Author Topic: dink's FBA Development & Fixes thread  (Read 212600 times)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1530 on: December 29, 2018, 10:49:24 pm »
Vantier, thanks for the recordings - I got the tempo pretty close to the pcb recording.  Please try this test-exe and let me know what you think:
https://www.sendspace.com/file/fp7jnm

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1531 on: December 29, 2018, 11:08:34 pm »
And now, for a bit of sad news:
compy-p4 never gave up the good fight.  [insert some nice things to say about compy-p4 here] but, as all good things must come to an end, life support was removed thursday @ 7:34pm EST.  no more shall he endure the pain of full rebuilds (*ahem*.. Treblewinner...)

long live compy-p4!

Offline Vantier

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Re: dink's FBA Development & Fixes thread
« Reply #1532 on: December 30, 2018, 10:25:59 am »
First of all, thanks for the efforts on this subjet, Dink
I've just test the debug exe you uploaded and it's still slower than the original :/
https://www.youtube.com/watch?v=0WzahQBA1RE&t=143s
Check this from 4:11. Compare that part where beats are more recognizable with the one you built.
Very Thank you, pal. 

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1533 on: December 30, 2018, 10:46:38 am »
First of all, thanks for the efforts on this subjet, Dink
I've just test the debug exe you uploaded and it's still slower than the original :/
https://www.youtube.com/watch?v=0WzahQBA1RE&t=143s
Check this from 4:11. Compare that part where beats are more recognizable with the one you built.
Very Thank you, pal.

Can you please tell me how to get something to count the bpm, because I personally can't perceive the tempo differences.
also can you try setting your audio rate(hz) to 48000 in fbalpha, and see if that helps at all?

best regards,
- dink

Offline Vantier

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Re: dink's FBA Development & Fixes thread
« Reply #1534 on: December 30, 2018, 01:19:09 pm »
Can you please tell me how to get something to count the bpm, because I personally can't perceive the tempo differences.
also can you try setting your audio rate(hz) to 48000 in fbalpha, and see if that helps at all?

best regards,
- dink
Yes, that help. Now with 48000hz in fba settings sound exactly the same as the pcb.
Thanks a lot. Keep up the good work!

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1535 on: December 30, 2018, 06:40:19 pm »
Yes, that help. Now with 48000hz in fba settings sound exactly the same as the pcb.
Thanks a lot. Keep up the good work!

Can you please tell me the rate you had selected before? :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1536 on: December 31, 2018, 12:50:42 am »
Vantier,
Here's a new test exe, now it should have the same tempo at any selected soundrate.
https://www.sendspace.com/file/qw82wm
now compiled with gcc 8.2.0 :)
& includes the eagleshot gfx fix c/o Haze (thanks!)

best regards,
- dink

Offline Vantier

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Re: dink's FBA Development & Fixes thread
« Reply #1537 on: December 31, 2018, 05:10:17 am »
Hi Dink, Yes, now it's perfect at any rates. Very thank you!

I didn't test to change the sample rates cause it's normally sound quality related and not speed.
About how can you count the bpm without complications it's very simple. You can use this:
http://www.beatsperminuteonline.com/
If you have a little sense of rhythm you can tap with space key at tempo during a minute or less and see what's showing. (start tapping when you're sure of the rythym).
For me, using the first stage song, with your last fixes is 58bpm versus 60/61 with the korean video.
I don't want to be a pain in the ass, so for me it's ok. If you want perfection, increase just a little bit the sound speed.

BTW Very thank you, man and happy new year!!   

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1538 on: December 31, 2018, 09:17:17 am »
Vantier, thanks for the info :)
I actually didn't increase the music speed at all, the problem was the ym2151 sound chip - it was using an old/buggy method to sync to the sound buffers for the timers - which is why the rate change caused the difference in tempo.   A couple other DataEast games had this issue (Caveman Ninja, Rohga IIRC).  There really is no easy/elegant way to change the speed of the music without affecting other things.  Basically the soundcpu sends a command to the ym2151 sound chip to fire the timers at a specific rate, and these timers generate irq's (for the soundcpu) at that rate which controls the tempo of the music (and other things).  What I'm trying to say is, that's as good as it can get for now. 

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1539 on: January 11, 2019, 12:13:08 am »
FBAlpha fix/improvement news! (aka how to kill 2 weeks worth of free-time)
fixed crackly sounds in some Puchi Carat tunes
fixed crackly sounds in Xexex's attract mode during lots of explosions (entirely unrelated to Puchi Carat fix)
fixed tetris the grand master 2 - running at half-speed
fixed missing text in Magical Crystals Bonus game (prio issue)
fixed possible unwanted frame advance while paused in all Kaneko16 games
fixed crash loading 1000 Miglia (gtmr) after loading Magical Crystals or Wing Force
fixed random crash in Mazinger Z
fixed taitof3 states, missing graphics after state load from a cold-boot
added missing p2 button 3 to Violence Fight
fixed NeoGeo memory cards [Barry]
update fd1089 games to use sega-style format [Barry] *update your romsets!!*
improved JoJo/JoJoba inputs [barbudreadmon]

Latest test/debug exe: https://www.sendspace.com/file/k9mjfk

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1540 on: January 14, 2019, 07:57:23 pm »
Whilst working on the Dragon Ballz driver - I noticed some ugly bugs:
missing sprites
flickering sprites
missing text

looking at the sprites in ram: I noticed a ton of space between sprites.  doing the math, this limited the # of sprites to 256/4, when the chip can actually display 256.
Where did I see this before..  I think moo mesa or xexex, which used a very simple dma transfer func. to copy the sprite data out of the dma-ram and into a nicely formatted sprite buffer.  After implimenting this into dbz - all problems solved!

The nicest fix is in dbz2 - attract mode where they fight in the clouds - the cloud(s) next to the player(s) would flicker.  now they don't.  I can't really show that in a still image, but, here's some other things it fixed:

best regards,
- dink
« Last Edit: January 14, 2019, 07:58:25 pm by dink »

Offline Stifu

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Re: dink's FBA Development & Fixes thread
« Reply #1541 on: January 15, 2019, 02:12:33 am »
Cool. I assume the "Vegeeta" name is not a bug but the way they romanized his name in this game? Just pointing it out because it was "Vege ta" before your fix. Couldn't quickly find out how it looks in MAME.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1542 on: January 15, 2019, 09:03:03 am »
Cool. I assume the "Vegeeta" name is not a bug but the way they romanized his name in this game? Just pointing it out because it was "Vege ta" before your fix. Couldn't quickly find out how it looks in MAME.

Its a badly translated game as usual :)
edit: that extra E is really in the sprite list (along with all the other missing text), I painstakingly checked!
« Last Edit: January 15, 2019, 09:45:21 am by dink »

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1543 on: January 15, 2019, 09:47:02 am »
Its a badly translated game as usual :)
Yeah, unlike France where it was aired on national tv in early 90s (wednesday afternoon, with saint seiya and hokuto no ken xD), i think this anime came late in USA, most likely the video game was prior to airing in USA.

Offline Stifu

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Re: dink's FBA Development & Fixes thread
« Reply #1544 on: January 15, 2019, 05:49:22 pm »
The DBZ games still had bad French translations back then, despite being popular on TV...
Thanks for double checking, dink.