Welcome!
Final Burn Neo => FBN Development => Topic started by: Barry Harris on May 01, 2015, 06:20:45 PM
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http://www.fbalpha.com/view/222/
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:cool:
A little how-to rip the Sega Saturn DonPachi music to use with our new DonPachi high-quality music mod! http://pastebin.com/RD2iM9KG
Bruce Lee fans, check out the fantastic new SMS version @ http://www.smspower.org/Homebrew/BruceLee-SMS - just download and rename to brucelee10.zip for FBA :)
Cheers!
best regards,
- dink
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Thank you, this is a significant release!
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Thanks Barry :smilie:
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Downloaded language templates have some issue on new site.
Character encoding is converted incorrect. Chinese language templates display garbled.
gamelist translation finished
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French translation is online. Do you have a system like wikipedia to revert some changes ?
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A new FBA Release is always welcome Thanks alot fellas!!!
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I has updated the Korean UI language of the new site for 0.2.97.36..
I check after the download was broken and all the character encoding.
I attach the correct Korean UI language for 0.2.97.36.
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Thanks for the feedback guys.
I have updated the download template script to pass in the correct character encodings, so these should be good now.
Benjamin,
I should have a revision system up and running shortly - currently the best I have is a nightly database dump to my home storage server.
Once I've done the revision system, I'll import the latest version of the other language templates we have .
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Thanks for the feedback guys.
I have updated the download template script to pass in the correct character encodings, so these should be good now.
Benjamin,
I should have a revision system up and running shortly - currently the best I have is a nightly database dump to my home storage server.
Once I've done the revision system, I'll import the latest version of the other language templates we have .
Nice, thanks for the answer
Keep up the good work
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Ok, revision support added.
It's only available to users who I give the permission to. I've given the permission to the usual contributors.
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Shame that my SDL/OpenGL fixes didn't make it in this new release... :(
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Dmitry, oops - I thought they got checked in, terribly sorry about the oversight!
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Tried to add Pack'n Bang Bang to the Kaneko driver thought it would be an easy one as in the MAME driver it shares
everything with The Berlin Wall except for the Dips anyway added it to the FBA driver hooked it up to use the Berlin Wall
code only thing i didn't do was add the Dips it's using Berlin wall ones for now and it looks like this on boot......
(http://i59.tinypic.com/2dubma0.png)
Something went wrong LOL cant see the above being because of the missing dips maybe the Berlin wall graphical code in FBA
needs some changes for this game anyway best to leave it to the Pros i think :)
Set it up by hand like this..........
static struct BurnRomInfo PackbangRomDesc[] = {
{ "bbp0x3.u23", 0x020000, 0x105e978a, BRF_ESS | BRF_PRG }, /* hand written checksum on label - 527B */
{ "bbp1x3.u39", 0x020000, 0x465d36f5, BRF_ESS | BRF_PRG }, /* hand written checksum on label - C5C8 */
/* Sprites */
{ "bb.u84", 0x080000, 0x97837aaa, BRF_GRA },
{ "pb_spr_ext_9_20_ver.u83", 0x040000, 0x666a1217, BRF_GRA }, /* hand written label plus checksum BA63 */
/* Tiles (Scrambled) */
{ "bbbox1.u77", 0x080000, 0xb2ffd081, BRF_GRA },// 1ST AND 2ND HALF IDENTICAL
{ "bb.u73", 0x080000, 0x896d88cb, BRF_GRA },
{ "bb.u65", 0x080000, 0xfe17c5b5, BRF_GRA }, // FIXED BITS (xxxxxxx0)
{ "bb.u74", 0x080000, 0xb01e77b9, BRF_GRA },
{ "bb.u66", 0x080000, 0xcaec5098, BRF_GRA }, // FIXED BITS (xxxxxxx0)
{ "bb.u75", 0x080000, 0x5cb4669f, BRF_GRA },
{ "bb.u67", 0x080000, 0xce5c9417, BRF_GRA }, // FIXED BITS (xxxxxxx0)
{ "bw000.u46", 0x040000, 0xd8fe869d, BRF_SND }, // 14 Samples
};
STD_ROM_PICK(Packbang)
STD_ROM_FN(Packbang)
struct BurnDriver BurnDrvPackbang = {
"packbang", NULL, NULL, NULL, "1991",
"Pack'n Bang Bang (Prototype)\0", NULL, "Kaneko", "Kaneko 16-bit",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING, 2, HARDWARE_MISC_POST90S, GBF_PLATFORM, 0,
NULL, PackbangRomInfo, PackbangRomName, NULL, NULL, BerlwallInputInfo, BerlwallDIPInfo,
BerlwallInit, BerlwallExit, ExplbrkrFrame, NULL, ExplbrkrScan,
&Kaneko16RecalcBg15Palette, 0x9000, 256, 224, 4, 3
};
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good job gamezfan !!!it's promising :)
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good job gamezfan !!!it's promising :)
Ha Ha yeah it looks good ;) Need to get hold dinks driver converter to make sure the Rom and dips are in correctly after that
hopefully it'll look better
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Well on spec added it to MAMEoXtras sharing everything with The Berlin Wall minus the Dips and i get this......
(http://i58.tinypic.com/205y4k9.png)
Not sure why when i do the same in FBA it doesn't work i'll try and add the dips see if that sorts it if not then it's likely the
graphics roms have to be setup differently for this game and i have no idea how to do that which is par for the course with me :D
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.
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packnbangbang
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Lovely!! Thats what happens Kids when the Pro's work on it :D
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Well done dink for adding Pack 'N' Bang Band :smilie:
I'm actually reorganizing a bit d_kaneko16.cpp (some Dips in Input Definitions instead of Dip Switch Definitions, etc...) ;p
EDIT: Added Pack'n Bang Bang to HARDWARE_KANEKO16 instead of HARDWARE_MISC_POST90S... And a clone of Blood Warrior which seems to have been forgotten in the driver ;p
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packnbangbang
you're missing the background brightness register, the title screen background should be black, and the backgrounds during gameplay should fade to black (both confirmed on PCB)
it is also used in 2 of the Berlin Wall sets to make the background lighter/darker after you insert a coin.
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you're missing the background brightness register, the title screen background should be black, and the backgrounds during gameplay should fade to black (both confirmed on PCB)
it is also used in 2 of the Berlin Wall sets to make the background lighter/darker after you insert a coin.
I know we'll disagree here as being a MAME dev your more focused on 100% pure emulation where as comming at this from
a gamers viewpoint personally i like the fact the brightness register is not emulated correctly in FBA as the game looks prettier
with the backgrounds staying on screen at all times plus the game continue works
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I know we'll disagree here as being a MAME dev your more focused on 100% pure emulation where as comming at this from
a gamers viewpoint personally i like the fact the brightness register is not emulated correctly in FBA as the game looks prettier
with the backgrounds staying on screen at all times plus the game continue works
I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.
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I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.
Best of Both Worlds :D
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I'll try to add the brightness feature tonight or tomorrow. I'll add a fake dip to disable it too.
It seems like an anti-feature to me.. :/
:P perhaps for packin'bb we can leave it disabled by default?
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It seems like an anti-feature to me.. :/
:P perhaps for packin'bb we can leave it disabled by default?
I've always believed that things should be emulated properly and "enhancements" optional. For me, they should not be enabled by default.
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the problem when other emulators use hacks to 'improve' games (and turn them on by default) is that we get a steady stream of people claiming the MAME emulation is wrong, citing the other emulators and 'better experience' as evidence.
it happens with SNES etc. too, there are a ridiculous number of people who think Bsnes / Higgan is a terrible emulator (when infact it's by far the best snes emulator) because it won't run hacks that only worked for other people because they rely on zsnes's buggy and inaccurate snes emulation.
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Added.
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If i may be so bold maybe a change is required in dkong.cpp to better reflect the sound status of Donkey Kong 3 and the Bootleg
struct BurnDriver BurnDrvDkong3 = {
"dkong3", NULL, NULL, NULL, "1983",
"Donkey Kong 3 (US)\0", "Imperfect sound", "Nintendo of America", "Miscellaneous",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
NULL, dkong3RomInfo, dkong3RomName, NULL, NULL, Dkong3InputInfo, Dkong3DIPInfo,
Dkong3Init, Dkong3Exit, Dkong3Frame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
224, 256, 3, 4
};
struct BurnDriver BurnDrvDkong3j = {
"dkong3j", "dkong3", NULL, NULL, "1983",
"Donkey Kong 3 (Japan)\0", "Imperfect sound", "Nintendo", "Miscellaneous",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
NULL, dkong3jRomInfo, dkong3jRomName, NULL, NULL, Dkong3InputInfo, Dkong3DIPInfo,
Dkong3Init, Dkong3Exit, DrvFrame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
224, 256, 3, 4
};
struct BurnDriver BurnDrvDkong3b = {
"dkong3b", "dkong3", NULL, NULL, "1984",
"Donkey Kong 3 (bootleg on Donkey Kong Jr. hardware)\0", "No sound", "bootleg", "Miscellaneous",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_BOOTLEG | BDF_ORIENTATION_VERTICAL | BDF_ORIENTATION_FLIPPED, 2, HARDWARE_MISC_PRE90S, GBF_PLATFORM, 0,
NULL, dkong3bRomInfo, dkong3bRomName, NULL, NULL, DkongInputInfo, Dkong3bDIPInfo,
dkong3bInit, DrvExit, DrvFrame, dkongDraw, DrvScan, &DrvRecalc, 0x100,
224, 256, 3, 4
};