Author Topic: dink's FBA Development & Fixes thread  (Read 193983 times)

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1485 on: September 28, 2018, 10:57:41 am »
Sometimes the bug wouldn't happen

Funny thing, i noticed this bug months ago in the libretro port, but wasn't able to reproduce it on standalone, so i thought it was specific to the port...

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1486 on: October 03, 2018, 07:42:42 pm »
P2 Hit Counter is fixed in JoJo's Venture / Bizarre Adventure, big thanks to Haze for sharing the fix with us :)

Read about it on Haze's blog @ https://mamedev.emulab.it/haze/

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1487 on: October 05, 2018, 12:35:31 am »
Argus.  A game this legendary deserves a proper title screen.
Video Clip: https://www.youtube.com/watch?v=8Kejc5Y4NFw

after / before piccys:
« Last Edit: October 05, 2018, 12:38:37 am by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1488 on: October 08, 2018, 10:30:59 am »
Konami's Devil World HW (twin16) has a nice feature in which sprites can create a shadow by darkening the background layer below it.  The hardware presumably is incapable of shadowing ontop of another sprite.  So, what happens when the background layer is a lake of lava, and the platform is a sprite?   Unfortunately, the shadow looks like darkened lava, which is really ugly. (first pic).

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

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

How does it look?
First pic: before - FBA (dev build) and MAME. (it looks much worse when animating)
Second pic: after - note, the small platforms are sprites, and the large platform is the background tilemap.
Third pic: when the platform below the characters is a tilemap.
« Last Edit: October 08, 2018, 10:37:26 am by dink »

Offline gamez fan

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Re: dink's FBA Development & Fixes thread
« Reply #1489 on: October 12, 2018, 09:17:33 am »
@dink nice work!!!

Offline Haze

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Re: dink's FBA Development & Fixes thread
« Reply #1490 on: October 12, 2018, 09:52:45 am »
I think this was an intentional effect in the game to make it look like you're walking on something that's burning hot?

Don't think this is a fix so much as injecting personal preference into the emulation?

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1491 on: October 12, 2018, 10:03:55 am »
Re: Devilw: when it animates it looks absolutely horrible, like a gfx bug.   Also watch when the player dies, he comes back as a shadow - it looks even more wrong.   I can see it being right if they were walking on the actual lava, though.  Either way we'll know for sure when a pcb recording surfaces :)  Until then...

best regards,
- dink
« Last Edit: October 12, 2018, 10:05:35 am by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1492 on: October 12, 2018, 10:06:18 am »
FBAlpha finally gets Crystal Castles!