Welcome!
Final Burn Neo => FBN Development => Topic started by: vbt on October 16, 2011, 03:54:54 PM
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any good method to do that ? should i start with latest sources our olders ones (0.33) ?
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iq did a very good, very well commented driver at one stage that documented a lot of the things that need to be done. I'm not sure which it is off the top of my head, but when iq pops in he may remember which it was.
That would be the best starting point. Either that or pick something that's already been done and is simple. The News driver is pretty simple and only took me about half an hour years ago. If you port that first, then if you get stuck you could always refer to the FB Alpha driver.
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here ya go!
http://neo-source.com/index.php?topic=1332.msg10974#msg10974
If you have any questions, send me a pm on here, post a message here, or message me on msn messenger.
I will get back to you sooner or later.
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Little try, a new game on system 1 driver (not finished). At least it boots.
(http://img64.imageshack.us/img64/209/chopu.jpg)
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Cool, saves me having to go back and do them - I can never get motivated enough for them!
Good luck!
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well, it's more less working on saturn, pc & XB360 (Lantus work & help :))
i got some troubles with inputlist & diplist, can you help on how to map mame data with fba data :
static struct BurnDIPInfo ChplftbDIPList[]=
{
// Default Values
{0x0f, 0xff, 0xff, 0xbe, NULL },
{0xf0, 0xff, 0xff, 0xff, NULL },
// Dip 1
{0 , 0xfe, 0 , 2 , "Cabinet" },
{0x0f, 0x01, 0x01, 0x00, "Upright" },
{0x0f, 0x01, 0x01, 0x01, "Cocktail" },
{0 , 0xfe, 0 , 4 , "Lives" },
{0x0f, 0x01, 0x0c, 0x04, "3" },
{0x0f, 0x01, 0x0c, 0x0c, "4" },
{0x0f, 0x01, 0x06, 0x08, "5" },
{0 , 0xfe, 0 , 2 , "Demo Sounds" },
{0x0f, 0x01, 0x40, 0x40, "Off" },
{0x0f, 0x01, 0x40, 0x00, "On" },
// Dip 2
{0 , 0xfe, 0 , 8 , "Coinage" },
{0x10, 0x01, 0x07, 0x04, "4 Coins 1 Credit" },
{0x10, 0x01, 0x07, 0x05, "3 Coins 1 Credit" },
{0x10, 0x01, 0x07, 0x00, "4 Coins 2 Credits" },
{0x10, 0x01, 0x07, 0x06, "2 Coins 1 Credit" },
{0x10, 0x01, 0x07, 0x01, "3 Coins 2 Credits" },
{0x10, 0x01, 0x07, 0x02, "2 Coins 1 Credits" },
{0x10, 0x01, 0x07, 0x07, "1 Coin 1 Credit" },
{0x10, 0x01, 0x07, 0x03, "1 Coin 2 Credits" },
{0 , 0xfe, 0 , 2 , "Allow Continue" },
{0x10, 0x01, 0x10, 0x00, "Off" },
{0x10, 0x01, 0x10, 0x10, "On" },
{0 , 0xfe, 0 , 4 , "Mode" },
{0x10, 0x01, 0xc0, 0xc0, "Normal Game" },
{0x10, 0x01, 0xc0, 0x80, "Free Play" },
{0x10, 0x01, 0xc0, 0x40, "Test Mode" },
{0x10, 0x01, 0xc0, 0x00, "Endless Game" },
};
static struct BurnInputInfo ChplftbInputList[] = {
{"Coin 1" , BIT_DIGITAL , System1InputPort2 + 0, "p1 coin" },
