. Anyway all other emulators have the same problem with this game. Isn't a big deal, there is no gameplay bugs

I would really like to take a look at this at some point. Dink thinks that the roms that controls the map may be bad
Quote

I don't know if you're taking request, but what about Dungeon Magic / Light Bringer? Will this be included in the new version?
Not taking requests, no, but yes Dungeon Magic will be in the next version. We've got some really awesome games that have been added.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on February 19, 2017, 03:16:46 pm
Awesome, Dungeon Magic is an another fantasy arcade game I missed so much.

About Gaiapolis, the problem is exactly the same as with the Guardian 2. The map's "interactive" parts are missing.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 19, 2017, 07:53:18 pm
Gaiapolis's map isn't interactive, the only problem with it are the missing tiles which is rather unfortunate.
Some info from mametesters http://mametesters.org/view.php?id=231
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on February 19, 2017, 09:48:03 pm
I see. Most of the cases those black dots appear when the map has something that comes from an another layer. I thought this was the case here too.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 20, 2017, 12:43:33 am
I see. Most of the cases those black dots appear when the map has something that comes from an another layer. I thought this was the case here too.

Like it says on the mametesters' thread, probably the issue is related to a "bad dumped ROM"... so, the only way to solve the bug, it should be a new re-dumping of the original pcb ROMs... in any case, the game is fully playable... :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 20, 2017, 07:53:54 am
If it were just as easy as dumping a rom, it would be no problem.  For gaiapolis, the romdata is stored on a huge smt qfp chip, so dumping it again involves a sacrificial gaiapolis board along with a lot of time to wire up the chip.  If I turn out to be wrong, and there is nothing wrong with the data, then the emulation will need to be fixed.  Either way, we'll need a miracle.  Not many people are willing to touch the mystwarr / gx mixer code.  It took me nearly a week just to fix the "Break the Statue" text in Metamorphic Force.  And after that last run-in with Xexex, I will probably never touch that code again.  The whole thing is like one giant jenga tower balancing on just one little piece at the bottom.

There is some good news though, there might be a way to patch out the bad data in the rom.  Something that's currently being investigated by the one and only iq_132.  :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Pityesz on February 20, 2017, 08:14:07 am
I've seen they said it is because of the bad dumping but it really not a big deal. As you and many others (including me) say the game is fully playable like the Guardian 2. And fixing a little issue like this isn't worth to breaking in a working game.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 20, 2017, 09:03:20 am
In Gaiapolis rom 123e01.36j is a bad dump (I think). I have tweaked some of the data (color data) and fixed some glitches. I need to see if I can get all of them fixed.
I'm having a lot of fun figuring this out :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Stifu on February 20, 2017, 11:01:22 am
And fixing a little issue like this isn't worth to breaking in a working game.
I beg to differ. ROM dumps are here to stay, but physical games won't be around forever. That said, I wonder if there is a way to confirm the current dump is bad before redumping the game.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on February 20, 2017, 12:17:44 pm
In Gaiapolis rom 123e01.36j is a bad dump (I think). I have tweaked some of the data (color data) and fixed some glitches. I need to see if I can get all of them fixed.
I'm having a lot of fun figuring this out :)

it would probably be more sensible to find somebody to redump it..
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on February 20, 2017, 12:37:12 pm
it would probably be more sensible to find somebody to redump it..
You have someone in mind to do that?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Haze on February 20, 2017, 01:20:32 pm
You have someone in mind to do that?

It's definitely a PCB that has passed through the hands of some devs, might even be currently owned by one..

actually got a reply already

"Well, coolmod had a friend with an odd one, used apparently an extra board. I looked at the dump (from 2015) and the chip at 36j matches the crc in mame. Maybe you can check if it replaced an earlier version of it. It looks like Corrado had a pcb of it at one point too. I'll ask on the DU for more redumps but if it was this crc before coolmod's dump was added then it's been dumped at this crc from 2 different boards."

so it has been dumped from 2 different boards, including one with split roms instead of Mask roms, with the same results, which makes bad dump start to look unlikely (it's unique hardware, so the split mask roms board isn't going to be bootleg either)

that 2nd dump has been passed to iq_132, but if he finds that it matches I guess another avenue will have to be explored.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: mafer on February 20, 2017, 11:19:22 pm
Hi. Thanks for the hard work guys

 :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on March 02, 2017, 01:18:01 am
New games added... Irem's Zippy Race/Traverse USA and Data East's Karate Champ/Karate Dou ! Thanks to iq_132 and dink ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on March 02, 2017, 03:50:19 pm
Nice games those ones thanks for taking the time to add support for Karate Champ and Traverse USA to FBA
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on March 03, 2017, 08:22:45 am
... and now's the time for Seibu's Shot Rider ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 06, 2017, 11:35:40 pm
New games by iq_132, with help from dink
Konami's Hyper Sports, Road Fighter and Juno First!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on March 07, 2017, 12:57:13 am
I can't reemphasize too strongly... the next official FBA release will be a great release! Thanks guys! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 12, 2017, 09:58:06 pm
Here's a fun Shooting-Gallery style game, Data East's Shoot Out. wiki: https://en.wikipedia.org/wiki/Shootout_(1985_video_game)

Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on March 14, 2017, 08:11:49 pm
Another awesome classic, Acrobatic Dog Fight by Technos:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 07, 2017, 04:31:47 pm
Another one IQ_132 added support for a wee while back that seemed to slip through the net, a recent dump this game
which runs on pacman hardware and for some mamers it's been on the most wanted game list for years.

Eeeek!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 09, 2017, 09:54:47 pm
Eeeek really is a great find and super fun, I'm really glad it's been dumped :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 18, 2017, 07:18:57 am
Alpha68k is finally finished :)  iq_132 driver, dink tune to perfection, gab75 testing and advice
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on April 18, 2017, 09:01:57 am
Alpha68k is finally finished :)  iq_132 driver, dink tune to perfection, gab75 testing and advice

The FBA DEVs' team never stops... thanks guys! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 18, 2017, 03:41:30 pm
Nice one fellas!!!  :cool:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on April 22, 2017, 10:50:46 am
Other two Alpha68k games are available on FBA (Paddle Mania and The Next Space)... thanks to iq_132 and dink! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 22, 2017, 06:08:09 pm
those 2 made it into the release IIRC :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on April 23, 2017, 12:49:10 am
those 2 made it into the release IIRC :)

Ops... you're right! Moreover I forgot to insert the related snaps in the new previews&titles release... a small "screenshots fixed-update" is needed... I'm sorry, sometimes I'm a bit "lamer" ! :( :P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 30, 2017, 03:51:26 pm
I've heard people like this game.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 30, 2017, 04:22:57 pm
I've heard people like this game.

Yeah i do with the right colours and the correct way up ;) All joking aside nice work big chap!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 30, 2017, 05:42:19 pm
Frig yea!! Mappy!!! :D
& digdug 2 & superpac  \o/ :D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on April 30, 2017, 11:41:42 pm
Small update. Still some bugs to fix and clones to add.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 30, 2017, 11:49:25 pm
kiiiiiiiiick ass :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 01, 2017, 01:12:08 am
Other classics are being supported by FBA... thanks! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: IPLA on May 01, 2017, 02:42:47 pm
Small update. Still some bugs to fix and clones to add.
Thanks for your great job!!, i hope one day you can add "Elevator Action" to the FBA
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 01, 2017, 11:14:03 pm
2 new games added to FBAlpha, Toy Pop and Libble Rabble.  Toy Pop is kinda like Pirate Ship Higemaru, Libble Rabble on the other hand, is unexplainable, and quite possibly one of my favorite new games that I have never played before.  It takes a bit of practice to get the hang of it, and you'll either need a 2-stick gamepad like the DualShock or a dual-joystick setup.  It's like centipede on acid, but without the centipede..  and lots of mushrooms!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: bigboo on May 02, 2017, 06:34:28 am
Hi and thank you for all this work.

I quickly tested SSV games and they seem to work great!

But one SSV game is still unsupported, it's "Blocken" , it's a good breakout game, it's just to be sure you have not forgotten it when you wrote the SSV driver!
https://www.youtube.com/watch?v=fC8JSbDobc8

Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 02, 2017, 07:07:10 am
Hi and thank you for all this work.

I quickly tested SSV games and they seem to work great!

But one SSV game is still unsupported, it's "Blocken" , it's a good breakout game, it's just to be sure you have not forgotten it when you wrote the SSV driver!
https://www.youtube.com/watch?v=fC8JSbDobc8


It wasn't forgotten. That's not in the MAME ssv driver either.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: bigboo on May 02, 2017, 07:28:09 am
You are right I'm sorry it's not a SSV game! Thanks for this info.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 02, 2017, 07:35:18 am
That would be in the Shangha3 driver https://git.redump.net/mame/plain/src/mame/drivers/shangha3.cpp
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 07, 2017, 06:02:13 pm
Another classic by Namco now supported in FBA courtesy of iq_132

Gaplus / Galaga 3
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Trick on May 09, 2017, 11:31:42 am
The more Galaga the better.  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 24, 2017, 08:03:03 am
New driver time: Double Wings (also all games on yunsung8 hardware, but let's not post those)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 01, 2017, 03:29:32 pm
New driver time: Double Wings

A nice edition to FBA thanks guys for adding it cheers!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2017, 04:11:53 pm
I've been working on this for a week or two. I still need to get analog inputs hooked up and to get the driver to Dink for some bug fixing. ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2017, 04:12:40 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2017, 04:13:31 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2017, 04:14:29 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on June 03, 2017, 04:15:32 pm
More...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on June 03, 2017, 05:58:01 pm
so beautiful  *sniff*   :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on June 03, 2017, 06:11:18 pm
Fantastico!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on June 04, 2017, 02:17:25 am
Excellent work guys! :)
The namcos2.c driver is an awesome addition to the FBA... so all Namco System 2 (and derivates) games will be emulated in the next release! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: JacKc on June 04, 2017, 03:35:48 am
Well done :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: robsons2007 on June 16, 2017, 08:26:26 pm
fantastic
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 28, 2017, 11:02:37 pm
Woo hoo! Still a ways to go :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 28, 2017, 11:17:55 pm
:D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 29, 2017, 12:03:08 am
... so, DECO Cassette System (http://www.system16.com/hardware.php?id=913) is coming on FBA...  big score ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 31, 2017, 09:01:51 am
Woo hoo! Still a ways to go :)

Nice to see this bigman cheers!!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 19, 2017, 06:03:06 pm
New playable game courtesy of iq_132

TH Strikes Back
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Combone on August 19, 2017, 09:36:15 pm
New playable game courtesy of iq_132

TH Strikes Back

Very cool  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: IPLA on August 20, 2017, 06:36:49 am
Amazing! 👏
Title: Re: What I've been working on (iq_132's work in progress)
Post by: hursit on August 21, 2017, 05:38:33 pm
New playable game courtesy of iq_132

TH Strikes Back

thanks for new games
 i just wanna ask about another gaelco game: World Rally 2

this game is playable in mame for now. Will be in FBA  ? please :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 22, 2017, 08:43:39 am
thanks for new games
 i just wanna ask about another gaelco game: World Rally 2

this game is playable in mame for now. Will be in FBA  ? please :)

I did port this to FBA. There's working code. I just need to unbreak all of the other Gaelco2 games.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: robsons2007 on August 22, 2017, 08:49:27 am
I did port this to FBA. There's working code. I just need to unbreak all of the other Gaelco2 games.


I liked the news :cool: :cool: :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Combone on August 23, 2017, 01:59:03 am
Hi all  :smilie:

This game working in FBA ??..
I see FBA Gamelist and not find him.

