Author Topic: dink's FBN Development & Fixes thread  (Read 1607698 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2820 on: April 29, 2025, 09:33:34 AM »
I think it shipped well  :smilie:

Greetings

Hi Pelucon8,
With your config I was able to track down the problem and fix it, thanks to your help! :)

best regards,
- dink

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2821 on: April 29, 2025, 06:49:36 PM »
The game loads perfectly now. Thank you very much for fixing this  :smilie:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2822 on: April 29, 2025, 08:07:32 PM »
The game loads perfectly now. Thank you very much for fixing this  :smilie:

That's great!  you're welcome, couldn't have done it without your help :)

best regards,
- dink

Offline ClessxAlghazanth

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Re: dink's FBN Development & Fixes thread
« Reply #2823 on: May 02, 2025, 04:33:37 AM »
Hiya  :smilie:

I'm not sure if it's a bug or feature but after getting the newest devbuild from github today (32bit) , FBN always gives a 'loading icons' dialog while booting the emulator , which it didn't show before. Also , the booting up seems a bit slower than before (not the rom searching , just booting up with nothing changed)

Any ideas on this ? thanks  :cool:

Offline fprietog

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Re: dink's FBN Development & Fixes thread
« Reply #2824 on: May 02, 2025, 05:42:17 AM »
Yep, this a new feature to cache the icons load. The only way to disable it (afaik) is disabling the icons (Options -> Icons -> Enable driver icons display unchecked).

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2825 on: May 03, 2025, 01:49:59 AM »
Hi ClessxAlghazanth,
taoenwen is experimenting with ways to make certain parts of the game list go faster, though I havn't really tried the latest iteration as I've been working on something... (see next message) :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2826 on: May 03, 2025, 02:03:34 AM »
Hi friends & fans of FBNeo!

Here's a shiny new feature:  Integer Scaling.

Have you ever been playing a game, and the background or objects that scroll "shimmer" as it scrolls?
For example, try these games:
pce_rtype1, vmetal, raiden, mtwins and watch closely as the game scrolls.  On the very small level,
it seems like every other pixel is a different size. It's a way that games / images get scaled to the
size of your screen w/aspect ratio correction, which were originally made for a CRT.

Meet Integer Scaling - this option will come up with the best resolution to scale to, which makes the pixels
of the game uniform and gets rid of the nasty shimmering.  Hooray! :)

There's only 2 requirements for the feature: the integer resolution has to be about 3x the size of the games'
original resolution, and sometimes this new size is often smaller than the resolution of your display, so there
will be "black bars" at the top and bottom of the screen. (in fullscreen mode) 

Attached you'll find a little picture to explain it better:

best regards,
- dink
« Last Edit: May 03, 2025, 02:07:13 AM by dink »

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2827 on: May 03, 2025, 03:12:47 AM »
Nice feature! The best choice for a sharp image! :)

Offline taoenwen

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Re: dink's FBN Development & Fixes thread
« Reply #2828 on: May 03, 2025, 03:17:13 AM »
Hiya  :smilie:

I'm not sure if it's a bug or feature but after getting the newest devbuild from github today (32bit) , FBN always gives a 'loading icons' dialog while booting the emulator , which it didn't show before. Also , the booting up seems a bit slower than before (not the rom searching , just booting up with nothing changed)

Any ideas on this ? thanks  :cool:

This update resolves a GDI contention that occurs when a user has all the game icons (20,000+ or more) and the app is initialized with all of them loaded, resulting in a crash of the menu resource and the shell not being able to open ...

Windows has a limit of 16,384 GDI handles per session, which is the reason for the failure.

This update caches icons for non-clone games at the initial stage of the app, the process is also what you see with the addition of a progress dialog for loading icons, 5000+ icons can be cached in less than 5s on an SSD.

The icons of clone game are processed in the message loop of the select game's dialog box dependent window, using the method of instant load/release handles, and are self-painted in the tree list, without taking up extra GDI resources.

You can disable the icon option by disabling it from the menu item so that the Icon Cache Progress dialog will not appear.

If you are interested in hardware icons and have a sufficient collection (17 in total), it might also be a good idea to enable hardware icons in menu items.

Offline fprietog

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Re: dink's FBN Development & Fixes thread
« Reply #2829 on: May 03, 2025, 03:21:49 AM »
Here's a shiny new feature:  Integer Scaling.
Nice! Thank you!

A photo comparative of "Out Run" with SoftFX Algorithm "CRT 2x2 (fast 480p)" running full-screen. This algorithm suits better with Integer Scaling.
« Last Edit: May 03, 2025, 03:23:04 AM by fprietog »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2830 on: May 03, 2025, 09:29:06 AM »
Nice! Thank you!

A photo comparative of "Out Run" with SoftFX Algorithm "CRT 2x2 (fast 480p)" running full-screen. This algorithm suits better with Integer Scaling.

Welcome! :)
I was actually a little ignorant to how complex Integer scaling actually was, luckily some good people helped me understand.

I found CRT 4x4 (1080p) w/ int. scaling & outrun looks quite stunning on my monitor!

best regards,
- dink


Offline fprietog

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Re: dink's FBN Development & Fixes thread
« Reply #2831 on: May 03, 2025, 10:16:15 AM »
I found CRT 4x4 (1080p) w/ int. scaling & outrun looks quite stunning on my monitor!
I'm using a Raspberry Pi 5 (aarch64) in Ubuntu 25.04 with wine-hangover using Fex-Emu ARM64EC to emulate FinalBurn Neo x64 in Windows XP (in fact, another emulator)...

None of the HardFX shaders load and it can't afford the CRT 4x4 (1080p)... But CRT 2x2 (fast 480p) gives 60 fps in most of games, including Out Run, and is pretty nice looking too.
« Last Edit: May 03, 2025, 10:26:09 AM by fprietog »

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2832 on: May 03, 2025, 01:04:39 PM »
I'm using a Raspberry Pi 5 (aarch64) in Ubuntu 25.04 with wine-hangover using Fex-Emu ARM64EC to emulate FinalBurn Neo x64 in Windows XP (in fact, another emulator)...

None of the HardFX shaders load and it can't afford the CRT 4x4 (1080p)... But CRT 2x2 (fast 480p) gives 60 fps in most of games, including Out Run, and is pretty nice looking too.

Any reason you are not using our libretro port ? You are adding a massive amount of overhead here, and shader support might be the strongest point of retroarch.

Offline fprietog

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Re: dink's FBN Development & Fixes thread
« Reply #2833 on: May 03, 2025, 01:30:07 PM »
Any reason you are not using our libretro port ? You are adding a massive amount of overhead here, and shader support might be the strongest point of retroarch.
Oh, no particular reason. Last time I look for retroarch / libretro I found that making it run in Raspberry Pi Ubuntu was a bit complicated and I just want to play games :biggrin:
So, as I use wine for 24h P2P sharing, using FinalBurn Neo for me is as trivial as double click in the .exe and play.

Anyways, about performance, FinalBurn Neo is just fantastic. You (all people involved) should be very proud of your work.

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2834 on: May 03, 2025, 11:56:33 PM »
Hi friends & fans of FBNeo!

Here's a shiny new feature:  Integer Scaling.

Have you ever been playing a game, and the background or objects that scroll "shimmer" as it scrolls?
For example, try these games:
pce_rtype1, vmetal, raiden, mtwins and watch closely as the game scrolls.  On the very small level,
it seems like every other pixel is a different size. It's a way that games / images get scaled to the
size of your screen w/aspect ratio correction, which were originally made for a CRT.

Meet Integer Scaling - this option will come up with the best resolution to scale to, which makes the pixels
of the game uniform and gets rid of the nasty shimmering.  Hooray! :)

There's only 2 requirements for the feature: the integer resolution has to be about 3x the size of the games'
original resolution, and sometimes this new size is often smaller than the resolution of your display, so there
will be "black bars" at the top and bottom of the screen. (in fullscreen mode) 

Attached you'll find a little picture to explain it better:

best regards,
- dink

Great, I used to play on a 14" crt pc, but it died. And since it is practically difficult to get one in my country, I bought a 17" lcd monitor (4:3) "Viewsonic" brand with a price of 19,800 pesos (about 20 dollars) and the truth is that it looks pretty good.

With a configuration of 640x480/linear filter/SuperScale (75% scanlines) plus some adjustments of the monitor itself such as brightness, contrast and sharpness, it looks pretty good playing at a distance of at least 1 meter.

So it's always welcome to try new imaging options. :biggrin:

Too bad FBN doesn't support scanlines through PNG files like mame... in the latter I can play at higher resolution (1280x1024) with some scanlines created in a png file for that resolution.

But as it is it looks good and is enjoyable.  :smilie:
« Last Edit: May 03, 2025, 11:59:32 PM by Pelucon8 »