{"Start 1" , BIT_DIGITAL , System1InputPort2 + 4, "p1 start" },
{"Coin 2" , BIT_DIGITAL , System1InputPort2 + 1, "p2 coin" },
{"Start 2" , BIT_DIGITAL , System1InputPort2 + 5, "p2 start" },
{"P1 Up" , BIT_DIGITAL , System1InputPort0 + 5, "p1 up" },
{"P1 Down" , BIT_DIGITAL , System1InputPort0 + 4, "p1 down" },
{"P1 Left" , BIT_DIGITAL , System1InputPort0 + 7, "p1 left" },
{"P1 Right" , BIT_DIGITAL , System1InputPort0 + 6, "p1 right" },
{"P1 Fire 1" , BIT_DIGITAL , System1InputPort0 + 1, "p1 fire 1" },
{"P1 Fire 2" , BIT_DIGITAL , System1InputPort0 + 2, "p1 fire 2" },
{"P2 Up" , BIT_DIGITAL , System1InputPort1 + 5, "p2 up" },
{"P2 Down" , BIT_DIGITAL , System1InputPort1 + 4, "p2 down" },
{"P2 Left" , BIT_DIGITAL , System1InputPort1 + 7, "p2 left" },
{"P2 Right" , BIT_DIGITAL , System1InputPort1 + 6, "p2 right" },
{"P2 Fire 1" , BIT_DIGITAL , System1InputPort1 + 1, "p2 fire 1" },
{"P2 Fire 2" , BIT_DIGITAL , System1InputPort1 + 2, "p2 fire 2" },
{"Reset" , BIT_DIGITAL , &System1Reset , "reset" },
{"Service" , BIT_DIGITAL , System1InputPort2 + 3, "service" },
{"Test" , BIT_DIGITAL , System1InputPort2 + 2, "diag" },
{"Dip 1" , BIT_DIPSWITCH, System1Dip + 0 , "dip" },
{"Dip 2" , BIT_DIPSWITCH, System1Dip + 1 , "dip" },
};
811 PORT_START("P1")
812 PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
813 PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 )
814 PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 )
815 PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
816 PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY
817 PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY
818 PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY
819 PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY
820
821 PORT_START("P2")
822 PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
823 PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_BUTTON2 ) PORT_COCKTAIL
824 PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
825 PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
826 PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_8WAY PORT_COCKTAIL
827 PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_8WAY PORT_COCKTAIL
828 PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_8WAY PORT_COCKTAIL
829 PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_8WAY PORT_COCKTAIL
830
831 PORT_START("SYSTEM")
832 PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )
833 PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )
834 PORT_SERVICE_NO_TOGGLE( 0x04, IP_ACTIVE_LOW )
835 PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_SERVICE1 )
836 PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_START1 )
837 PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_START2 )
838 PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
839 PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNKNOWN )
1623 static INPUT_PORTS_START( choplift )
1624 PORT_INCLUDE( system1_generic )
