Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
1
Off Topic / Firefox Theme
« Last post by dink on Today at 09:09:20 AM »
I've been using Firefox since before it was called Firefox, I even worked on it for a while back in the early 00's.  Great browser.

There's a reason I didn't upgrade from 78.x ESR for the past year - they're really good at breaking things.  Look at this UI pic, which was what I was presented with after upgrading from 78.x ESR to 91.x ESR:  (with a normal folder behind it to show how my UI looks)



I actually had to download a theme-designer for Firefox and make my own theme just to get the colors back to normal.   On top of that, you can't just run you're own themes in Firefox, you have to first submit it to FF's website to get digitally signed before the frig-ing thing will load.  Amazing they have any users left at all?

Here's my oldschool classic Windows UI theme for Firefox, to make things look decent..
https://addons.mozilla.org/en-US/firefox/addon/classic-grey-beige/

Now with my theme:


That's all, sorry for the rant :)

best regards,
- dink
2
FBN Discussion / Re: High Score Question
« Last post by dink on Today at 08:48:34 AM »
Hi RandyRVA,
It saves the highscores when you exit the emulation for the current game (or load another game).

best regards,
- dink
3
FBN Discussion / High Score Question
« Last post by RandyRVA on Today at 08:19:04 AM »
I just had a quick question about high scores.  At what point are the high scores saved?  When they are obtained or upon ROM exit?

Thanks!
4
FBN Development / Re: SDL2 src code to enable the use of cheats
« Last post by dink on Today at 01:33:32 AM »
Wow, this is really awesome!
I don't know enough about the SDL2 version to make changes confidently,
Could you zip & attach the pre-modified source to a message here and I'll check it into the repo?

best regards,
- dink
5
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 22, 2022, 12:11:48 PM »
Added the support to 8 new ZX Spectrum titles (5 classics + 3 homebrews):
A-Team, the - El Equipo A - Part 1/Part 2 (1988)
Beethoven's Revenge 128K/48K version (HB, 2022)
Cheesy Chase Moritz and the Mildewed Moon (HB, 2019)
Eskimo Eddie (1984)
Los Angeles Drugs Bust (1990)
Riding the Rapids (1987)
Shao Lin's Road (1986)
Smudge Bad Moonee Rising (HB, 2022)
6
FBN Development / Re: Music replacement?
« Last post by geese howard on May 22, 2022, 08:48:08 AM »
@dink, is it possible to do with cps2 super street fighter 2 turbo using 3DO soundtracks?
7
FBN Development / Re: Music replacement?
« Last post by menikan on May 22, 2022, 04:45:58 AM »
WOW, I just came across your thread on shmups.system11.org about that and it looks like you already have all the same ideas as me! Amazing that you made it work so flawlessly. And great to see someone else interested in tinkering with what I find to be a somewhat neglected area in this era of crazy shaders and other emulator enhancements - i.e. sound.

I actually have nearly all the Cave soundtracks that were ever separately published on CD which includes I think all CV1000 titles (but of course non-CV1000 games would really benefit as well like DOJ and Dangun Feveron and Espgaluda - in the mentioned thread you wrote that Espgaluda proved trickier in this regard, has anything changed about that?). But I don't know if the lengths as released on CD are different from the ingame versions or if that would even be a problem. I assume they would all need to be uncompressed WAV?
8
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 21, 2022, 09:44:07 AM »
Added the support to 4 new Megadrive titles:
Odeio Carros (HB, 2020)
Space Invaders v1.6 (HB, 2022)
Stone Protectors (2022)(Piko Int. Aftermarket)
Telethugs (HB, 2020)
9
FBN Development / Re: Music replacement?
« Last post by dink on May 21, 2022, 09:08:54 AM »
We (iq_132: impl. dink: finetune) already did it with Donpachi :)  Have you tried Donpachi with the HQ Music mode & soundtrack?
...But, that was easy due to how Donpachi requests each song from the second soundchip, and plays the effects from another.
It would be do-able with cv-1000, but it would be a bit more intense:
Music commands would need to be filtered and re-directed from the ymz700 chip, and effects will need to pass through.
We would also need someone to provide us the soundtracks, maybe you could do it?

best regards,
- dink
10
FBN Development / SDL2 src code to enable the use of cheats
« Last post by cjom on May 21, 2022, 06:01:19 AM »

- scrolling list;
- activated cheats listed in green;
- check boxes for cheat's options.



In the file https://github.com/libretro/FBNeo/blob/master/src/burner/sdl/sdl2_gui_ingame.cpp we need to add all this code:
Code: [Select]
#define CHEATOPTIONSMENU 8
#define MAXLINESMENU 21
int firstMenuLine = 0;
UINT16 current_selected_cheat = 0;
int cheatoptionscount = 0;
struct MenuItem cheatOptionsMenu[64];
int CheatMenuSelected();
int CheatMenuOptionsSelected();
bool isCheatActivated[CHEAT_MAX_OPTIONS] = {false}; // Array to keed track of activated cheats and use a different color in list

int IgnoreSelection()
{
  return 0;
}

int SelectedCheatOption()
{
  CheatEnable(current_selected_cheat, current_selected_item);
  CheatMenuSelected();
  return 0;
}

int CheatMenuOptionsSelected()
{
  current_selected_cheat = current_selected_item;
  current_selected_item = 0;
  current_menu = CHEATOPTIONSMENU;
cheatoptionscount = 0;
CheatInfo* pCurrentCheat = pCheatInfo;

  for (int c = 0; c < current_selected_cheat; c++) {
pCurrentCheat = pCurrentCheat->pNext;
  }   // Skip to selected cheat number

  for (int c = 0; pCurrentCheat->pOption[c]; c++) {
    if (_tcslen(pCurrentCheat->pOption[c]->szOptionName) && strcmp(pCurrentCheat->pOption[c]->szOptionName, " ")) {

