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21
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by dink on May 17, 2022, 08:27:38 PM »
Hi el_rika, Thanks for your help with testing, I admire your dedication to these games :) 

Sometime I'll explore some sort of different rates based on blit type, as trap15 mentioned.  and also explore in the blit dma (copy) mode - which is totally ignored by the blitter at this time.  I think that once this is figured out and implemented properly all games will use the same setting which share the same blitter version.  Another thing I noticed is that the sh3 dma transfers don't eat any cycles, this could possibly be another point of slowdown that isn't implemented which would make a difference.

best regards,
- dink
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FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by filianore on May 17, 2022, 05:41:35 PM »
Thanks, was able to get them going!
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FBN Development / Cv1000 slowdown accuracy tweaks
« Last post by el_rika on May 17, 2022, 04:50:15 PM »
(this post is a bit lenghty, so skip to the numbers for instant fun)

So, for shmup fans that love last gen Cave shmups, i want to share my 2 years long endeavour of making cv1000 emulation as close to pcb speeds, in terms of slowdown, as possible.
These games are fantastic and they also have more slowdown than one might probably think  :smilie: (especially when played for score).
We are talking single digit framerates and hud/ship/bullets completely vanishing when things get out of hand!

The games/modes that were possible to work on through observation and reproduction,  are those with more or less fixed rank, or with a more linear approach to rank management (thankfully most of them).
Some modes, like Futari original, are so wildly different at low and high rank, that they're nearly impossible to tackle, without owning the pcb.

Another issue, regarding current state of emulation vs how accurate it can be tweaked (via only CPU speed and Blitter Delay), is that a certain ship's shot/laser blending mode (Palm Abnormal in Futari) will simply mess with the overall blitter settings, so that particular ship's numbers can not be improved, unless:
The dev Trap15, suggested some 10 years ago that different blitter sliders for different blending modes would be an improvement, and that would certainly fix a few issues, like Palm Abnormal and a couple of others (like the, atm, unavoidable slowdown in the menus in some games).

All in all however, the current state of the emulation is actually pretty good and with the CPU and Blitter combo, the slowdown accuracy that can be achieved is very good, and in many instances better than the 360 ports (which are great ports).

In emulation, some elements are CPU related (mainly bullets) and their speed responds first to CPU underclock, while others (effects, explosions, lasers, overlaping effects) are Blitter affected first.

Concrete example:
Mushihimesama's lvl1 boss 1st pattern in Ultra is CPU bound, and once you fine-tune it for just that pattern, you have your CPU value for the rest of the game, for a pretty good accuracy. However, satisfactory Blitter value was only decided at the stage 5's boss in Ultra, as those patterns are Blitter dependant.
Similar story in Futari BL God mode.

The main logic was to find a few elements for each scenario in pcb, recreate that scenarios in emulation and fine-tune them to be as close as possible. Once a few key moments (ex. boss patterns, stationary enemy bullet swarms) were reproduced, most of the rest of the game would fall into place nicely, though some moments would slow down a tad more in emulation, it's usually in the single digits %.

Some games/modes like Futari Ultra or Pink Sweets (damn that game) are stil wip. Maybe thanks to dink's incredible work on the driver, i'll make faster progress in those.

A quick note:
All these tests were made using ume2014, based on mame 0.155. The FBNeo driver is also based on mame 0.155 so everything should be identical in terms of CPU and Blitter (from the little i tested since the driver was released last week, all is good).

Some games need different values for different modes/ships. What works in Ultra, is not good for Maniac. Also Deathsmiles characters have so different shot/laser effects, all needing slightly different values.

Ok, so the values (CPU/Blitter):

Daifukkatsu:
43.62 / 59 (all)

Espgaluda 2:
49.76 / 62 (all)

Daifukkatsu Black Label:
41.57 / 57 (A,B power, A,B,C strong)
42.39 / 57 (A,B,C bomb, C power)

Mushihimesama:
41.77 / 57 (ultra)
48.02 / 57 (maniac)

Mushihimesama Futari:
47.7 / 57 (Reco N maniac)
48.5 / 57 (Palm N maniac)
41.57 / 56 (Palm Ab maniac)

Futari Black Label:
45.26 / 54 (Reco maniac)
46.08 / 56 (Palm maniac)
44.54 / 56 (Reco god)
44.33 / 56 (Palm god)

Deathsmiles:
52.53 / 59 (Windia, Casper)
53.04 / 58 (Follet)
53.35 / 57 (Rosa)

Deathsmiles MBL:
53.35 / 54 (Windia)
53.04 / 56 (Follet)
52.53 / 58 (Casper)
52.53 / 58 (Sakura)
53.35 / 55 (Rosa)

Ibara:
49.04 / 53

Ibara Black Label:
49.04 / 53

Akai Katana:
48.32 / 63 (C ship)
47.00 / 68 (B ship)
46.08 / 72 (A ship)

Muchi Muchi Pork:
53.55 / 53

Sdoj:
43/59 (Expert all)
44.3/57 (Shot/Laser all)

In games that have power-ups i sometimes use infinite lives, as losing a power-up or continuing with full power earlier than normal, messes with the slowdown. Never used God mode...not fair ;)

Here are quite a few vids i made (some are good quality, some potato quality as i made so many of them i kept running out of memory):

https://youtu.be/qf75S_iG7aY
https://vimeo.com/476652165/description

Thanks so much dink, barbu and everyone involved in bringing these woderfully addictive games to FBNeo!  :biggrin:
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 17, 2022, 03:24:26 PM »
Added the support to 4 new PCE/TG16 titles:
Barbarian (HB, 2017)
Final Match Tennis - Ladies (2002-2016)
Gunhed FX1 (Hack, 2016)
Splatterhouse Chrome (Hack, 2009)
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 17, 2022, 03:16:26 PM »
BTW, I'm having trouble with one of the NES hacks added recently. I'm pretty sure I'm applying the Metroid - Rogue Dawn patch to the right file, but the self-generated datfile disagrees.

Are you sure you used the right "USA" version? CRC: A2C89CB9
https://www.romhacking.net/hacks/3280/
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Neville on May 17, 2022, 03:01:10 PM »
BTW, I'm having trouble with one of the NES hacks added recently. I'm pretty sure I'm applying the Metroid - Rogue Dawn patch to the right file, but the self-generated datfile disagrees.
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 17, 2022, 02:53:56 PM »
I'm suggesting yet another hack to be added to the NES roster... I can't call it essential or anything like that, but I find it very impressive.

I'll add the support at the next NES/Famicom update! ;)
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Neville on May 17, 2022, 08:38:12 AM »
I'm suggesting yet another hack to be added to the NES roster... I can't call it essential or anything like that, but I find it very impressive.

Gumshoe (USA) to Inpector Gadget Conversion.
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FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by barbudreadmon on May 17, 2022, 03:43:22 AM »
but my core is on 1.0.0.3

All builds from the past year are 1.0.0.03, this is the ongoing wip version, you'll need to make sure you are using latest build and not one from weeks/months ago.
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FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by el_rika on May 17, 2022, 02:11:45 AM »
Be very sure you are actually on the latest FBNeo core. To be sure, download/update it again.
Try moving the roms that give some kind of CRC error to Retroarch - system - fbneo - patched  (you need to create the last two folders, fbneo and patched).

Some roms need repackaging, but Mushihimesama and Ibara Black Label should work in their default state.


As of latest core revision, Mushihimesama, Futari and Daifukkatsu no longer need any reset trick to load the layers properly. They work perfectly from the get go.
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