1625
1626 PORT_MODIFY("SWB")
1627 PORT_DIPNAME( 0x0f, 0x0f, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("SWA:1,2,3,4")
1628 PORT_DIPSETTING( 0x07, DEF_STR( 4C_1C ) )
1629 PORT_DIPSETTING( 0x08, DEF_STR( 3C_1C ) )
1630 PORT_DIPSETTING( 0x09, DEF_STR( 2C_1C ) )
1631 PORT_DIPSETTING( 0x05, "2 Coins/1 Credit 5/3 6/4" )
1632 PORT_DIPSETTING( 0x04, "2 Coins/1 Credit 4/3" )
1633 PORT_DIPSETTING( 0x0f, DEF_STR( 1C_1C ) )
1634 PORT_DIPSETTING( 0x01, "1 Coin/1 Credit 2/3" )
1635 PORT_DIPSETTING( 0x02, "1 Coin/1 Credit 4/5" )
1636 PORT_DIPSETTING( 0x03, "1 Coin/1 Credit 5/6" )
1637 PORT_DIPSETTING( 0x06, DEF_STR( 2C_3C ) )
1638 PORT_DIPSETTING( 0x0e, DEF_STR( 1C_2C ) )
1639 PORT_DIPSETTING( 0x0d, DEF_STR( 1C_3C ) )
1640 PORT_DIPSETTING( 0x0c, DEF_STR( 1C_4C ) )
1641 PORT_DIPSETTING( 0x0b, DEF_STR( 1C_5C ) )
1642 PORT_DIPSETTING( 0x0a, DEF_STR( 1C_6C ) )
1643 PORT_DIPNAME( 0xf0, 0xf0, DEF_STR( Coin_B ) ) PORT_DIPLOCATION("SWA:5,6,7,8")
1644 PORT_DIPSETTING( 0x70, DEF_STR( 4C_1C ) )
1645 PORT_DIPSETTING( 0x80, DEF_STR( 3C_1C ) )
1646 PORT_DIPSETTING( 0x90, DEF_STR( 2C_1C ) )
1647 PORT_DIPSETTING( 0x50, "2 Coins/1 Credit 5/3 6/4" )
1648 PORT_DIPSETTING( 0x40, "2 Coins/1 Credit 4/3" )
1649 PORT_DIPSETTING( 0xf0, DEF_STR( 1C_1C ) )
1650 PORT_DIPSETTING( 0x10, "1 Coin/1 Credit 2/3" )
1651 PORT_DIPSETTING( 0x20, "1 Coin/1 Credit 4/5" )
1652 PORT_DIPSETTING( 0x30, "1 Coin/1 Credit 5/6" )
1653 PORT_DIPSETTING( 0x60, DEF_STR( 2C_3C ) )
1654 PORT_DIPSETTING( 0xe0, DEF_STR( 1C_2C ) )
1655 PORT_DIPSETTING( 0xd0, DEF_STR( 1C_3C ) )
1656 PORT_DIPSETTING( 0xc0, DEF_STR( 1C_4C ) )
1657 PORT_DIPSETTING( 0xb0, DEF_STR( 1C_5C ) )
1658 PORT_DIPSETTING( 0xa0, DEF_STR( 1C_6C ) )
1659
1660 PORT_MODIFY("SWA")
1661 PORT_DIPNAME( 0x01, 0x00, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("SWB:1")
1662 PORT_DIPSETTING( 0x00, DEF_STR( Upright ) )
1663 PORT_DIPSETTING( 0x01, DEF_STR( Cocktail ) )
1664 PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) ) PORT_DIPLOCATION("SWB:2")
1665 PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
1666 PORT_DIPSETTING( 0x00, DEF_STR( On ) )
1667 PORT_DIPNAME( 0x0c, 0x0c, DEF_STR( Lives ) ) PORT_DIPLOCATION("SWB:3,4")
1668 PORT_DIPSETTING( 0x08, "2" )
1669 PORT_DIPSETTING( 0x0c, "3" )
1670 PORT_DIPSETTING( 0x04, "4" )
1671 PORT_DIPSETTING( 0x00, DEF_STR( Free_Play ) )
1672 PORT_DIPNAME( 0x10, 0x10, DEF_STR( Bonus_Life ) ) PORT_DIPLOCATION("SWB:5")
1673 PORT_DIPSETTING( 0x10, "20k 70k 120k 170k" )
1674 PORT_DIPSETTING( 0x00, "50k 100k 150k 200k" )
1675 PORT_DIPNAME( 0x20, 0x00, DEF_STR( Difficulty ) ) PORT_DIPLOCATION("SWB:6")
1676 PORT_DIPSETTING( 0x00, DEF_STR( Hard ) )
1677 PORT_DIPSETTING( 0x20, DEF_STR( Easy ) )
1678 PORT_DIPUNUSED_DIPLOC( 0x40, 0x40, "SWB:7" )
1679 PORT_DIPUNUSED_DIPLOC( 0x80, 0x80, "SWB:8" )
1680 INPUT_PORTS_END
in fact I got a crash in BurnDrvGetDIPInfo@InpDIPSWResetDIPs, so i've disabled this part to boot the game on pc.
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Try this
static struct BurnDIPInfo ChplftbDIPList[]=
{
// Default Values
{0x13, 0xff, 0xff, 0xbe, NULL },
{0x14, 0xff, 0xff, 0xff, NULL },
// Dip 1
{0 , 0xfe, 0 , 2 , "Cabinet" },
{0x13, 0x01, 0x01, 0x00, "Upright" },
{0x13, 0x01, 0x01, 0x01, "Cocktail" },
{0 , 0xfe, 0 , 4 , "Lives" },
{0x13, 0x01, 0x0c, 0x04, "3" },
{0x13, 0x01, 0x0c, 0x0c, "4" },
{0x13, 0x01, 0x06, 0x08, "5" },
{0 , 0xfe, 0 , 2 , "Demo Sounds" },
{0x13, 0x01, 0x40, 0x40, "Off" },
{0x13, 0x01, 0x40, 0x00, "On" },
// Dip 2
{0 , 0xfe, 0 , 8 , "Coinage" },
{0x14, 0x01, 0x07, 0x04, "4 Coins 1 Credit" },
{0x14, 0x01, 0x07, 0x05, "3 Coins 1 Credit" },
{0x14, 0x01, 0x07, 0x00, "4 Coins 2 Credits" },
{0x14, 0x01, 0x07, 0x06, "2 Coins 1 Credit" },
{0x14, 0x01, 0x07, 0x01, "3 Coins 2 Credits" },
{0x14, 0x01, 0x07, 0x02, "2 Coins 1 Credits" },
{0x14, 0x01, 0x07, 0x07, "1 Coin 1 Credit" },
{0x14, 0x01, 0x07, 0x03, "1 Coin 2 Credits" },
{0 , 0xfe, 0 , 2 , "Allow Continue" },
{0x14, 0x01, 0x10, 0x00, "Off" },
{0x14, 0x01, 0x10, 0x10, "On" },
{0 , 0xfe, 0 , 4 , "Mode" },
{0x14, 0x01, 0xc0, 0xc0, "Normal Game" },
{0x14, 0x01, 0xc0, 0x80, "Free Play" },
{0x14, 0x01, 0xc0, 0x40, "Test Mode" },
{0x14, 0x01, 0xc0, 0x00, "Endless Game" },
};
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thanks iq :cool: it's better, i have to fix the scrolling and it's done(surely, i'll leave some bugs).
I worked on wonder boy in monster land not encrypted and it looks like nothing work.
I'm wondering if memindex,system1init and bankswitch need to be rewritten for this game, i did :
WbmljbInputList
WbmljbDIPList (again wrong)
WbmljbInit
WbmlZ801PortRead
WbmlZ801PortWrite
WbmlZ801ProgRead
WbmlZ801ProgWrite
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Here's how the dip switch offsets are figured out
static struct BurnInputInfo ChplftbInputList[] = {
{"Coin 1" , BIT_DIGITAL , System1InputPort2 + 0, "p1 coin" }, // 0
{"Start 1" , BIT_DIGITAL , System1InputPort2 + 4, "p1 start" }, // 1
{"Coin 2" , BIT_DIGITAL , System1InputPort2 + 1, "p2 coin" }, // 2
{"Start 2" , BIT_DIGITAL , System1InputPort2 + 5, "p2 start" }, // 3
{"P1 Up" , BIT_DIGITAL , System1InputPort0 + 5, "p1 up" }, // 4
{"P1 Down" , BIT_DIGITAL , System1InputPort0 + 4, "p1 down" }, // 5
{"P1 Left" , BIT_DIGITAL , System1InputPort0 + 7, "p1 left" }, // 6
{"P1 Right" , BIT_DIGITAL , System1InputPort0 + 6, "p1 right" }, // 7
{"P1 Fire 1" , BIT_DIGITAL , System1InputPort0 + 1, "p1 fire 1" }, // 8
{"P1 Fire 2" , BIT_DIGITAL , System1InputPort0 + 2, "p1 fire 2" }, // 9
{"P2 Up" , BIT_DIGITAL , System1InputPort1 + 5, "p2 up" }, // 10
{"P2 Down" , BIT_DIGITAL , System1InputPort1 + 4, "p2 down" }, // 11
{"P2 Left" , BIT_DIGITAL , System1InputPort1 + 7, "p2 left" }, // 12
{"P2 Right" , BIT_DIGITAL , System1InputPort1 + 6, "p2 right" }, // 13
{"P2 Fire 1" , BIT_DIGITAL , System1InputPort1 + 1, "p2 fire 1" }, // 14
{"P2 Fire 2" , BIT_DIGITAL , System1InputPort1 + 2, "p2 fire 2" }, // 15
{"Reset" , BIT_DIGITAL , &System1Reset , "reset" }, // 16
{"Service" , BIT_DIGITAL , System1InputPort2 + 3, "service" }, // 17
{"Test" , BIT_DIGITAL , System1InputPort2 + 2, "diag" }, // 18
{"Dip 1" , BIT_DIPSWITCH, System1Dip + 0 , "dip" }, // 19 (0x13)
{"Dip 2" , BIT_DIPSWITCH, System1Dip + 1 , "dip" }, // 20 (0x14)
};
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well, scrolling is now working on choplifter, it looks to be finished. I try to merge my old version(v0.2.97.11) with the the latest one. then i add wonderboy 2. :smilie:
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for feedback, source only fbad was too big
