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Final Burn Neo => FBN Development => Topic started by: KOF2112 on August 02, 2008, 12:35:25 AM

Title: FB Alpha 0.2.96.90 Release
Post by: KOF2112 on August 02, 2008, 12:35:25 AM

http://www.barryharris.me.uk/

Quote
v0.2.96.90
- Burner (interface) changes
  - Added board type, genre and family filters to the game selection dialog
    - Updated all drivers with the new flags
    - Amended the relevant dialogs to display the new genre and family
      information
    - Added the genre and family flags to the -listextrainfo output
  - Added gamelist localisation functionality
    - It works in much the same way as the UI localisation, beware though,
      that if you have a large file it can take some time to start the
      program, try and keep the file small and with only the titles you want
      to translate
    - Maximum titles to translate is currently set at 5000
    - The advantage of doing it this way is that the whole program benefits
      from translated titles, not just certain parts and the speed hit is
      only felt once rather than every time a title is retrieved
    - Obviously this only works with UNICODE builds
  - Fixed some issues with clicking behind some dialog boxes
  - Fixed a problem with the config file, allowing multi-byte paths to be
    specified
  - Double clicking on cheats in the dialog now selects the next option,
    thanks to sho
  - Changed the menu in the game selection dialog to a basic menu
  - Increased the width of the info boxes in the game selection dialog to use
    all available space (and not crop text unnecessarily)
- Burn (emulation) changes
  - Hooked up the SN76496's in Van-Van Car
  - Finished up sf2m13 thanks to a small patch posted by iq_132 years ago
  - Added various homebrew games and demos (can be filtered out if you don't
    want to see them)
  - Added various decrypted C sets to the Neo Geo driver (can be filtered out
    if you don't want to see them)
  - Fixed a rom size issue in 8ballact
  - Matched all sets to MAME 0.126u3
Title: Re: FB Alpha 0.2.96.90 Release
Post by: 0746 on August 02, 2008, 04:10:34 AM
awesome
and I thought .89 was the last
Title: Re: FB Alpha 0.2.96.90 Release
Post by: iq_132 on August 02, 2008, 09:42:36 PM
Wonderful, as always :)
Title: Re: FB Alpha 0.2.96.90 Release
Post by: 0746 on August 03, 2008, 04:17:32 AM
I was wondering what version of DX sdk was used to compile the official build. The experimental blitter says it can initialize when I compile with the March 2008 version.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: pmc2 on August 05, 2008, 05:52:10 PM
Hi,

Can you add the 2xPM filter (http://2xpm.freeservers.com/) (very better performance than Hq2x and great aspect!!) ??

FBAE R16 WIP: with (http://neo-source.com/index.php?action=dlattach;topic=834.0;attach=1329;image), without (http://neo-source.com/index.php?action=dlattach;topic=834.0;attach=1327;image)
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 05, 2008, 06:13:15 PM
Hi,

Can you add the 2xPM filter (http://2xpm.freeservers.com/) (very better performance than Hq2x and great aspect!!) ??

FBAE R16 WIP: with (http://neo-source.com/index.php?action=dlattach;topic=834.0;attach=1329;image), without (http://neo-source.com/index.php?action=dlattach;topic=834.0;attach=1327;image)

I will post the code asap now that i can explore my old HDDs =) (right now I'm setting up my compilation environment ...again ^^U)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: 0746 on August 05, 2008, 08:34:34 PM
ahhh its CaptainCPS-X ^^ We all missed you. Hope the aliens didn't treat you too roughly.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 05, 2008, 10:27:33 PM
Hi there ^^, aliens didnt stand my talking and left me go xD lol...

About the 2xPM Blitter...I successfully added it to the latest FBA build and its working under "Enhanced (Direct3D 7)", but there seems to be a problem with the "SoftFX (DirectDraw 7)" and the problem occur in the official build originally, not related with 2xPM in any way:

To experience the crash, switch your desktop bit depth to '16-bit', open the latest official FBA, select "SoftFX (DirectDraw 7)" blitter and choose any of the following options:  Super Eagle, 2xSaI or Super 2xSaI.

For now those are my findings about the issue with 15/16-bit depth blitter options running under SoftFX (DirectDraw 7)...and since I dont know how to fix that I just hope anyone can figure it out later ^^

I will clean the code a bit then im gonna post it asap, its very simple to add to your SRCs =)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 05, 2008, 11:33:54 PM
Managed to add 2xPM Blitter working with both 'SoftFX' and 'Enhanced', the only thing that i can't understand completely is that 2xPM works in 15/16/32 bit depth when using Enhanced (Direct3D 7) but when using it with SoftFX (DirectDraw 7) you must be using 15/16-bit depth in order to make it work  :p... (it would not be a bad idea to add a option to FBA called something like "Force 16/32-bit depth when necessary", so the user doesn't have to worry about bit depths anymore ^^)

The 2xPM blitter code should be ready in a couple of mins =)

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 06, 2008, 12:33:41 AM
2xPM Blitter for FBA

I was gonna make a tutorial here but I ended writing it into a TXT included in the attached ZIP  :smilie:. Everything is already modified in the ZIP you only have to extract the files and overwrite the older ones =)

If anyone have issues adding it please let me know ^^, Enjoy!!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 06, 2008, 04:33:29 AM
Hi Cap,

Welcome back.

There seems to be a few issues with the implementation of 2xPM. The vid_softfx.cpp file never enables 2xPM - it gets eagle when you select it. It also breaks a lot of the other filters (they rely on the nSoftFXBlitter varible to initialise properly). You should also use the VidSoftFXCheckDepth() function to fix the colour depth crashes (again this relies on the nSoftFXBlitter varible so this got broke for other filters too). Lastly, there should be a detection for whether or not to use the 15-bit or 16-bit version of the filter.

I have fixed all these and my vid_softfx.cpp file is attached.

Nice to see you back. :)
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 06, 2008, 04:47:17 AM
Hi Cap,

Welcome back.

There seems to be a few issues with the implementation of 2xPM. The vid_softfx.cpp file never enables 2xPM - it gets eagle when you select it. It also breaks a lot of the other filters (they rely on the nSoftFXBlitter varible to initialise properly). You should also use the VidSoftFXCheckDepth() function to fix the colour depth crashes (again this relies on the nSoftFXBlitter varible so this got broke for other filters too). Lastly, there should be a detection for whether or not to use the 15-bit or 16-bit version of the filter.

I have fixed all these and my vid_softfx.cpp file is attached.

Nice to see you back. :)

Barry!! ^^ ThanX for the welcome and the fix for the blitter!, I didn't fully understood how the 15/16-bit thing worked but now I have looked at your posted code and it seems very clear ^^, gonna check it out before going to bed  :biggrin:  :p

Take Care!
SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 06, 2008, 05:08:54 AM
Test results were successful ^^ 2xPM is working good :biggrin:, the only thing giving issues in blitters are the 'Super Eagle', '2xSaI' and 'Super 2xSaI', when I try to use SoftFX (DirectDraw 7) with a desktop bit depth of 16-bit FBA crashes, but this shouldn't happen since those blitters must be used within 15/16-bit depth, in other hand if I use 'Super Eagle', '2xSaI' or 'Super 2xSaI' with Enhanced (Direct3D 7) it works, doesnt matter if my desktop bit depth is 15/16/32-bit.

Still have to test this at other PC's because I have only tested it the current PC.

Anyway, 2xPM is working ^^ so everything is cool xD, I dont use Super Eagle or 2xSaI that much

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: pmc2 on August 06, 2008, 05:24:16 AM
Great !!
Title: Re: FB Alpha 0.2.96.90 Release
Post by: KOF2112 on August 06, 2008, 08:53:11 AM
IPS content Cannot entire show

Looked picture IPS Game kof2002 Remix Ultra 3.5
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 06, 2008, 12:07:03 PM
I was wondering what version of DX sdk was used to compile the official build. The experimental blitter says it can initialize when I compile with the March 2008 version.