Name: Rabbit
Publisher: Electronic Arts Victor
Developed: Aorn
Released: Jun 27, 1997

(http://www.mobygames.com/images/shots/l/733789-rabbit-arcade-screenshot-title-screen.png)
(http://www.mobygames.com/images/shots/l/733790-rabbit-arcade-screenshot-character-select.png)
(http://www.mobygames.com/images/shots/l/733800-rabbit-arcade-screenshot-umbrella-can-be-good-weapon.png)

...

GamePlay Video: https://www.youtube.com/watch?v=NumMCS3p3Bg

Work only in MAME :(
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 23, 2017, 02:35:15 am
Aorn / Electronics Arts Rabbit uses a specific 32 bit hardware and, for now, FBA doesn't support it... the main CPU of arcade PCB (MC68EC020) is supported by FBA, but it's only a small step towards a full emulation... ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 28, 2017, 09:54:29 am
Pierre Solar comes to FBA's Megadrive - big thanks to iq_132!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Combone on August 28, 2017, 02:05:28 pm
Pierre Solar comes to FBA's Megadrive - big thanks to iq_132!

Wonderfull  News.

Good job  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 06, 2017, 07:58:28 pm
iq_132 and dink double team to bring you yet another new playable game in FBA........

Glass

Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on September 06, 2017, 09:44:50 pm
re: Glass - super thanks goes to David Haywood for mcu-hook up info and Morten Shearman Kirkegaard and Peter Wilhelmsen for dumping the mcu.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Hyperscorpio on September 07, 2017, 12:38:19 pm
iq_132 and dink double team to bring you yet another new playable game in FBA........

Glass

Congrats.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 08, 2017, 07:25:42 pm
Another new playable game brought to you by iq_132

special thanks goes to David Haywood for mcu-hook up info and Morten Shearman Kirkegaard and Peter Wilhelmsen for dumping the
Dallas DSP5002FP mcu.

World Rally 2 : Twin Racing
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2017, 03:31:09 am
I started porting the deco-32 games again. These will likely be in the next FBA release, but there's a lot to do before that.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 14, 2017, 07:05:34 am
Great news! IMHO Night Slashers is one of the best 2D scrolling beat'em up ever made! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 14, 2017, 09:11:55 am
I knew this was what you were up to when you asked about the prot y'day :)  Didn't want to say anything then hehe.
Awesome :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 14, 2017, 09:13:26 am
Also I want to say that the Deco Cassette project is complete, and will also be included in the next version of FBA :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 14, 2017, 10:58:23 am
Deco32 and Decocass how's that for some more FBA gamin goodness, thanks alot fellas for taking the time to add suppport
for these games i know a fair amount of graft went into this.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 14, 2017, 11:04:38 am
I knew this was what you were up to when you asked about the prot y'day :)  Didn't want to say anything then hehe.
Awesome :)

Sometimes you like to be "mysterious" ! :P :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 14, 2017, 11:22:35 am
I've been getting a lot of requests for this one. ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on October 14, 2017, 11:34:10 am
Nice work :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: p1pkin on October 22, 2017, 05:28:15 am
Pierre Solar comes to FBA's Megadrive - big thanks to iq_132!
is it really playable ? this game have number of nasty protection checks during whole game, for example on MAME you can't progress farther than starting island (~20-30min of gameplay). I suspect game have sort of emulation detection routines, which is fail on not really accurate MD/GEN emulators like MAME or Gens.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 22, 2017, 09:03:47 am
is it really playable ? this game have number of nasty protection checks during whole game, for example on MAME you can't progress farther than starting island (~20-30min of gameplay). I suspect game have sort of emulation detection routines, which is fail on not really accurate MD/GEN emulators like MAME or Gens.

I don't know, I really don't play this kinda game, but I will ask one of our great testers to try :)  If there are problems, they will be fixed before the release, hopefully! :)

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 22, 2017, 01:42:38 pm
is it really playable ? this game have number of nasty protection checks during whole game, for example on MAME you can't progress farther than starting island (~20-30min of gameplay). I suspect game have sort of emulation detection routines, which is fail on not really accurate MD/GEN emulators like MAME or Gens.

I need a more detailed information... in few words: where and when the MAME version has the issue that it prevents the progress in the game.

PS: I played for about 20-25 minutes and (for now) I didn't find any issue (but it's too early to draw conclusions)...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: p1pkin on October 22, 2017, 08:02:33 pm
I need a more detailed information... in few words: where and when the MAME version has the issue that it prevents the progress in the game.

PS: I played for about 20-25 minutes and (for now) I didn't find any issue (but it's too early to draw conclusions)...
lets take for example this gameplay video - https://www.youtube.com/watch?v=GeTwg5ulArQ
typical signs of failed protection checks:
- 1st boss fight event may be missing, at 32:00 on video
- missing game event when visiting Edessot house, at 46:10. you just walk in house and nothing happens, game script/flow stops, and you cant progress further in game.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on October 23, 2017, 01:43:21 am
p1pkin from demul ? Welcome.

I'm curious about this game too, is there any reference emulator for it ?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 23, 2017, 02:09:15 am
lets take for example this gameplay video - https://www.youtube.com/watch?v=GeTwg5ulArQ
typical signs of failed protection checks:
- 1st boss fight event may be missing, at 32:00 on video
- missing game event when visiting Edessot house, at 46:10. you just walk in house and nothing happens, game script/flow stops, and you cant progress further in game.

The first boss fight event seems to happen without issues (as you can see in the attached screenshots)... the problem is that I'm a "goof ball" and the monster defeated me! :P :P
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 23, 2017, 02:44:21 am
... at the end I defeated the first boss! :P

... and also the Edessot house event seems to happen without any issue, as you can see in the attached screenshots! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on October 23, 2017, 03:40:44 am
gab75, is that from the mame version or the fbalpha version ?
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 23, 2017, 05:06:33 am
gab75, is that from the mame version or the fbalpha version ?

