Recent Posts

Pages: 1 ... 5 6 7 8 9 [10]
91
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by skykid on November 07, 2022, 09:27:37 AM »
That version is from july and should include both the fine tuning of cpu clock below 55 and the decimals + blit delay through dips, however i can't guarantee batocera is using our unmodified source code.

Dips = Dipswitches indeed.

EDIT: Ok ignore that. I think I understand how it works now. The decimal point is actually in options > dip switches > el_rika?s tenth percent adjust. So to get 42.6% in Daiifukkatsu I set CPU overclock to 42% and then the tenth percent adjust to .6 for 42.6%, then the blitter delay to 59.

Does that sound right?
92
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Stifu on November 07, 2022, 07:25:20 AM »
The Fixer Upper patch worked fine for me, on the original Euro ROM. I also combined it with other patches (FBN can't do that easily, right? It'd need an entry for each patch combination).
93
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by barbudreadmon on November 07, 2022, 06:28:01 AM »
v1.0.0.03 3cbdf40

That version is from july and should include both the fine tuning of cpu clock below 55 and the decimals + blit delay through dips, however i can't guarantee batocera is using our unmodified source code.

Dips = Dipswitches indeed.
94
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Neville on November 07, 2022, 04:41:09 AM »
I chose to patch the (USA) (Genesis Mini) version, asuming it would be the most up to date. It seems to work fine under Fusion and Mednafen, but it hangs while loading under BlastEm.



If you think the patch is buggy or incomplete it may be better to wait until it's updated again.
95
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by skykid on November 07, 2022, 03:19:49 AM »
You might be using some very old version of the core then, recent versions allow fine tuning from 25 to 55.
The decimals need to be set in dips.
The last number (so the 57 from your example) is the blitter delay (from dips too).

Thanks for the fast reply. That's weird, because I'm using Batocera as a frontend and it's the latest Pi4 image (Batocera 35) and FBneo was part of the package. The FBneo core version is v1.0.0.03 3cbdf40. Is it possible to update the core through RA without losing my current settings (as I've done a fair amount of configuring)?

And sorry for being an idiot. I think I understand tabbing to blitter delay using a keyboard, but what are 'dips' exactly? Not Dipswitches right?
96
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by barbudreadmon on November 07, 2022, 02:48:14 AM »
it only lets me specify in increments of 5%s (so 100/105/110 etc). and not the decimals listed.

You might be using some very old version of the core then, recent versions allow fine tuning from 25 to 55.
The decimals need to be set in dips.
The last number (so the 57 from your example) is the blitter delay (from dips too).
97
FBN Development / Re: Cv1000 slowdown accuracy tweaks
« Last post by skykid on November 07, 2022, 02:23:28 AM »
Super sorry to revive this, but I've been tinkering with the Pi4B and I'd love to be able to tweak CAVE games accordingly to improve their accuracy. But I'm not quite sure I understand how to use the info in the OP and was hoping someone could help me.

I reached this page from a post that specifically targeted the Pi4, but said the info was out of date and to come here. I'm not sure how to apply the settings per game as specified. I'm using FBneo for everything, and when I go into the RA menu -> options -> CPU clock, it only lets me specify in increments of 5%s (so 100/105/110 etc). and not the decimals listed.

Additionally, I don't know what the second numbers are for or how to set them:

"Mushihimesama:
41.98 (41.0%) / 57 (ultra)
48.02 (46.8 %) / 57 (maniac)"

In this case, '57'.

I don't see any info for Donpachi/DDP/DDP DOJ/DOJ BL etc, so I'm assuming they don't need adjustment?

Thanks for the help!
98
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on November 07, 2022, 02:10:39 AM »
@Neville: I patched the files (Mega Man - The Wily Wars (Europe): DCF6E8B2 and Mega Man - The Wily Wars (Retro-bit): 831020B) to add the related support, but, in both cases, I noticed a controller "fatal bug". In few words, during the menu the controller inputs work fine, but during the gameplay they doesn't work...
99
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Neville on November 06, 2022, 05:44:38 AM »
Another Genesis / Mega Drive hack worth mentioning, Mega Man World Fixer Upper:



Adds a few tweaks to the best (and only) official Mega Man game for the system:

- Enemy invulnerability time has been all but eliminated.  This means that enemies can take damage more frequently and reliably.  No more ?missed? shots!

- The default weapon (the Buster) has been sped up to match its 8-bit counterpart.  Watch those lemons fly!

- The default weapon and some boss weapons can be fired more rapidly!  Hammer that ?fire? button and launch waves of projectiles!

- Rockman pulls his Buster back a little sooner after firing!  This? only affects a handful of weapons and the change isn?t that big, but hey!  It might help!
100
FBN Development / Re: What I've been working on (iq_132's work in progress)
« Last post by Gab75 on November 06, 2022, 12:36:37 AM »
Excellent work guys! :)
Pages: 1 ... 5 6 7 8 9 [10]