      // Look for check boxes...
      if ((pCurrentCheat->pOption[c]->szOptionName[0] == '[') && (pCurrentCheat->pOption[c]->szOptionName[2] == ']') && (pCurrentCheat->pOption[c]->szOptionName[3] == ' ')) {
        if (c == pCurrentCheat->nCurrent) pCurrentCheat->pOption[c]->szOptionName[1] = 'X';  // Active cheat option
        else pCurrentCheat->pOption[c]->szOptionName[1] = ' ';                               // Not active option
      } else {
        // Add check boxes
        char tmpoptionname[CHEAT_MAX_NAME+10] = {0};
        if (c == pCurrentCheat->nCurrent) strcpy(tmpoptionname, "[X] \0");  // Active cheat option
        else strcpy(tmpoptionname, "[ ] \0");                               // Not active option
        strcat(tmpoptionname, pCurrentCheat->pOption[c]->szOptionName);
        strcpy(pCurrentCheat->pOption[c]->szOptionName, tmpoptionname);
      }

      cheatOptionsMenu[c] = (MenuItem){pCurrentCheat->pOption[c]->szOptionName, SelectedCheatOption, NULL};

    } else cheatOptionsMenu[c] = (MenuItem){" \0", IgnoreSelection, NULL};    // Ignore cheats options without name
    cheatoptionscount++;
  }

cheatOptionsMenu[cheatoptionscount] = (MenuItem){"BACK \0", CheatMenuSelected, NULL};
cheatoptionscount++;
  return 0;
}


Also, the function CheatMenuSelectd() in https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L74 needs to be like this:
Code: [Select]
int CheatMenuSelected()
{
  current_selected_item = 0;
  current_menu = CHEATMENU;
cheatcount = 0;
int i = 0;
CheatInfo* pCurrentCheat = pCheatInfo;

while (pCurrentCheat) {
    if (_tcslen(pCurrentCheat->szCheatName) && strcmp(pCurrentCheat->szCheatName, " ")) {
      cheatMenu[i] = (MenuItem){pCurrentCheat->szCheatName, CheatMenuOptionsSelected, NULL};
      if (pCurrentCheat->nCurrent) isCheatActivated[i] = true;
      else isCheatActivated[i] = false;
    } else cheatMenu[i] = (MenuItem){" \0", IgnoreSelection, NULL};    // Ignore cheats without name
pCurrentCheat = pCurrentCheat->pNext;
    i++;
}

cheatMenu[i] = (MenuItem){"BACK \0", MainMenuSelected, NULL};
cheatcount = i + 1;
  return 0;
}


Also edit the ingame_gui_render() function at https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L165 to:
Code: [Select]
void ingame_gui_render()
{
  SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
  SDL_RenderClear(sdlRenderer);
  SDL_RenderCopy(sdlRenderer, screenshotTexture, &title_texture_rect, &dest_title_texture_rect);
  incolor(fbn_color, /* unused */ 0);
  inprint(sdlRenderer, "FinalBurn Neo", 10, 10);
  inprint(sdlRenderer, "=============", 10, 20);

  switch (current_menu)
  {
      case MAINMENU:
        current_item_count = MAINMENU_COUNT;
        current_menu_items = mainMenu;
        break;
  case DIPMENU:
  current_item_count = DIPMENU_COUNT;
  current_menu_items = dipMenu;
  break;
  case CONTROLLERMENU:
current_item_count = CONTROLLERMENU_COUNT;
current_menu_items = controllerMenu;
break;
case CHEATMENU:
current_item_count = cheatcount;
current_menu_items = cheatMenu;
break;
case CHEATOPTIONSMENU:
current_item_count = cheatoptionscount;
current_menu_items = cheatOptionsMenu;
break;
  }

  int c = 0;
  // Keep selected line always visible in screen
  if (current_selected_item > firstMenuLine + MAXLINESMENU) firstMenuLine = current_selected_item - MAXLINESMENU;
  else if (current_selected_item < firstMenuLine) firstMenuLine = current_selected_item;

  incolor(normal_color, /* unused */ 0);
  if (firstMenuLine > 0) inprint(sdlRenderer, "( ... more ... )", 10, 30+(10*c));

  for(int i=firstMenuLine; ((i < current_item_count) && (i < firstMenuLine + MAXLINESMENU + 1)); i ++)
{
if (i ==current_selected_item)
{
calcSelectedItemColor();
}
else if ((current_menu == CHEATMENU) && isCheatActivated[i])
{
incolor(0x009000, /* unused */ 0);
}
else
{
incolor(normal_color, /* unused */ 0);
}
    c++;
    inprint(sdlRenderer,current_menu_items[i].name , 10, 30+(10*c));
  }

  incolor(normal_color, /* unused */ 0);
  if (current_item_count > firstMenuLine + MAXLINESMENU + 1 ) inprint(sdlRenderer, "( ... more ... )", 10, 40+(10*c));

  SDL_RenderPresent(sdlRenderer);
}


And finally, we can't just return from cheats menu directly to game, because we we call again the ingame menu it will be empty and not usable. So, it's necessary to add  MainMenuSelected();   just after  case SDLK_TAB:   in https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L224

I have some other changes but that's because I completely disabled keyboard support and rely only on gamepad.
Pages: [1] 2 3 4 5 6 ... 10