Hi barbudreadmon,
from FBAlpha version... :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 23, 2017, 07:04:00 am
Gab75, thanks very much for testing this :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 23, 2017, 10:16:13 am
Gab75, thanks very much for testing this :)

You're welcome! Thanks to you (and all FBA Devs) for your remarkable coding work! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: p1pkin on October 23, 2017, 12:19:42 pm
... at the end I defeated the first boss! :P
... and also the Edessot house event seems to happen without any issue, as you can see in the attached screenshots! ;)
glad to hear that! sadly on MAME both issues still present, same as years ago...

@barbudreadmon I'm MAMEdev as well and implemented mapper for this game there. I'd guess GenPlusGX implementation based on it as well.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 23, 2017, 06:44:23 pm
glad to hear that! sadly on MAME both issues still present, same as years ago...

@barbudreadmon I'm MAMEdev as well and implemented mapper for this game there. I'd guess GenPlusGX implementation based on it as well.

I wonder if the latest MAME still has this problem, because we basically just ported over the psolar stm95 eeprom and bankswitching methods from it.  The possibly other thing that I can think of which might affect this game is DMA timing. 
Looking at src/devices/video/315_5313.cpp - from what I can tell w/MAME, it's just doing so using single calculation for everything.. but, it really needs to be different based on vdp active/inactive/in vbl/not in vbl/32 or 40 cell mode.  Also, it only seems to be sleeping on 68k ram -> vram dma, but not to cram or vsram.   :eek:

best regards,
- dink
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 24, 2017, 01:30:40 am
The DECO Cassette driver has been completed... a big thanks to iq_132 and dink for their hard work! :)

Here the complete list of DECO Cassette games (and below some snapshots):
Angler Dangler (parent + clone)
Astro Fantasia
Boulder Dash
Burger Time (parent + clone)
Burnin' Rubber (parent + clones)
Cluster Buster (parent + clone)
Disco No.1 (parent + clone)
DS Telejan
Explorer
Fighting Ice Hockey
Flash Boy
Flying Ball
Highway Chase
Lock'n'Chase (parent + clone)
Lucky Poker
Manhattan
Mission-X
Night Star (parent + clone)
Ocean to Ocean (parent + clone)
Oozumou - The Grand Sumo
Peter Pepper's Ice Cream Factory (parent + clone)
Pro Bowling
Pro Soccer (parent + clone)
Pro Tennis
Rootin' Tootin' / La-Pa-Pa (parent + clone)
Scrum Try (parent + clone)
Skater
Super Astro Fighter
Super Doubles Tennis
Terranean
Tornado
Tournament Pro Golf (parent + clones)
Treasure Island (parent + clones)
Zeroize




Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 31, 2017, 12:12:36 am
Last working deco32 game ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on October 31, 2017, 07:50:10 am
Kiiiiiiick ass!!:D
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 31, 2017, 06:08:22 pm
Last working deco32 game ^^

Fantastico!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 31, 2017, 06:11:04 pm
Kiiiiiiick ass!!:D

I fully agree! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Combone on November 05, 2017, 10:19:21 pm
Amazing job  :cool:    iq_132
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on November 12, 2017, 06:28:54 am
Great to see new ports for FBA, like Night Slashers and Fighter's History! I'm a super fan of both games!  :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on January 11, 2018, 01:01:04 pm
New games/drivers: Konami Double Dribble & SNK-6502/Rock-Ola drivers by iq_132 with the help of dink! :)

SNK/Rock-Ola games list:
Fantasy
Nibbler
Pioneer Balloon
Sasuke Vs. Commander
Satan Of Saturn / Zarzon
Vanguard
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 12, 2018, 08:38:23 am
So it's been pretty quiet lately, I figured I'd give you all a quick update.

My first project was working on route16. The game has been in MAME a long time (the non-bootlegs, since 2003!) and has always had the ROM hacked to bypass the protection.

I spent a lot of time disassembling the code for the game and figuring out exactly what it needed to make it work.

This is more or less all it takes to get the game working properly.
Code: [Select]
READ8_MEMBER(route16_state::route16_prot_read)
{
m_protection_data++;
return (1 << ((m_protection_data >> 1) & 7));
}


These are the ugly patches that are now gone :)

Code: [Select]
DRIVER_INIT_MEMBER(route16_state,route16)
{
uint8_t *ROM = memregion("cpu1")->base();
/* TO DO : Replace these patches with simulation of the protection device */

/* patch the protection */
ROM[0x0105] = 0x00; /* jp nz,$4109 (nirvana) - NOP's in route16c */
ROM[0x0106] = 0x00;
ROM[0x0107] = 0x00;

ROM[0x072a] = 0x00; /* jp nz,$4238 (nirvana) */
ROM[0x072b] = 0x00;
ROM[0x072c] = 0x00;

DRIVER_INIT_CALL(route16c);
}

DRIVER_INIT_MEMBER(route16_state,route16c)
{
uint8_t *ROM = memregion("cpu1")->base();
/* Is this actually a bootleg? some of the protection has
   been removed */

/* patch the protection */
ROM[0x00e9] = 0x3a;

ROM[0x0754] = 0xc3;
ROM[0x0755] = 0x63;
ROM[0x0756] = 0x07;
}


DRIVER_INIT_MEMBER(route16_state,route16a)
{
uint8_t *ROM = memregion("cpu1")->base();
/* TO DO : Replace these patches with simulation of the protection device */

/* patch the protection */
ROM[0x00e9] = 0x3a;

ROM[0x0105] = 0x00; /* jp nz,$4109 (nirvana) - NOP's in route16c */
ROM[0x0106] = 0x00;
ROM[0x0107] = 0x00;

ROM[0x0731] = 0x00; /* jp nz,$4238 (nirvana) */
ROM[0x0732] = 0x00;
ROM[0x0733] = 0x00;

ROM[0x0747] = 0xc3;
ROM[0x0748] = 0x56;
ROM[0x0749] = 0x07;
}


Next I looked at Metafox. This game has a special memory region that it tests and throws an error if it doesn't pass.