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good ? bad ?
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good ? bad ?
Sorry, I haven't had chance to look at this yet, will try and take a look this weekend.
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well system 2 is too much for me, any good way to debug ?
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ok, it's not fba main target
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i start with a complete driver : pengo2u
maybe i'll need some help :)
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i start with a complete driver : pengo2u
maybe i'll need some help :)
By all means, post about it here. :) I'm glad to help.
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Thanks, iq! I send it soon, I did something but nothing run yet, only tile decoding is correct. then I'll port SEGA SHOOTING ZONE & System E :)
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here is my WIP,there is nothing for sound and sprites but (I don't know if it's a good way) I wanted just to do enough to display background then fix colors, add sound, add sprites.
well Iq if you can spot wrong thing, i want to learn, thanks :)
NB : it's saturn port, i have nothing on this pc to work on pc version. so it's almost the same thing :)
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well, finally i've fixed bug on saturn version. pc version is still working well
I return to wonderboy 2 driver port =)))
(http://thumbnails112.imagebam.com/30480/ed9206304792535.jpg) (http://www.imagebam.com/image/ed9206304792535)
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Very impressive. Are you rendering these on the Saturn's 3d hardware or the 2d hardware??
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Very impressive. Are you rendering these on the Saturn's 3d hardware or the 2d hardware??
there is not really 3D hardware, let's say i render system1 sprites as Saturn sprites and tiles/maps as saturn tiles/maps
choplifter adds also linescroll (converted to saturn hardware too)
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for feedback, source only fbad was too big
dink, it's a job for you, testing choplipfter on fba except if you don't like the game
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dink, it's a job for you, testing choplipfter on fba except if you don't like the game
I would be delighted to, please link me the driver :)
best regards,
- dink
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here :
http://neo-source.com/index.php?action=dlattach;topic=1757.0;attach=6156
thanks Dink =)
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Thanks, I'll have to port your driver to the newest codebase, because it has problems linking here before I can try it.
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Alright! Excellent work, my friend :) I played for a few minutes after porting it over to the latest FBA codebase, and everything seems A-OK :)
I will play some more later tonight when I have more time, and let you know how it goes.
best regards,
- dink
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Alright! Excellent work, my friend :) I played for a few minutes after porting it over to the latest FBA codebase, and everything seems A-OK :)
I will play some more later tonight when I have more time, and let you know how it goes.
best regards,
- dink
ahah ! great news ! big thanks Dink ! i still have to port your congo bongo driver on saturn(+add zaxxon) and also i'm waiting for some new drivers like the upl written by iq !
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I'm thinking about how we should add this to FBA (officially), can you get the parent rom (chplft.zip aka choplift.zip) to work as well? Maybe iq_132 can help with the mcu emulation part (if needed). Or, if we can't get the parent rom working, maybe there's a way to get only chplftb (aka chopliftu.zip new romset name) listed in the games list, but also require choplift.zip (parent rom) - to keep things looking nice.
Heres the latest d_sys1.cpp with your driver added - it should work fine with .29 as well as the upcoming .30. I changed something in memindex, so that access to System1ScrollXRam doesn't go into the next variable's memory space. System1VideoRam + 0x7C0 goes past System1VideoRam as its only 0x700 in size. Other than that, everything looks good :)
old: System1VideoRam = Next; Next += 0x000700;
System1ScrollXRam = System1VideoRam + 0x7C0;
new: System1VideoRam = Next; Next += 0x000800;
System1ScrollXRam = System1VideoRam + 0x7C0;
best regards,
- dink
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Just add the parent as non-working and let the working clone(s) branch off it.
We used to have quite a few like that (not so many now), and it gives people the motivation to fix the non-working parent. :)
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Thanks for the help, Treble Winner
Here's the latest d_sys1.cpp, added Choplifter (parent / broken until protection MCU emulated), Choplifter (unprotected / working) and Choplifter (bootleg / working). Also added to the svn. Thanks vbt, the next FBA will have your choplifter driver :)
I used to play this game a lot back in the C64 days, so it is a great addition to this great emulator.
best regards,
- dink
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ROM_LOAD_NIB_HIGH( "bprom.4b",0x0000,0x0100,CRC(dd233851) SHA1(25eab1ec2227910c6fcd2803986f1cf206624da7) )
ROM_LOAD_NIB_LOW( "bprom.4c",0x0000,0x0100,CRC(60aaa686) SHA1(bb2ad555da51f6b30ab8b55833fe8d461a1e67f4) )
how to port that in fba ? :S
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allocate 0x200 bytes of memory.
BurnLoadRom(colprom + 0, .., 2); // 2 is spaces
BurnLoadRom(colprom + 1, .., 2);
for (int I = 0; I < 0x200; I+=2) {
colprom[I/2] = (colprom[I+0] & 0x0f) | (colprom[I+1] << 4);
}
(you may need to swap [I+0] & [I+1] in the above.
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allocate 0x200 bytes of memory.
BurnLoadRom(colprom + 0, .., 2); // 2 is spaces
BurnLoadRom(colprom + 1, .., 2);
for (int I = 0; I < 0x200; I+=2) {
colprom[I/2] = (colprom[I + 0] & 0x0f) | (colprom[I+1] << 4);
}
(you may need to swap [I + 0] & [I+1] in the above.
thanks Iq_132, i test that :cool: :smilie:
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it needed swap :)
another thing to make happy dink ;)
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nice :)
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sprites added, still missing sound and controls
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Lovely work guys! Nice to see others writing drivers again!
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it booted ! :biggrin: well still lot of work :)
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@vbt good start but yeah it still needs some work ;p
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@vbt good start but yeah it still needs some work ;p
You mean GREAT work. Getting it that far is impressive. :)
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You mean GREAT work. Getting it that far is impressive. :)
Of course i mean that!!! me and vbt wind each other up on the chat my post was a continuation of that :D
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thanks :) i did some fixes, now it needs dink's magical hands :)
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@vbt it's comming along nicely some good work your doin here!!! just thought i'd mention i remember IQ telling me
wbml uses a completely different drawing routine with 4 layers rather than 1. i assume you know that anyway but thought
i'd mention this incase thats whats causing the grapical niggles above
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many fixes done, correct title,colors,fg,music but no way to get correct bg even with the 4 pages emulated.