Missed this one - I'm still using the October 2004 DX SDK.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: KOF2112 on August 06, 2008, 12:17:44 PM

src\burner\win32\app.rc

find this:
Quote
    CONTROL         "",IDC_STATIC_INFOBOX,"Static",SS_WHITERECT | SS_SUNKEN,8,190,220,100
    EDITTEXT        IDC_TEXTCOMMENT,14,196,208,88,ES_MULTILINE | ES_READONLY | NOT WS_BORDER | NOT WS_TABSTOP

replace with this:

Quote
    CONTROL         "",IDC_STATIC_INFOBOX,"Static",SS_WHITERECT | SS_SUNKEN,8,190,250,100
    EDITTEXT        IDC_TEXTCOMMENT,8,190,250,100,ES_MULTILINE | ES_READONLY | NOT WS_BORDER | NOT WS_TABSTOP | WS_VSCROLL | WS_HSCROLL


Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 07, 2008, 12:29:47 AM
Automatically detect aspect ratio (Based on actual monitor resolution)

I have imported this feature from the not released FBA Enhanced R16, don't know if this could be added to the official build but I leave it at your discretion (Barry)  :smilie:

When this feature is on, it will compare the current monitor resolution with a list of resolutions inside FBA code, then it will be able to determine the aspect that fits FBA. This feature will not be able to determine if your current monitor is stretching the whole screen without consideration of aspect ratio, for example, some Widescreen monitors CAN automatically maintain aspect ratio when using a resolution like 800 x 600 but others need the Video Card for that matter, if the video card doesn't support Aspect Ratio options and the Widescreen monitor cant maintain aspect ratios, then resolutions like 800 x 600 will be stretched horizontally and the FBA feature will detect of course a 4:3 aspect ratio. I really doubt there is a way to know if a monitor / video card is not maintaining the aspect ratio of a resolution so I think this feature is doing the most it can  :biggrin:

Note: The files included in the package have the 2xPM modifications + KOF2112 fix for the IPS Manager UI issue as a bonus xD (not really a bonus, its just that I was not gonna do a clean mod for this only >__> lol)

If anyone have issues adding this pls let me know ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 07, 2008, 04:36:26 AM
src\burner\win32\app.rc

find this:
replace with this:




I've relayed out the dialog a bit - horizontal scrolling is bad, mmmmk! :)

I've also noticed that the reference language is Simplified Chinese so the manager now tries the selected language, falls back to English if it doesn't find anything and then finally falls back to Simplified Chinese. No more crashing in kof2002 using the latest IPS release which I hadn't upgraded too before now.

Here is a preview of it now.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 07, 2008, 05:43:02 AM
Automatically detect aspect ratio (Based on actual monitor resolution)

I have imported this feature from the not released FBA Enhanced R16, don't know if this could be added to the official build but I leave it at your discretion (Barry)  :smilie:

When this feature is on, it will compare the current monitor resolution with a list of resolutions inside FBA code, then it will be able to determine the aspect that fits FBA. This feature will not be able to determine if your current monitor is stretching the whole screen without consideration of aspect ratio, for example, some Widescreen monitors CAN automatically maintain aspect ratio when using a resolution like 800 x 600 but others need the Video Card for that matter, if the video card doesn't support Aspect Ratio options and the Widescreen monitor cant maintain aspect ratios, then resolutions like 800 x 600 will be stretched horizontally and the FBA feature will detect of course a 4:3 aspect ratio. I really doubt there is a way to know if a monitor / video card is not maintaining the aspect ratio of a resolution so I think this feature is doing the most it can  :biggrin:

Note: The files included in the package have the 2xPM modifications + KOF2112 fix for the IPS Manager UI issue as a bonus xD (not really a bonus, its just that I was not gonna do a clean mod for this only >__> lol)

If anyone have issues adding this pls let me know ^^

SeeYaa!
 :biggrin:

Thanks Cap - I've merged it in - and I added support for 1920x1080 for my media PC. :)
Title: Re: FB Alpha 0.2.96.90 Release
Post by: emu on August 07, 2008, 09:01:27 AM
2008 DX SDK
Quote

error X3539: ps_1_x is no longer supported; use /Gec in fxc to automatically upgrade to ps_2_0
error X3539: Alternately, fxc's /LD option allows use of the old compiler DLL