I was able to greatly simplify what it was actually doing (writing to RAM, reading back certain values at different addresses than they are written) to get the game to play nice.

Here's the nice, new protection sim.
Code: [Select]
READ16_MEMBER(seta_state::metafox_protection_r)
 {
// very simplified protection simulation
// 21c000-21c3ff, 21d000-21d3ff, and 21e000-21e3ff are tested as 8 bit reads/writes
// the first address in each range is special and returns data written elsewhere in that range
// 21fde0-21fdff appears to be control bytes?

switch (offset)
{
case 0x0001/2:
return 0x3d;
 
case 0x1001/2:
return 0x76;

case 0x2001/2:
return 0x10;
}

return offset * 0x1f;
}

DRIVER_INIT_MEMBER(seta_state,metafox)
{
m_maincpu->space(AS_PROGRAM).install_read_handler(0x21c000, 0x21ffff,read16_delegate(FUNC(seta_state::metafox_protection_r),this));
}

Here are the patches that were needed before.
Code: [Select]
DRIVER_INIT_MEMBER(seta_state,metafox)
{
uint16_t *RAM = (uint16_t *) memregion("maincpu")->base();

/* This game uses the 21c000-21ffff area for protection? */
RAM[0x8ab1c/2] = 0x4e71;    // patch protection test: "cp error"
RAM[0x8ab1e/2] = 0x4e71;
RAM[0x8ab20/2] = 0x4e71;
}


Next, I took a look at Maketrax. This game and its clones (Crush Roller) have had a really nasty way of making them work.
They use 1. ROM patches to bypass some of the protection checks, 2. the opcodes were being copied to a seperate area of memory and being used like the game had an encrypted ROM so that it passes rom checks. 3. hardcoded checks to bypass more. This isn't good on multiple levels for properly emulating this game.

here's the new code to emulate the protection

Code: [Select]

WRITE8_MEMBER(pacman_state::maketrax_protection_w)
{
if (data == 0) // disable protection / reset?
{
m_maketrax_counter = 0;
m_maketrax_offset = 0;
m_maketrax_disable_protection = 1;
return;
}

if (data == 1)
{
m_maketrax_disable_protection = 0;

m_maketrax_counter++;
if (m_maketrax_counter == 0x3c)
{
m_maketrax_counter = 0;
m_maketrax_offset++;

if (m_maketrax_offset == 0x1e)
m_maketrax_offset = 0;
}
}
}

READ8_MEMBER(pacman_state::maketrax_special_port2_r)
{
const uint8_t protdata[0x1e] = { // table at $ebd (odd entries)
0x00, 0xc0, 0x00, 0x40, 0xc0, 0x40, 0x00, 0xc0, 0x00, 0x40, 0x00, 0xc0, 0x00, 0x40, 0xc0, 0x40,
0x00, 0xc0, 0x00, 0x40, 0x00, 0xc0, 0x00, 0x40, 0xc0, 0x40, 0x00, 0xc0, 0x00, 0x40
};
 
if (m_maketrax_disable_protection == 0)
return protdata[m_maketrax_offset];

uint8_t data = ioport("DSW1")->read() & 0x3f;
 
switch (offset)
{
case 0x01:
case 0x04:
data |= 0x40; break;
case 0x05:
data |= 0xc0; break;
default:
data &= 0x3f; break;
}

return data;
}

READ8_MEMBER(pacman_state::maketrax_special_port3_r)
{
const uint8_t protdata[0x1e] = { // table at $ebd (even entries)
0x1f, 0x3f, 0x2f, 0x2f, 0x0f, 0x0f, 0x0f, 0x3f, 0x0f, 0x0f, 0x1c, 0x3c, 0x2c, 0x2c, 0x0c, 0x0c,
0x0c, 0x3c, 0x0c, 0x0c, 0x11, 0x31, 0x21, 0x21, 0x01, 0x01, 0x01, 0x31, 0x01, 0x01
};
 
if (m_maketrax_disable_protection == 0)
return protdata[m_maketrax_offset];

switch (offset)
{
case 0x00:
return 0x1f;
case 0x09:
return 0x30;
case 0x0c:
return 0x00;
default:
return 0x20;
}

Here's the old code.

Code: [Select]
READ8_MEMBER(pacman_state::maketrax_special_port2_r)
{
int data = ioport("DSW1")->read();
int pc = m_maincpu->pcbase();

if ((pc == 0x1973) || (pc == 0x2389)) return data | 0x40;

switch (offset)
{
case 0x01:
case 0x04:
data |= 0x40; break;
case 0x05:
data |= 0xc0; break;
default:
data &= 0x3f; break;
}

return data;
}

READ8_MEMBER(pacman_state::maketrax_special_port3_r)
{
int pc = m_maincpu->pcbase();

if (pc == 0x040e) return 0x20;

if ((pc == 0x115e) || (pc == 0x3ae2)) return 0x00;

switch (offset)
{
case 0x00:
return 0x1f;
case 0x09:
return 0x30;
case 0x0c:
return 0x00;
default:
return 0x20;
}
}

void pacman_state::maketrax_rom_decode()
{
uint8_t *rom = memregion("maincpu")->base();

/* patch protection using a copy of the opcodes so ROM checksum */
/* tests will not fail */

memcpy(m_patched_opcodes,rom,0x4000);

m_patched_opcodes[0x0415] = 0xc9;
m_patched_opcodes[0x1978] = 0x18;
m_patched_opcodes[0x238e] = 0xc9;
m_patched_opcodes[0x3ae5] = 0xe6;
m_patched_opcodes[0x3ae7] = 0x00;
m_patched_opcodes[0x3ae8] = 0xc9;
m_patched_opcodes[0x3aed] = 0x86;
m_patched_opcodes[0x3aee] = 0xc0;
m_patched_opcodes[0x3aef] = 0xb0;
}