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thanks iq & dink for your great help & fixes :)
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thanks iq & dink for your great help & fixes :)
I didn't do much. Thanks for the shout out though. Anyway, CURRENT SCREENSHOTS PLEASE!! :D Also, mouser?
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result of team work :) (dink,iq & me)
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Great work fellas!!!
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Lovely! Going to add the other games too? It shouldn't be too bad. If you need help adding row scrolling let me know (it really isn't that bad).
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.
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@vbt More Sega System 2 goodness
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Yeah!! :biggrin:
Great work man !
Monster land on fba is great :wink:
Goooood job :smilie:
Thanks ^^
Hope to see puyo puyo and thunderforce AC on system C2 ^^
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Thunderforce AC would be an excellent addition to fba :D
Yeah!! :biggrin:
Great work man !
Monster land on fba is great :wink:
Goooood job :smilie:
Thanks ^^
Hope to see puyo puyo and thunderforce AC on system C2 ^^
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wbml working on saturn too now but still no way to run virtual console version :S
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Thunderforce AC would be an excellent addition to fba :D
you have a genesis core so the C2 stuff should be easy.
key points
different vblank irq (the vdp vblank irq enable is ignored, the irq level is different and it always happens)
different palette hardware - the internal VDP cram isn't used, instead external palette hardware is (with different sprite / bg palettes and banking)
the protection - does palette banking and some other checks (ribbit is probably the most annoying case)
additional sound hardware
there are a number of other games with genesis based hardware too (puckman pokimon etc.) which would also be easy ports.
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merry late christmas :)
maybe too early, you may guess the game :
(http://s23.postimg.org/lp2vbvx6z/guess1.jpg)
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merry late christmas :)
maybe too early, you may guess the game :
The form of the wrestling ring can be seen... more or less! :P
Merry late Christmas to you too! :)
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merry late christmas :)
maybe too early, you may guess the game :
(http://s23.postimg.org/lp2vbvx6z/guess1.jpg)
Nice work fella but the answer is already shown :D
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oops :redface: :redface: :redface: it's in the title bar, next time i'll blur it
(http://s14.postimg.org/qz8mpmgm9/Image1.jpg)
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great job!! :)
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Excellent work!
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oops :redface: :redface: :redface: it's in the title bar, next time i'll blur it
Indeed we had an "easy task" ! :P
In any case, now the game appears way better! Great work! ;)
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mr jong
again bad palette, thanks to super dink palette is fixed on appoooh driver ! :cool:
(http://s14.postimg.org/j86a1xvdt/mrjong.jpg)
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mr jong
again bad palette, thanks to super dink palette is fixed on appoooh driver ! :cool:
Thanks! :) I never saw this game... it looks a bit like an unofficial variant of SEGA Pengo! ;)
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Thanks! :) I never saw this game... it looks a bit like an unofficial variant of SEGA Pengo! ;)
yes it's more or less pengo, Crazy Blocks looks better. also Sanritsu/Kiwako published games for sega.
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still some bugs :
(http://s24.postimg.org/98f3f3p5h/cb1.jpg)
(http://s17.postimg.org/4bb2zfnsv/cb2.jpg)
(http://s29.postimg.org/ofujaw2kn/app1.jpg)
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Hi guys, awesome work. What I really hope to see on fba someday is
Dataeast's Firetrap
https://youtu.be/P-WsL0KcCYY?t=47s
This game is just pure awesomeness :)
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I like that idea :)
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It's official - vbt's Appoooh driver will be in the next version of FBAlpha :)
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good news thanks dink
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and someone wants Robo Wres 2001?
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and someone wants Robo Wres 2001?