(674,17): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression
ID3DXEffectCompiler: Compilation failed


*** Error message:
    Couldn't intialise 'DirectX9 Experimental video output' module.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 07, 2008, 09:42:20 AM
2008 DX SDK

Don't use the latest SDK - old DirectX versions have been ripped out.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: Barry Harris on August 07, 2008, 09:49:54 AM
In the vain of the 2xPM filter I've added a couple more filters to FBA - these are El-Semi's SuperScale and SuperScale75 filters.

Both seem pretty fast and give quite a nice effect.

Attached a pic of both of them in action - first pic is SuperScale and second is SuperScale75.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 07, 2008, 09:50:21 AM
As Barry said, DX SDK recently has removed lot of stuff so here you have the necessary files to successfully compile using VC environment  :wink:

DirectX 9.0 SDK Update - (October 2004) (http://www.microsoft.com/downloads/details.aspx?FamilyID=b7bc31fa-2df1-44fd-95a4-c2555446aed4&DisplayLang=en)

Windows® Server 2003 R2 Platform SDK ISO Download (http://www.microsoft.com/downloads/details.aspx?FamilyID=e15438ac-60be-41bd-aa14-7f1e0f19ca0d&displayLang=en)

Visual C++ 2008 Express Edition (http://go.microsoft.com/?linkid=7729279)

If you have 'Visual Studio 2008' you don't have to install 'Visual C++ 2008 Express Edition'

I hope that helps  :smilie:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: CaptainCPS on August 07, 2008, 09:56:16 AM
In the vain of the 2xPM filter I've added a couple more filters to FBA - these are El-Semi's SuperScale and SuperScale75 filters.

Both seem pretty fast and give quite a nice effect.

Attached a pic of both of them in action - first pic is SuperScale and second is SuperScale75.

Wow! those blitters look fantastic Barry! ^^ nice job man!, btw ThanX for considering the 'auto aspect ratio' stuff for your next release :biggrin:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.90 Release
Post by: KOF2112 on August 07, 2008, 10:56:17 AM
I've relayed out the dialog a bit - horizontal scrolling is bad, mmmmk! :)

I've also noticed that the reference language is Simplified Chinese so the manager now tries the selected language, falls back to English if it doesn't find anything and then finally falls back to Simplified Chinese. No more crashing in kof2002 using the latest IPS release which I hadn't upgraded too before now.

Here is a preview of it now.

Thanks!
MAME PLUS the IPS English descriptive text also has very many has No completed the translation work.
Title: Re: FB Alpha 0.2.96.90 Release
Post by: 0746 on August 07, 2008, 11:26:56 PM
As Barry said, DX SDK recently has removed lot of stuff so here you have the necessary files to successfully compile using VC environment  :wink:

DirectX 9.0 SDK Update - (October 2004) (http://www.microsoft.com/downloads/details.aspx?FamilyID=b7bc31fa-2df1-44fd-95a4-c2555446aed4&DisplayLang=en)

Windows® Server 2003 R2 Platform SDK ISO Download (http://www.microsoft.com/downloads/details.aspx?FamilyID=e15438ac-60be-41bd-aa14-7f1e0f19ca0d&displayLang=en)

Visual C++ 2008 Express Edition (http://go.microsoft.com/?linkid=7729279)

If you have 'Visual Studio 2008' you don't have to install 'Visual C++ 2008 Express Edition'

I hope that helps  :smilie:

SeeYaa!
 :biggrin:
btw vc++ 2008 comes with latest version of platform sdk. You don't need to download platform sdk like with vc++ 2005 =)
Title: Re: FB Alpha 0.2.96.90 Release
Post by: 0746 on August 08, 2008, 10:30:46 AM
direct link to the sdk for those with unvalidated version of windows
http://download.microsoft.com/download/f/6/0/f6087536-6544-47c7-9ca8-efdcc18feb57/dxsdk_dec2004.exe