Recent Posts

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41
FBA Development / Re: Romhack's WIP thread
« Last post by hursit on December 03, 2018, 04:43:23 pm »
Huhuuuw, it is great news.
I hope we will see Cave "cv1k.cpp" core too someday :P
After you release the GitHub code, I think Retroarch will update the FBA core soon. So what romset we will use to play UMK3. Will it synch with Mame 0.204 romset ?

Thanks...
42
FBA Development / Re: Romhack's WIP thread
« Last post by Romhack on December 03, 2018, 01:28:04 pm »
Rampage World Tour soundtest in FBAlpha VIDEO

https://www.youtube.com/watch?v=a2VtpY7Fzdg

thanks to:
Romhack for everything
Barry for spiffing up the drivers

Code will be on github tonight (Detroit time), there is a bit of clean-up to do!

best regards,
- dink
Nice work! Thanks you guys for this.

It just needs a better resampler, in this video https://www.youtube.com/watch?v=LB91jB5KocY IIRC it used higan cubic resampler: https://gist.github.com/zxmarcos/5bd9c32bb290a71a18dfffeef79bfbb5
I don't know if FBA has any driver that sound chip can be configured to output at any samplerate like DCS2k.
Does FBA have a resampler like MAME (streams)?
43
FBA Development / Re: Romhack's WIP thread
« Last post by dink on December 03, 2018, 11:28:10 am »
Rampage World Tour soundtest in FBAlpha VIDEO

https://www.youtube.com/watch?v=a2VtpY7Fzdg

thanks to:
Romhack for everything
Barry for spiffing up the drivers

Code will be on github tonight (Detroit time), there is a bit of clean-up to do!

best regards,
- dink
44
FBA Development / Re: Romhack's WIP thread
« Last post by barbudreadmon on December 03, 2018, 10:39:58 am »
Thanks for the explanation !

Well, chd support is something i'll try to add to fba then, since looking at this chd stuff is in my TODO list for Kronos anyway.
45
FBA Development / Re: Romhack's WIP thread
« Last post by dink on December 03, 2018, 09:51:00 am »
It's the uncompressed hdd dump - to make it I used chdman.exe from MAME 0.155*.  I think the commandline was something like:
chdman extracthd -i kinst.chd -o kinst.img
The image file goes into "[directory where fba*.exe resides]\hdd"
Treble Winner changed this to "d:\downloads\kinst.img" the other day on github, I think by accident.  Feel free to change this location in burn/drv/midway/d_kinst.cpp
Then the kinst.zip romset goes into your usual romsets location.

* because I did this many many moons ago.

best regards,
- dink
46
FBA Development / Re: Romhack's WIP thread
« Last post by barbudreadmon on December 03, 2018, 07:40:42 am »
I'm not too interested in chd support though.

The drivers don't require the chd hdd dumps from the MAME romsets ? What's the "kinst.img" file for killer instinct then ? I assumed it was the chd hdd dump.
47
FBA Development / Re: Romhack's WIP thread
« Last post by dink on December 03, 2018, 07:21:26 am »
I think the deal was that if I got sound working in wunit that me and iq_132 would have a de c++ification codenight coming up...
I'm not too interested in chd support though.  feel free :)

best regards,
- dink
48
FBA Development / Re: Romhack's WIP thread
« Last post by barbudreadmon on December 03, 2018, 05:58:31 am »
That's a great news ! It would be awesome for portability if the c++11 requirement got removed too :). Btw, you might be interested in this code if you need something to read CHD : https://github.com/libretro/fbalpha/tree/master/src/burner/libretro/libretro-common/formats/libchdr.
49
FBA Development / Re: Romhack's WIP thread
« Last post by dink on December 03, 2018, 12:33:58 am »
"Treble Winner vs. dink: Romhack's midway spiffing championship"

The other day Barry made some nice changes to Midway - he fixed the screen offsets and changed video over to pTransDraw instead of direct buffer, to work with all palette depths, etc.

I thought: wouldn't it be really nice to complete the emulation by adding sound?
after a couple days and many hours of derping around, Wolf Unit games have sound! - yay -!

best regards,
- dink
50
FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by Bad Dude on November 28, 2018, 06:51:03 pm »
I agree with you, the console versions (PSX/Saturn) have better full motion videos sequences and the fighters' shadows are translucent, but the arcade version has (very) better animations! ;)

Yeah, and the sprites are more defined. 
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