Author Topic: dink's FBN Development & Fixes thread  (Read 792911 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2595 on: July 31, 2023, 05:46:42 PM »
Stifu, geese howard, Neildark,
always thanks for your support via attentio & kind words - and of course, bug reports! :)

Neildark,
There's some bugs with recording with the new Neo Geo CDz speedloader, please avoid recording with the new feature enabled for now - I'll announce it here when it's fixed - I hope to have it fixed very soon, probably 1-3 days at the most :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2596 on: August 06, 2023, 01:43:31 AM »
Hio friends & fans of FBNeo,
Neo Geo CD update - again!

A bunch of games were added to the cd list, thanks to NeilDark and littlebear!
NeoCDz game list enhancement: added sorting, type-to-find, fixed a bunch of little bugs, speed up the initial listing a tiny bit

Emulation: fixed slow loading with Street Hoop/Dunk Dream, cd irq's were getting skipped when lots of raster irq's were enabled - now fixed without a hack :P

Recordings (aka Replay -> Record input) should be OK now!

best regards,
- dink

Offline the_maq

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Re: dink's FBN Development & Fixes thread
« Reply #2597 on: August 06, 2023, 08:18:36 PM »
Hio friends & fans of FBNeo,
Neo Geo CD update - again!

A bunch of games were added to the cd list, thanks to NeilDark and littlebear!
NeoCDz game list enhancement: added sorting, type-to-find, fixed a bunch of little bugs, speed up the initial listing a tiny bit

Emulation: fixed slow loading with Street Hoop/Dunk Dream, cd irq's were getting skipped when lots of raster irq's were enabled - now fixed without a hack :P

Recordings (aka Replay -> Record input) should be OK now!

best regards,
- dink
Great work as always mate your the best. :cool:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2598 on: August 07, 2023, 09:15:34 AM »
Great work as always mate your the best. :cool:

thanks buddy :)

best regards,
- dink

Offline littlebear

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Re: dink's FBN Development & Fixes thread
« Reply #2599 on: August 07, 2023, 05:33:02 PM »
Found another one call Time's Up . It is a nice little shooter. can you add it too? Thank you.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2600 on: August 08, 2023, 09:20:00 AM »
Found another one call Time's Up . It is a nice little shooter. can you add it too? Thank you.

It's in, thanks for the recommendation!

best regards,
- dink

Offline geese howard

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Re: dink's FBN Development & Fixes thread
« Reply #2601 on: August 09, 2023, 05:54:14 PM »
Hio friends & fans of FBNeo,
Neo Geo CD update - again!

A bunch of games were added to the cd list, thanks to NeilDark and littlebear!
NeoCDz game list enhancement: added sorting, type-to-find, fixed a bunch of little bugs, speed up the initial listing a tiny bit

Emulation: fixed slow loading with Street Hoop/Dunk Dream, cd irq's were getting skipped when lots of raster irq's were enabled - now fixed without a hack :P

Recordings (aka Replay -> Record input) should be OK now!

best regards,
- dink

dink, can you add CHD file support?
Now with NeoCD speedloader feature, FBneo is my main emu in retropie...thanks a lot!

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2602 on: August 09, 2023, 08:33:26 PM »
geese howard, great, glad you like it!

Offline geese howard

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Re: dink's FBN Development & Fixes thread
« Reply #2603 on: September 02, 2023, 04:17:11 PM »
Dink, can you add cps1, 2 and 3 in "generate dat file"?

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2604 on: September 03, 2023, 12:35:41 AM »
Dink, can you add cps1, 2 and 3 in "generate dat file"?

It might be a better idea in the long term to add the "sourcefile" attribute to our datfile (sourcefile="d_cps1.cpp", ...) so that it can be sorted with 3rd party tools (i think datutil does that).

@dink not sure what would be the best way to achieve this, maybe modifying some existing macro from stdfunc.h to have a mean to retrieve __FILE__ ?
« Last Edit: September 03, 2023, 12:36:53 AM by barbudreadmon »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2605 on: September 03, 2023, 09:30:08 AM »
geese howard, at some point - sure

barbudreadmon, will probably have to add that to every single BurnDriver struct, that sounds like a hell.  If you can find a better way, go for it, but please don't do what I just said. :)

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2606 on: September 03, 2023, 11:44:27 AM »
I was thinking that STD_ROM_FN used romset name as the argument and that we could add the following code to the macro :
Code: [Select]
const char* Name##Sourcefile()
{
return __FILE__;
}

It turns out my first assertion was wrong :/

The only other way i can think of would be to modify the driver structs indeed.

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2607 on: September 03, 2023, 01:22:34 PM »
@dink actually, adding a new member to every single BurnDriver struct is not as bad as it seems (using sed), i have a wip that can produce those dat with the sourcefile attribute, should i go and commit it ?
« Last Edit: September 03, 2023, 01:25:05 PM by barbudreadmon »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2608 on: September 03, 2023, 06:07:40 PM »
@dink actually, adding a new member to every single BurnDriver struct is not as bad as it seems (using sed), i have a wip that can produce those dat with the sourcefile attribute, should i go and commit it ?

I really don't like that idea, will have to think about it for a while...

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2609 on: September 09, 2023, 02:32:34 PM »
I really don't like that idea, will have to think about it for a while...

It might be possible to modify gamelist.pl so that it builds a new header with a lookup table for this.