Author Topic: dink's FBA Development & Fixes thread  (Read 194017 times)

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1470 on: May 31, 2018, 01:53:56 am »
After what was one of the weirest week-long debugging sessions I've ever had, d_raiden2 (raiden2,dx,zeroteam,etc) and d_dynduke are now working on big endian systems.  (wii-u, xbox360, ps, etc)
Thanks again ;p.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1471 on: June 03, 2018, 08:40:00 am »
On Genre filters and such

1: added 3 new filters - Action (classic), Run 'n Gun and Strategy
Action is basically for classic games that don't fit any regular genre - such as Qbert, Food Fight, Cheeky Mouse, Dock Man, etc.
Run 'n Gun for anything in the style of Contra, Ikari Warriors, Metal Slug
Strategy - well, there's only really 1 arcade strategy game I know of that we support, "Command War" on Taito F3...But there are several in the consoles, so it will be there for when we finally genre-ize them.

2: fixed the genre filters to be inclusive instead of exclusive, this way a game can have more than 1 genre, and the game will show up in each genre's section when the filters are used.  For example, Bump 'n Jump is racing and action.  or the "20th Annaversary MS Pacman/Galaga" can be in both maze and shooter sections.

3: went through every arcade game and verified the genre - this took a couple days...

As a bonus, all the Run 'n Gun games in the Megadrive section got categorized.  I set a goal to have the rest of the console games categorized by 2024.

best regards,
- dink



Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1472 on: June 23, 2018, 09:15:36 am »
Wow - I just realized, this thread is at the 99 page mark :) 

Back to fix news:
The New Zealand Story driver: a bunch of games were broken in the last release.  It happened when changing over to the new soundcore w/"less driver helper" code.  Sorry about that.  A few things have been improved in this driver, as well.

While iq_132 was busy emulating a new(-old) game (el fin del tiempo), we had some silly troubles with the soundcpu.  It didn't want to make any sound.  After several days of chasing random things down the rabbit-hole.. and porting over some fixes to the m6800 cpu core, the problem turned out being something really silly - the sound latches weren't being initialized right.  oops.

Silly fix for a bug - possibly in my video driver - or the d3d "enhanced" blitter.  I'm not sure.  If the game is paused then switched to fullscreen w/some resolutions, the screen will be blank.  Although for a split second, the image will be there. 

bye for now,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1473 on: July 01, 2018, 09:57:45 am »
dink's fix/dev news:
Konami's Martial Champion: all gfx bugs fixed
Mystic Warriors: correct a timing issue so the attractmode music fully ends and says "Mystic Warriors!" when it gets to the titlescreen.
All games in the Mystic Warriors driver: F2 to enable service mode
Fixed region dips in some toaplan games (vfive, grindstormer, batsugun, dogyuun)
Fixed freeplay mode in galaga
Sprite offsets in Guts'n so the end-of-levels progress screen is lined up
VS Block Breaker/Saru Kani, graphics issue due to disabled layer's priorities buffer not being cleared
Bump 'n Jump/Burnin' Rubber: make the engine sound louder/more bassy in the PCB (non-decocassette) version
Fixed dips in SideArms Hyperdyne

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1474 on: July 05, 2018, 08:48:26 am »
Dragon Gun
Due to the sheer unfairness of this game, the game didn't get as much testing as it deserved.  A quick trip to the service mode settings and putting the game in Easy mode solves that problem, and it turns out being quite a nice lightgun shooter.
Anyhow, a bunch of video & a game-related issue was fixed:
Ability to fully beat the end boss
Neat masking effect with the fire/dragon as the titlescreen comes in
Raster drawing to stretch the tilemaps (mostly stage 3/water level)
ugly black rectangle in the water as the stage 3 boss approaches & the water splits

There are still a couple minor sprite:sprite priority issues that I can't quite figure out, but they barely affect the gameplay.

best regards,
-dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1475 on: July 18, 2018, 11:08:22 pm »
Air Buster driver had an iq_132 vs. dink re-work
iq_132: convert to new tilemap system, clean up driver, nicer memory mapping, etc.
dink: re-write the timing, game now runs at the right speed without any hacks

The FBA fan who requested this below wishes to remain anonymous:  I can't see why ;)
Crazy Kong and Crazy Kong Pt2 are now working.
Sample player hooked up to cclimber, ckong, ckongpt2.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1476 on: August 06, 2018, 12:12:51 am »
Tempest now emulated in FBA!

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1477 on: August 06, 2018, 12:33:07 am »
The most representative vector game of early 80s is now among the FBA's "troops" ! Excellent work! :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1478 on: August 07, 2018, 11:10:01 pm »
more news:

Fixed an overflow bug in the mouse handling direct input code. This caused erratic movement in lightgun games when moving the mouse really fast.  This had to be fixed for the next one....

Added an analog paddle/dial with velocity to the burn_gun interface, this makes hooking up dial-type devices (or mouse, analog joystick) quite nice.  Inspired by my Tempest Dial project (TBA).

When I first started to emulate Tempest, I was presented with this silly screen, below.  After a few minutes I realized that I had seen this exact screen before on a broken Tempest machine at a seaside arcade in Myrtle Beach, South Carolina in the late 80's.  Memories... :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1479 on: August 11, 2018, 11:12:28 pm »
Asteroids and Asteroids Deluxe, a dink and iq_132 endeavor

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1480 on: August 12, 2018, 04:30:54 pm »
Moreover you added an anti-aliasing vector drawing too... excellent work! ;)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1481 on: August 22, 2018, 10:13:37 pm »
Some great news: Caps0ff successfully dumped Operation Wolf's C-Chip!
With that, I hooked it up to our Operation Wolf and it runs great :)

From the "I need vacation. Hmmm."* department:
Star Wars and Empire Strikes back really played hard to get.  My buddies know how frustrated I was towards the end there with Empire Strikes Back - the game would boot into service mode w/ no errors, but I couldn't get it to boot at all into the game.  I think it was maybe 3 solid days of poking around, and then finally the answer was right in front of me.  I thoroughly played both games later on and then realized it was worth every second.

* bonus points if you can guess where this quote came from :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1482 on: August 29, 2018, 10:03:44 am »
In recent happenings:
Sega G80v is finally done, yay! :)  Lots of work on iq_132 and my behalf to get this one complete and awesome.

Gab75 found some nice bugs, one of them relating to a change made to the tilemap system which had negatively affected Sigma's Submarine.  The other being some offset issues in Konami's Finalizer.  Excellent work!

Maybe I forgot to mention, all of the Taito C-Chip games simulation code has been completely removed now that all of the games using the C-Chip have been dumped.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1483 on: September 25, 2018, 10:07:06 am »
Wow, it's been a while since I posted anything here..

Been working very hard on new drivers w/iq_132, so the normal bugfix/improvement stuff had been on hold, but a couple things got in:
* added a feature/option to bring up the gamelist on launch of fbalpha
* added a hotfix for Sega Mastersystem's Rainbow Islands that causes the ending scene to crash.  This happens on real HW w/cart, too.
* fixed a state problems in upd7759 sound chip, which can cause horrible distortion in games that use it if the state is saved/loaded while its playing something. (altered beast and probably a few other Sega-16 games use this)
* added an analog paddle emulation w/velocity to the burn_gun device, this is good for certain trackball and spinner games.
* fixed several video bugs in pac-land, mostly due to video offsets and flipping
* added service coin button to donkey kong 3 - when held at boot this brings into a service mode
* added a fix for gun positioning issues in laser ghost (fix from mame)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1484 on: September 28, 2018, 08:25:16 am »
JoJo's Bizarre Adventure / CPS3 had some bugs:
I noticed a few gfx-wise bugs in JoJoba, which all stem from the same thing.  Basically the first sprite in the character ram was getting ignored.  D'oh!  Sometimes the bug wouldn't happen, because the first sprite was behind something, but most of the time it would look like...

Before/after pics: