Author Topic: dink's FBN Development & Fixes thread  (Read 1320610 times)

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2190 on: July 23, 2021, 12:03:29 PM »
What is ?cps3 speedhack? from latest build?

A speedhack to prevent a block of code from being re-executed several times with exactly the same parameters, it improved cps3 performance quite nicely on my setup.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2191 on: July 24, 2021, 08:34:29 PM »
nice work barbudreadmon!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2192 on: July 24, 2021, 08:43:47 PM »
Cleaned up/modernized the Tiger Road driver a bit, highlights:
Capcom's F-1 Dream (romset f1dream): hooked up protection MCU, game is now working

Improved fidelity in Tora e no Michi (romset: toramich)'s msm5205 (adpcm samples)
toramich is the Japanese version of Tiger Road, it's PCB is slightly more advanced w/added adpcm samples - give this one a try if you havn't - you might like it better than Tiger Road!

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2193 on: July 26, 2021, 12:24:23 PM »
Hi everyone,
Help needed!  Want something to do?
Play/Try/Test games in the following list and let us know if there are any problems / bugs / "weirdness" with the new stuff.

These games, for example:
Disco Boy (discoboy)
F-1 Dream (f1dream)
Tiger Road (tigeroad)
Tora E No Michi (toramich)
Missile Command (missile)
Exerion (exerion)
N.Y. Captor (nycaptor)
Moon Patrol (mpatrol)
Alpha One (alpha1v)

Game Name (romset name)

Even if you're not sure if its a bug, please let me know :)  VIA PM if you prefer!

best regards,
- dink

Offline ClessxAlghazanth

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Re: dink's FBN Development & Fixes thread
« Reply #2194 on: July 28, 2021, 08:12:10 PM »
Hi  :cool:

I've been playing Missile Command , Exerion and Moon Patrol on FBNeo these days and haven't noticed any issues so far  :smilie:

(By no means I'm a gaming guru  ; never played those on a real pcb or anything)   ;p

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2195 on: July 29, 2021, 01:22:50 AM »
I'm playing Tiger Road and the game (until now) seems to run very well! ;)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2196 on: July 29, 2021, 09:03:59 AM »
ClessxAlghazanth & Gab75, thanks for testing :)

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2197 on: July 30, 2021, 12:58:40 AM »
ClessxAlghazanth & Gab75, thanks for testing :)

You're welcome! :)
I also tried Alpha One (alpha1v), the game works very well... ;)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2198 on: August 01, 2021, 10:07:34 AM »
Hi friends & fbneo fans,
This one's big, it's going to be a 2-parter.

First part: added RunAhead feature to fbneo, it's really a nice feature:  seeing mario jump (nes_smb), a ship shoot (any shooter) or guy punch/kick instantly when you press a button is a good thing.  Really, it's a great thing!  Getting this working perfectly took about 1+1/2 days.

Second part: Working on fixing bugs...
Something I noticed right away: a lot of games - about 25% of them, have little glitches in the audio caused by the RunAhead feature.

The plan is to keep the new feature off github until all games are working flawlessly.  Hoping to be done by Wednesday (August 4th) or sooner!

best regards,
- dink

Offline el_rika

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Re: dink's FBN Development & Fixes thread
« Reply #2199 on: August 01, 2021, 10:57:45 AM »
I assume the performance penalties will be similar to Retroarch's, right?

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2200 on: August 01, 2021, 11:43:33 AM »
I assume the performance penalties will be similar to Retroarch's, right?

Knowing how the whole savestate process is a bit crazy in RA, i assume there will be slightly lower overhead.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2201 on: August 01, 2021, 03:12:18 PM »
I assume the performance penalties will be similar to Retroarch's, right?

I havn't tried Retroarch's Runahead to compare, but...
Regarding standalone performance: it's lightweight and almost transparent.  I'm really quite happy with how it has turned out. 
Let's take for example, Heavy Unit (hvyunit).  With vsync / windowed 2x size it takes 9-10% (task manager), with runahead enabled, it's 10-11%.
With Cyvern, it's 9-11% and w/runahead 11-13%.  Cyvern on Kaneko Suprnova HW is a Hitachi SH-2 game that uses every single cycle of it's emulated 28mhz cpu.  (it doesn't benefit from speedhacks like other Suprnova games)

best regards,
- dink
« Last Edit: August 01, 2021, 03:13:27 PM by dink »

Offline iq_132

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Re: dink's FBN Development & Fixes thread
« Reply #2202 on: August 01, 2021, 07:20:37 PM »
I havn't tried Retroarch's Runahead to compare, but...
Regarding standalone performance: it's lightweight and almost transparent.  I'm really quite happy with how it has turned out. 
Let's take for example, Heavy Unit (hvyunit).  With vsync / windowed 2x size it takes 9-10% (task manager), with runahead enabled, it's 10-11%.
With Cyvern, it's 9-11% and w/runahead 11-13%.  Cyvern on Kaneko Suprnova HW is a Hitachi SH-2 game that uses every single cycle of it's emulated 28mhz cpu.  (it doesn't benefit from speedhacks like other Suprnova games)

best regards,
- dink
Cpu specs for scale? :)


Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2203 on: August 01, 2021, 08:17:17 PM »
i7 2600

Offline el_rika

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Re: dink's FBN Development & Fixes thread
« Reply #2204 on: August 02, 2021, 11:05:04 PM »
Sounds amazing   :biggrin: