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41
FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by Mucci on October 31, 2024, 01:26:32 PM »
@dink: does work again on my old environment, thanks a lot
@barbudreadmon: thanks for the hint, will remove it from my script
all green :-)
42
FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by dink on October 31, 2024, 09:00:58 AM »
Not much information there ....but yeah as I have already mentioned, don't waste too much time. Maybe something is missing or outdated in my first package....

Thanks for the log, try now
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FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by barbudreadmon on October 31, 2024, 05:41:54 AM »
@dink In my experience, the -jX parameter randomly fails on FBNeo, i think it has to do with make sometimes starting to build cpp/c files before header generation finished.
I actually had to remove that parameter from the buildbot some months ago because it was a regular cause of failure : https://github.com/finalburnneo/FBNeo/commit/fa2f4c953caa4939faf82cab2734ef7834e632c5
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FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by Mucci on October 31, 2024, 03:31:14 AM »
Not much information there ....but yeah as I have already mentioned, don't waste too much time. Maybe something is missing or outdated in my first package....
45
FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by Mucci on October 31, 2024, 03:01:18 AM »
Used it in my MAME compile-Script, can't remember why I have removed it in the FBNEO script ;-)

set /a THREADS=%NUMBER_OF_PROCESSORS% + 1
set Compilecpu=j%THREADS%

"make.exe -%Compilecpu% "   (not the complete command ;-))

ok added it.
Compile today was also fine, will do some more testing and update the docu. In a couple of days I will upload it as V2 (V1 and V2 scripts are not 100% identical)

@dink: Sure I can create this compile error log. But I don't want to spend too much time with it as the new compile environment does work. Old package was created/received from JacKc 4 years ago. Maybe it is better to have an updated one.

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FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by dink on October 31, 2024, 01:05:18 AM »
Mucci,
TIP: adding this parameter to the make.exe commandline in your script will speed up the build by many times.
-j8
Also, I removed depend by default in makefile.mingw.  Deprecated, because one can rebuild from clean quicker than
make will make & check the depend files.  This also speeds the build up considerably.
Also.. fixed a string problem with newer compilers :)

edit:NOTE: ideally, you'd want to query the number of cores the processor has and pass this to make with -j.  Maybe this will work?  I didn't try it:
make -j%NUMBER_OF_PROCESSORS%
This way, if a cpu has more than 8 cores, it won't be limited to only using 8 cores if you only use -j8

best regards,
- dink
47
FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by dink on October 30, 2024, 06:08:59 PM »
Hi Mucci,
To help me figure out and fix hte problem, could you get me the full log from make?

from the command prompt (cmd.exe), run make like this:
make mamemingw > makelog.txt 2>&1

If your make command is different, just write it, but add this to the end:
 > makelog.txt 2>&1

And after some time, it'll return to the command prompt and have created makelog.txt, please attach this log file and I'll try to figure out what is wrong :)

best regards,
- dink
48
FBN Development / Re: Games for Home Systems (adds and more...)
« Last post by Gab75 on October 30, 2024, 04:00:18 PM »

Added the support 9 new NES/Famicom titles (4 classics + 2 homebrews + 3 translation hacks):
Alien Syndrome (Japan, 1988)
ASO - Armored Scrum Object (Japan, 1986)
Cereal Cafe (HB, 2022)
Cosmo Genesis (T-Eng, 2000)
Pachinko Daisakusen (Japan, 1991)
Pachinko Daisakusen (T-Eng, 2015)
Pachinko Daisakusen 2 (Japan, 1992)
Pachinko Daisakusen 2 (T-Eng, 2015)
Paganitzu beta 05 (HB, 2024)
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FBN Development / Re: [TOOL] FB Neo compile script for Windows 10 x64
« Last post by Mucci on October 30, 2024, 02:59:41 PM »
Since my "old" environment failed to compile ("makefile.mamemingw:574: recipe for target 'vid_directx9.o' failed, make.exe[1]: *** [vid_directx9.o] Error 1, makefile:106: recipe for target 'mamemingw' failed") I have tried to use the package from https://www.winlibs.com. Those are updated, maybe worth a try ;-)
At the moment I'm still testing it on Win11 with x64. UCRT runtime library does fail but MSVCRT seems ok.
I have no idea how many are using my script but if someone is interested to test it please contact me on discord or send me a PM here.

And if you don't want to compile it yourself -> download the nightly build (also perfect ;-) )
50
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on October 29, 2024, 09:24:09 AM »
Hi guys,
Added in support for a new hlsl shader "CRT Retro Scanlines" by KillaMaaki, from ppsspp
It works under the "DirectX9 Alt Blitter" as "HardFX"

It also has a new "Shader Settings" option, which will or won't be irritating depending on the setting :P

Find the HardFX shader pack, attached - unzip into support/shaders

best regards,
- dink
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