DRIVER_INIT_MEMBER(pacman_state,maketrax)
{
/* set up protection handlers */
m_maincpu->space(AS_PROGRAM).install_read_handler(0x5080, 0x50bf, read8_delegate(FUNC(pacman_state::maketrax_special_port2_r),this));
m_maincpu->space(AS_PROGRAM).install_read_handler(0x50c0, 0x50ff, read8_delegate(FUNC(pacman_state::maketrax_special_port3_r),this));

maketrax_rom_decode();
}


Robert pointed out that after this change crushbl2 and mbrush (clones of maketrax) were not working.
These bootlegs had most of the protection changed! I looked at every read the games do from the area where the protection chip usually sits and figured out what it was expecting back.

Robert took some liberties with the code to make it a little clearer

Code: [Select]
READ8_MEMBER(pacman_state::mbrush_prot_r)
{
uint8_t data = ioport("DSW1")->read() & 0x3f;

switch (offset)
{
case 0x00:
case 0x04:
case 0x07:
case 0x0e:
case 0x0f:
return 0xc0 | data;
case 0x40:
case 0x41:
case 0x47:
case 0x49:
case 0x4d:
case 0x5d:
return 0x00;
case 0x42:
case 0x43:
case 0x46:
case 0x4c:
case 0x50:
return 0x02;
case 0x7f:
return 0x10;
}

return data;
}

Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 12, 2018, 06:36:43 pm
New games/drivers: Konami Double Dribble & SNK-6502/Rock-Ola drivers by iq_132 with the help of dink! :)

SNK/Rock-Ola games list:
Fantasy
Nibbler
Pioneer Balloon
Sasuke Vs. Commander
Satan Of Saturn / Zarzon
Vanguard

Nice work fellas!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Robert on January 13, 2018, 08:01:26 am
In HBMAME, there's just one hack of maketrax called mtturbo and it also uses the same protection. I eliminated the protection tables and told it to read the rom directly.

iq_132 has done a good job of getting rid of the blatant hacks which mostly have been in MAME forever. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on January 13, 2018, 10:15:31 am
In HBMAME, there's just one hack of maketrax called mtturbo and it also uses the same protection. I eliminated the protection tables and told it to read the rom directly.

iq_132 has done a good job of getting rid of the blatant hacks which mostly have been there forever. :)


Thanks again for submitting all of that stuff, cleaning up the dead hack stuff, testing, and making sure my stuff is up to MAME standards :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 15, 2018, 08:32:32 pm
Ok me and dink have been busy adding in the speedhacks for all the games in the d_deco32.cpp driver, i had the easy bit reuse
the existing ARM CPU speedup code from d_backfire.cpp or d_simpl156.cpp and then add in the speedhacks from older MAME
dink did the real graft by pinning down the address values and adding new ones for every version of Fighters History and the
USA version of Night Slashers.

This will be of great benefit to those who use FBA on some lesser platforms like the Android, Rpi or even my ole Xbox :)


Enjoy!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on January 16, 2018, 04:04:22 am
Nice work :).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on January 16, 2018, 06:40:15 am
Ok me and dink have been busy adding in the speedhacks for all the games in the d_deco32.cpp driver, i had the easy bit reuse
the existing ARM CPU speedup code from d_backfire.cpp or d_simpl156.cpp and then add in the speedhacks from older MAME
dink did the real graft by pinning down the address values and adding new ones for every version of Fighters History and the
USA version of Night Slashers.

This will be of great benefit to those who use FBA on some lesser platforms like the Android, Rpi or even my ole Xbox :)


Enjoy!!

Nice! I'm looking forward to netplay with Night Slashers!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on January 31, 2018, 05:08:17 pm
Yet another new playable game via iq_132 who did the driver and dink who added the soundcore

Flower
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on February 01, 2018, 12:31:03 pm
Four new games added by iq_132, great work! :)
... with a little (and valuable) finishing help from dink for all the games.
Mad Motor (prototype)
Metal Clash (Japan)
Metal Soldier Isaac II
Monkey Magic


Title: Re: What I've been working on (iq_132's work in progress)
Post by: robsons2007 on February 01, 2018, 06:57:12 pm
cool
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on February 21, 2018, 11:02:55 pm
Irem's Risky Challenge now playable!
This awesome game is sort of like a cross between Lemmings and Tetris.
I'm super happy about this one because its such a great and strangely innovative game :)  Also, big thanks to iq_132 for the video fix.  I fixed the sound.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on February 22, 2018, 09:06:57 am
Lovely work guys, i've always wanted to play this one in FBA.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 19, 2018, 09:04:38 am
We're happy to bring this awesome addicting game to fba:
Food Fight!
Awesome gameplay
68k cpu in 1982(!)
3 Pokey Sound chips
Super analogue controls to fling food in all directions :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on April 19, 2018, 03:26:52 pm
Marvelous!! thanks guys
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on April 20, 2018, 08:40:02 am
Recently added games: Konami's Fast Lane, Combat School and Super BasketBall
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 04, 2018, 11:48:51 pm
The new FBA version was released for a few days, but the Devs' work never stop!
New games/driver(s) added by the "tireless" iq_132 (with the valuable help od dink)... ;)

Orca's Espial and Net Wars and... Taito's SJ games (parents + clones)!!!
Alpine Sky
Bio Attack
Elevator Action
Front Line
High Way Racer
Jungle King
Kick Start
Sea Fighter Poseidon
Space Cruiser
Space Seeker
The Tin Star
Time Tunnel
Water Sky
Wild Western
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 04, 2018, 11:55:26 pm
Hereunder some snapshots for Taito's SJ games! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 04, 2018, 11:59:49 pm
... continues
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 05, 2018, 12:02:49 am
... I forgot to mention Jackson Co's Flipper Jack! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 09, 2018, 11:42:34 pm
Since I've had a whole bunch of requests for this (precisely zero), I figured I'd go ahead a port it. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Stifu on May 10, 2018, 02:20:28 am
Nice work. I didn't know about that game, so I was unlikely to ask for it. :p
I love beat 'em ups (working on one myself), so they're always welcome. After having checked out a video of this game, some of the hero's animations are clearly copied from Guy's from Final Fight (punch, walk, hurt...). Other assets are apparently ripped from other games, too. Overall, the game looks poor for 1996, but that's most likely because it's from a small Korean company.