Of course, thanks! :) I've never played Robo Wres 2001, but it seems a good "alternative" wrestling game... and in any case (as I wrote earlier) a porting is always a "useful and valuable work" ! ;)
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(http://s29.postimg.org/5ghs39zk7/Image1.jpg)
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thanks to dink and iq_132
(https://s3.postimg.io/f06xa0ayr/gigasb.png)
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(https://s14.postimg.io/4lijk5mm9/gigasm2b.png)
:cool:
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Thanks for the additions! :)
... I hope that you'll also consider the porting of the other "freekick.c driver" games (Counter Run, Free Kick and Perfect Billiard) ! ;)
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vbt, nice job! :)
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vbt, nice job! :)
+1
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Thanks for the additions! :)
... I hope that you'll also consider the porting of the other "freekick.c driver" games (Counter Run, Free Kick and Perfect Billiard) ! ;)
sure other games are in progress, anyway it will need iq & dink magic hands. i have some troubles with controls
(https://s4.postimg.io/3quqsl15p/counterrun.png)
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Looking good very well done!!!
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sure other games are in progress, anyway it will need iq & dink magic hands. i have some troubles with controls
Very good news! :)
Thanks for your work and for the iq_132 & dink support! ;)
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(https://s11.postimg.io/44x5spfnn/freekick3b.png)
freekick without code update
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it's done!
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Nice work!!!
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Lovely work! :)
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congrats dink !!!
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(https://s14.postimg.org/62qxcy0r5/image.jpg)
(https://s13.postimg.org/w2y8u7mpz/image.jpg)
(https://s18.postimg.org/686fu239l/image.jpg)
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nice vbt!!!
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+ with a little hack :
(http://i.imgur.com/l15CbaW.jpg)
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Great... thanks! :)
Just few days ago I was hoping in a porting of "SEGA System E" driver! ;)
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(https://s1.postimg.org/12zf73fkcf/opa.jpg)
(https://s1.postimg.org/16x72651jz/slap.jpg)
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(https://s1.postimg.org/1dmhd83dmn/image.jpg)
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(https://s1.postimg.org/3e757m0r73/astro.jpg)
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nice :)
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Lovely work VBT!
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thanks ! and here is last game :
(https://s1.postimg.org/7zq5n9tnf3/rifddle.jpg)
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@vbt good stuff!!
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fba saturn : it's alive
(https://i.snag.gy/GfwBaM.jpg)
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Nice work VBT! Glad to see that you got it going :)
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new beta here :
http://vberthelot.free.fr/fba_beta4/fba_beta4.7z
it adds :
- MSX
- Atomic Robokid (WIP)
- Black Tiger (SFX & BGM)
- Fantasy Zone 2
- Omega
- Pang (SFX & BGM)
- Side Arms
- Solomon's Key
- Super Pang (SFX)
- Tetris
- Wonderboy in Monster Land (EN VC)
enjoy !
Big thanks to the fba team for the skills & support
NB : not tested on real saturn
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Excellent work vbt, thank you.
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Excellent work vbt, thank you.
thanks for support !
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i'm still fixing some bugs on saturn version, it's nearly good.
there is one bug annoying me on wbml, each time there is a page transition
it happens when the scrolling moves from 255 to 0, so it displays page 5 instead of page 1
see on pictures, wbml pages 0 to 3 displayed as text
(https://i.ibb.co/2jTvHSB/image.png) (https://ibb.co/WcLkj01)
any ideas ? would it mean scrolling has to be taken into account 1 frame after the displayed image or my scrolling value is wrong on one frame ? but on next frames it doesn't happen.
I got the same trouble with vertical scrolling. so any clue ?
PS : my scrolling value defined before writting the background :
ss_reg->n2_move_x = (255-((vram[0x80] >> 1) + ((vram[0x81] & 1) << 7))) &0xff;
where vram=&System1VideoRam[0x740]
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(https://i.ibb.co/cbQ7933/image.png) (https://ibb.co/3fcLbdd)
here is the spotted bug
previous pages are 5 & 1
i loop on page are 1 & 2 scrolling is at 0
but the page displayed is page 2 like if scrolling value is still 255