Author Topic: dink's FBA Development & Fixes thread  (Read 200989 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!

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1493 on: October 23, 2018, 07:17:58 pm »
Since the we're now working with a public GIT repo, I'll periodically post my current development .exe for win32 here in this thread.
This exe is:
x my personal debug exe, compiled with debug support
x has all the latest features, fixes, drivers, etc on par with the git repo
x not to be confused with a release build - some things may be work-in-progress / unfinished

If you enjoy this stuff, please take the time to report any problems you may have...
here in this forum: http://neo-source.com/index.php?topic=1731.msg12476#msg12476
on the git repository: https://github.com/barry65536/FBAlpha

best regards,
- dink
« Last Edit: October 23, 2018, 07:21:26 pm by dink »

Offline Stifu

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Re: dink's FBA Development & Fixes thread
« Reply #1494 on: October 24, 2018, 03:28:19 am »
Very nice! Thanks for the more open process. I'm sure it'll increase the quality of the next releases.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1495 on: October 25, 2018, 12:01:24 am »
Stifu, that's the whole plan :)  Thanks :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1496 on: October 25, 2018, 12:23:08 am »
Noticed a bug in the title fade-up in Driftout (Taito F2 hw) the other day, fixed it and forgot about it.  oops :)
Here's a little recording w/ the fix: https://www.youtube.com/watch?v=lH7ctGzUaCc

This game uses priority of 0 for the roz layer as layer disable.

bonus: this fix made it into my test exe a few messages above, enjoy!

best regards,
- dink

Offline antiriad

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Re: dink's FBA Development & Fixes thread
« Reply #1497 on: November 17, 2018, 11:46:51 am »
Hey dink,
I've just registered to say a big THANK YOU for that Undercover Cops bug fix!
Irem games are rare nowadays, so M92 emulation needs some love! ;)

Thanks again
« Last Edit: November 18, 2018, 09:56:36 am by antiriad »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1498 on: November 17, 2018, 09:02:29 pm »
Hey dink,
I've just registered to say a big THANK YOU for that Undercover Cops bug fix!
Irem games are rare nowadays, so M72 emulation needs some love! ;)

Thanks again

You're welcome :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1499 on: November 21, 2018, 09:44:18 am »
Good news: development of atari can continue!  Spent the past 2 weeks on a bug that affected nearly every game.  Somehow the solution popped (magically arrived?  who knows) in my head last night during dinner, and after implementing it 3 different ways it ended up working.  yay! :)  Luckily iq_132 was there to witness my nearly 2 weeks of frustration+joy come to an end last night..    :eek:

Now it's back to the simple joys of tweaking timing and hooking up analog inputs.

best regards,
- dink