Edit: talking about requests and beat 'em ups, how about Ghost Chaser Densei / Denjin Makai? FBA already supports its sequel (Guardians / Denjinmakai II). I might have already requested it a while ago, I'm not sure, but just in case...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on May 10, 2018, 10:19:52 am
Edit: talking about requests and beat 'em ups, how about Ghost Chaser Densei / Denjin Makai? FBA already supports its sequel (Guardians / Denjinmakai II). I might have already requested it a while ago, I'm not sure, but just in case...

Yeah some crackin games in legionnare.cpp but it would be a lot of work to port this across plus raiden2.cpp would likely need to
be updated as well due to changes in how the protection simulation is handled on the MAME side as both drivers share it, maybe
one day FBA will support both drivers that's all we can hope for.

Regards.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on May 10, 2018, 01:21:03 pm
All the new stuff is great. Thanks!

And what do you think about "Legend of Heroes" (Limenko). It's a beautiful game. Do you think it would be a hard to port driver?

Regards.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 10, 2018, 02:52:34 pm
All the new stuff is great. Thanks!

And what do you think about "Legend of Heroes" (Limenko). It's a beautiful game. Do you think it would be a hard to port driver?

Regards.
Complely new cpu core, so yes. Complex
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on May 10, 2018, 04:18:11 pm
Since I've had a whole bunch of requests for this (precisely zero), I figured I'd go ahead a port it. :)

Very nice. An obscure game. I want to play!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 10, 2018, 05:29:28 pm
Very nice. An obscure game. I want to play!!
FYI it is one of the worst games I've played in a long time. :) The timer doesn't work, it's not a bug; it's a feature.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on May 11, 2018, 08:00:22 am
FYI it is one of the worst games I've played in a long time. :) The timer doesn't work, it's not a bug; it's a feature.

Yeah... a saw the gameplay on the youtube and the game really sucks! There is a good beat n up that I found these days. It's called "Legend of Heroes".
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on May 11, 2018, 08:31:51 am
FBA already has the best beatemups: Ninja Baseball Batman and Night Slashers  :biggrin:

We're not open for requsts guys, sorry.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on May 11, 2018, 09:20:22 am
FBA already has the best beatemups: Ninja Baseball Batman and Night Slashers  :biggrin:

We're not open for requsts guys, sorry.

It is not a request. Just a tip for play! Capcom's beat n up are the best, in my humble opinion, like Cadillacs and Dinosaurs and Final Fight
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on May 11, 2018, 11:47:13 am
It is not a request. Just a tip for play! Capcom's beat n up are the best, in my humble opinion, like Cadillacs and Dinosaurs and Final Fight
I love Armored Warrior !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 12, 2018, 12:25:13 am

I like very much the "hack and slash" variation... few examples: SEGA's Golden Axe, Capcom's The King of Dragons and Knights of the Round and Konami's Metamorphic Force! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on May 12, 2018, 01:35:33 pm
My lord, guys!! This topic is to talk about iq_132's wip... Not about our favorites beat 'n ups games!
Alright, Golden Axe is fuc** great... look my avatar's Death Adder!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 13, 2018, 12:42:17 am
My lord, guys!! This topic is to talk about iq_132's wip... Not about our favorites beat 'n ups games!

Yes, we are OT... better "get back on track" ! :P

Alright, Golden Axe is fuc** great... look my avatar's Death Adder!

... I sensed you are a "Golden Axe" fan! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on May 13, 2018, 08:59:21 am
FBA already has the best beatemups: Ninja Baseball Batman and Night Slashers  :biggrin:

We're not open for requsts guys, sorry.
Gotta agree to disagree. Streets of rage 2 on the mega drive driver. Best b'mup of all time. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on May 13, 2018, 11:22:11 am
Yes, we are OT... better "get back on track" ! :P

... I sensed you are a "Golden Axe" fan! ;)

Sure, if you don't feel like Conan, The Barbarian, you don't get it the game (and Turtle Village 1 music are so intense)! BTW, Streets of Rage the first is the best, it's my nostalgia!  :p :biggrin:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 13, 2018, 02:11:42 pm
Sure, if you don't feel like Conan, The Barbarian, you don't get it the game (and Turtle Village 1 music are so intense)! BTW, Streets of Rage the first is the best, it's my nostalgia!  :p :biggrin:

... for Conan the Barbarian fans there're also Taito's Rastan games... specially the first and third episode (Rastan Saga and  Warrior Blade - Rastan Saga Episode III). All of them perfectly emulated on FBA !

... but now we are going too OT, I apologise to iq_132 ! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 14, 2018, 04:32:08 pm
... the "tireless" iq_132 is always at work (as usual with the valuable help of dink) ! :)
- Blasto
- Blockade
- Hustle
- Mad Donna
- Minesweeper
- Miss Bubble 2 / Bubble Pong Pong
- One Shot One Kill
- Space Firebird

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 14, 2018, 04:40:23 pm
... and last but not least, Seibu/Taito Empire City: 1931/Street Fight... IMHO this game deserves a dedicated post! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 19, 2018, 05:27:32 pm
Another driver from "the iq_132 & dink duo" ! Tecfri Hole Land...

PS: to ensure a complete emulation the General Instrument SP0256 "speech processor/synthesizer" core has been added ! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on May 23, 2018, 12:31:04 am
Other games from iq_132 (with some valuable help from dink) ! ;)
Frog and Spider
Jolly Jogger
Speed Ball


Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 17, 2018, 12:42:24 am
My current WIP. Still a lot to do!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 17, 2018, 07:57:10 am
serious pie to be had here!  indeed!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on July 18, 2018, 01:31:34 am
More wip
Title: Re: What I've been working on (iq_132's work in progress)
Post by: barbudreadmon on July 18, 2018, 04:01:23 am
It's cool to see Williams games coming to fba, i've seen some requests about them over the years (especially Williams Y but i guess this one is for later).
Good work !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 18, 2018, 08:11:41 am
Unbelievably awesome work iq_132!!  :D


Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 18, 2018, 10:29:53 am
 I join in the congratulations, great work! :)
There're some awesome classics among the "Williams/Midway 6809" games! ;)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on July 18, 2018, 05:07:14 pm
Nice to see this to see this nice :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: furiadeoso on July 18, 2018, 06:32:27 pm
Joust! I think it is the first cooperative arcade game published.
Congratulations!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on July 22, 2018, 09:05:25 pm
FBA driver news:
Thunder Ceptor I and II
Pinball Action
D-Day (Olympia)
D-Day (Jaleco)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on July 23, 2018, 12:28:41 am
Great work guys! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2018, 09:35:57 pm
Saw this game at a brewery while I was on vacation recently. I really wanted to see it in FBA. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 15, 2018, 11:48:44 pm
One more Irem game
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 16, 2018, 12:41:44 am
Other two Irem's classics are been added to FBA... thanks a lot! :)

PS: if I'm not wrong the original hardware of these games should be very similar to the Irem's Traverse USA/Zippy Race hardware (already emulated on FBA)...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 16, 2018, 10:06:19 pm
Other two Irem's classics are been added to FBA... thanks a lot! :)

PS: if I'm not wrong the original hardware of these games should be very similar to the Irem's Traverse USA/Zippy Race hardware (already emulated on FBA)...
I didn't realize that ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 17, 2018, 03:16:12 am
I didn't realize that ^^

Irem's 10-Yard Fight (10yard + clones) should be another game based on a very similar hardware... :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2018, 12:53:14 am
Irem's 10-Yard Fight (10yard + clones) should be another game based on a very similar hardware... :)

Added ^^
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2018, 12:53:56 am
Also added Banbam and Strength and Skill
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2018, 12:57:26 am
These should be finished in the near future. I'm just waiting on Dink to hook up the analog inputs and play with the sound a bit. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2018, 12:59:00 am
Started porting this too, but have been distracted. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 18, 2018, 01:58:07 am
Excellent work! :)

PS: I've always been fascinated by vector games... most of them, with their wire frame models, are the first attempts to create a "real time 3D space/world" !
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 18, 2018, 02:03:32 am
Also added Gaelco's Target Hits
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on August 18, 2018, 08:39:04 am
Busy Busy Busy, nice work chaps!!
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 21, 2018, 11:29:42 pm
Star Wars and The Empire Strikes back, an iq_132 and dink endeavor.

Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 22, 2018, 12:35:58 am
... and finally, the Force is with us!  :biggrin:
Excellent work!  :smilie:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Bad Dude on August 22, 2018, 04:02:26 pm
Nice work. Keep doing!  :wink:
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 24, 2018, 12:03:28 am
Added a few Misc. drivers
Mirage - one of the few remaining Deco16ic games not in FBA.
Atari's Nite Driver
Tank Busters

Dink is hard at work bug-fixing these
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on August 24, 2018, 12:04:22 am
Also added support for Sega's Z80-3D system (Buck Rogers, Turbo, and Subroc-3D).
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on August 24, 2018, 01:29:29 am
Great additions! :)
The SEGA's Z80-3D system (VCO Object) is one of the first hardware with a sprites/objects scaling technique...
it uses a specific analog scaling technique, various Voltage Controlled Oscillators (VCOs) produce clock signals that control the data fetched from the sprites/objects ROM(s): slower clock signals produce larger sprites on the screen, instead higher clock signals produce smaller sprites on the screen.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: dink on August 31, 2018, 08:25:56 am
Omega Race, another iq_132 / dink endeavour!
It might look kinda simple, but it packs a lot of fun.
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on September 30, 2018, 07:39:59 pm
Completing the set of 80's Starwars arcade games here's the last in the trilogy, brought to you by iq_132 and dink the force is strong in these guys :)


The Return Of The Jedi
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 01, 2018, 02:49:02 pm
A big thanks to the "amazing duo"!  :wink:
Driver (argus.c) by iq_132 with help from dink...
Argus
Butasan - Pig's & Bomber's (Japan, English)
Butasan (Japan, Japanese)
Valtric
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 06, 2018, 04:11:24 am
Other two Atari's games are emulated by FBA... a big thanks to iq_132 and dink! :)
Cloud 9 (prototype)
Firebeast (prototype)
Title: Re: What I've been working on (iq_132's work in progress)
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
Title: Re: What I've been working on (iq_132's work in progress)
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
Title: Re: What I've been working on (iq_132's work in progress)
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
Title: Re: What I've been working on (iq_132's work in progress)
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
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 11, 2018, 10:59:45 pm
Starting down a rabbit hole...
Title: Re: What I've been working on (iq_132's work in progress)
Post by: Gab75 on October 12, 2018, 12:29:15 am
Great news! There are a lot of Atari's amazing games! :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: iq_132 on October 12, 2018, 12:31:25 am
And another. :)
Title: Re: What I've been working on (iq_132's work in progress)
Post by: gamez fan on October 12, 2018, 09:15:50 am
Atari Time  :cool: