Author Topic: dink's FBN Development & Fixes thread  (Read 760259 times)

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #750 on: December 21, 2015, 09:33:06 AM »
As I wrote in the "FBA Discussion" section, I checked all "Rohga Armor Force" ROMs (obviously with the latest FBA release) and the drums sound effects seem to be missing...

Sorry for the double post. I will continue in the FBA Discussion.

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #751 on: December 23, 2015, 10:24:22 AM »
There are an another bug with the Shadow Force every version. It crash with this error:

Guru Meditation #C0000005.00911EB6

Here is the complete log:

Code: [Select]
FB Alpha v0.2.97.37 fatal exception report (Wed Dec 23 16:22:28 2015
)

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0091
 (attempting to write address 0x04CE4710)

EAX: 0x00000000, EBX: 0x7FFDB000, ECX: 0x00000000, EDX: 0x04CE4710
ESI: 0x04B65820, EDI: 0x0012F35E, ESP: 0x0012E8C8, EBP: 0x0012E92C

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows XP Professional Szervizcsomag 3 (build 2600)
CPU: Intel(R) Pentium(R) 4 CPU 3.06GHz

Physical RAM: 2097151 KB (2047 MB) total, 1779832 KB (1738 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FB Alpha:       41416 KB in use (48864 KB peak, 47376 KB virtual)

Installed displays and display adapters:
    Plug and Play monitor on NVIDIA GeForce 9400 GT  (primary)

----------------------------------------------------------------------
FB Alpha information:

Built on Nov 3 2015, 18:51:37, using Visual C++ 2015 (XP).
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
Musashi emulation core enabled for MC680x0 family emulation.

Emulating shadfrce (Shadow Force (US Version 2))
    Vertical refresh is 60.00 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 video output
    Interface settings: Running in windowed mode, $ix1054, 748bpp
                        Source image 320x256, 32bpp
                        Using generic software 15->32bpp wrapper
    Module settings:    Using Blt() to transfer the image
                        Using video memory for the final blit

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 44100Hz, 100% volume
    Module settings:    Audio is delayed by approx. 83ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Billentyűzet
                        mouse    0 System mouse: Eg?r

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fbaxp.exe:

fbaxp.exe (base address 0x00400000, size 34080 KB)

Exception occurred in module fbaxp.exe:
               fbaxp.exe (base address 0x00400000, size  34080 KB)

Modules loaded by fbaxp.exe:
               ntdll.dll (base address 0x7C900000, size    708 KB)
            kernel32.dll (base address 0x7C800000, size   1004 KB)
              USER32.dll (base address 0x7E360000, size    580 KB)
               GDI32.dll (base address 0x77F10000, size    292 KB)
            COMDLG32.dll (base address 0x76380000, size    292 KB)
            ADVAPI32.dll (base address 0x77DC0000, size    684 KB)
              RPCRT4.dll (base address 0x77E70000, size    584 KB)
             Secur32.dll (base address 0x77FE0000, size     68 KB)
            COMCTL32.dll (base address 0x773C0000, size   1036 KB)
              msvcrt.dll (base address 0x77C00000, size    352 KB)
             SHLWAPI.dll (base address 0x77F60000, size    472 KB)
             SHELL32.dll (base address 0x7C9C0000, size   8304 KB)
               WINMM.dll (base address 0x76B20000, size    184 KB)
               ole32.dll (base address 0x774D0000, size   1268 KB)
            SETUPAPI.dll (base address 0x77910000, size    984 KB)
             WININET.dll (base address 0x771A0000, size    680 KB)
             CRYPT32.dll (base address 0x77A70000, size    600 KB)
              MSASN1.dll (base address 0x77B10000, size     72 KB)
            OLEAUT32.dll (base address 0x77110000, size    556 KB)
            AVIFIL32.dll (base address 0x73AE0000, size     92 KB)
             MSACM32.dll (base address 0x77BD0000, size     84 KB)
             MSVFW32.dll (base address 0x75B80000, size    132 KB)
               IMM32.DLL (base address 0x76360000, size    116 KB)
                 LPK.DLL (base address 0x62E70000, size     36 KB)
               USP10.dll (base address 0x74D40000, size    428 KB)
              dsound.dll (base address 0x73EA0000, size    368 KB)
             VERSION.dll (base address 0x77BF0000, size     32 KB)
             dinput8.dll (base address 0x6D350000, size    228 KB)
               ddraw.dll (base address 0x736F0000, size    300 KB)
            DCIMAN32.dll (base address 0x73B50000, size     24 KB)
                d3d9.dll (base address 0x4FD10000, size   1688 KB)
             d3d8thk.dll (base address 0x6DED0000, size     24 KB)
            D3DX9_43.dll (base address 0x10000000, size   2044 KB)
             uxtheme.dll (base address 0x5B1D0000, size    224 KB)
               MSCTF.dll (base address 0x746D0000, size    304 KB)
            msctfime.ime (base address 0x75180000, size    184 KB)
                 HID.DLL (base address 0x68DF0000, size     36 KB)
            WINTRUST.dll (base address 0x76C20000, size    184 KB)
            IMAGEHLP.dll (base address 0x76C80000, size    160 KB)
              wdmaud.drv (base address 0x72CB0000, size     36 KB)
             msacm32.drv (base address 0x72CA0000, size     32 KB)
             midimap.dll (base address 0x77BC0000, size     28 KB)
              KsUser.dll (base address 0x73E70000, size     16 KB)
            RICHED20.DLL (base address 0x74DE0000, size    436 KB)

----------------------------------------------------------------------
« Last Edit: December 23, 2015, 10:29:07 AM by Pityesz »

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #752 on: December 23, 2015, 04:11:48 PM »
There are an another bug with the Shadow Force every version. It crash with this error:

Guru Meditation #C0000005.00911EB6

I checked all three "Shadow Force" versions (shadfrce, shadfrcej, shadfrcejv2) and they seem to work fine... I used FBA 0.2.97.37 32 bit, with basic and enhanced blitter. You can try to change the video settings and delete the related "shadfrce*.ini" files (*/config/games).

PS: truth be honest, I made a quick test, then I can't know if the game crashes during an advanced stage.
« Last Edit: December 23, 2015, 04:22:25 PM by Gab75 »

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #753 on: December 23, 2015, 05:18:09 PM »
PS: truth be honest, I made a quick test, then I can't know if the game crashes during an advanced stage.

Now as you say it really not happen anywhere in the game. It only occurs in the Scientific Laboratory stage, when the bridge collapse under you and you fall down. But it occurs every time I tried no matter how I set up the video settings.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #754 on: December 23, 2015, 10:00:31 PM »
Please give me a savestate from right before it crashes, so I can debug it and fix it.
p.s. use the exe I pm'd you, as it contains a few fixes for shadow force from earlier this month and I can't debug older savestates.

thanks,
- dink

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #755 on: December 24, 2015, 08:41:38 AM »
I used the new .exe you send, the crash still occurs with "Shadow Force (US, Version 2)". I didn't tried it with other versions. Here is the save state and the log files attached to this post.

The save state is right before the crash. You just need to walk forward till the bridge break under you.
« Last Edit: December 24, 2015, 08:43:39 AM by Pityesz »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #756 on: December 25, 2015, 08:50:45 AM »
Thanks!  I will debug the issue when I get home (I'll be away for a day or 2 yet and without a compiler).

Some good news/progress on the Megadrive driver that I did before I left:
The Chaos Engine, Outrunners, Sonic 3d and a few others runs perfectly now - it took days of debugging and re-writing before I could get it working right.  There was a few times where I thought it would be impossible to ever get them working right together.  :eek:  A fix for one game would break the other, and so on. :eek:  A big part of the problem is the fact that each frame can vary on cycles/total cycles due to dma transfers stealing cycles from the processor, and the BurnTimer system is a bit finicky in this situation. 

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #757 on: December 25, 2015, 09:06:38 AM »
Oh that's right! Merry Christmas!  :biggrin:

You're welcome. I look forward to the new version. I hope the Wolf Fang's drum will be fixed too.  :smilie:

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #758 on: December 31, 2015, 07:52:56 PM »
Happy New Year everyone! :)

Been working nonstop on Megadrive, doing MD/Genesis research and so forth (for some reason it is really -addictively- interesting for me)

Fixed a ton of timing-related graphical quirks in the past couple days, added some vdp fixes/tricks and tonight I found a solution to a sound issue that has been bugging me (literally) for quite some time now - it was a 2 part fix - the irq's needed to be latched instead of held high for a line which fixed lost notes/too fast/too slow music during heavy video activity.  The second part was that we weren't carrying over the end of frame z80 cycle count, so every 60 frames or so, we running 1 scanline too many worth of z80 time on average.  The games which were affected the most by this are Williams Arcade Greatest Hits: the dac would get mucked up or disappear altogether in Sinistar and Doom Troopers: level 2's awesome music would drop notes or run too fast for a second or so every once in a while or when there was heavy player/screen movement. EDIT: also, Battle Squadron no longer requires a special fix/hack for the music :D

[and now for a bit of a rant that has nothing to do with FBA]

The Genesis/MD holds a special place in my nostalgia, because for me it was the last console to offer games that suits my generation / style.  I'll admit I'm a bit old-fasioned, but after the demise of this system sometime in the mid 90's, I had totally given up on games until late 2011.  Sure, there was a few good 2d game releases peppered in here and there in later consoles, but it was never the same. ;)

that's it for now,
best regards,
- dink
« Last Edit: December 31, 2015, 08:16:59 PM by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #759 on: December 31, 2015, 07:56:39 PM »
Oh that's right! Merry Christmas!  :biggrin:

You're welcome. I look forward to the new version. I hope the Wolf Fang's drum will be fixed too.  :smilie:

Do you by chance mean Tecmo's Wild Fang?  If thats the case, the drums are working fine in the latest FBA - they're louder/more prominent than in MAME anyways.

best regards,
- dink

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #760 on: December 31, 2015, 08:41:13 PM »
Happy New Year everyone! :)

Happy New Year to you too... and to the other forum users! :)

Thanks a lot for your work... now the megadrive emulation is really improved !

Offline Pityesz

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Re: dink's FBA Development & Fixes thread
« Reply #761 on: January 01, 2016, 09:37:22 AM »
Do you by chance mean Tecmo's Wild Fang?  If thats the case, the drums are working fine in the latest FBA - they're louder/more prominent than in MAME anyways.

best regards,
- dink

No, I mean Data East's Wolf Fang (or Rohga: Armor Force). The game alongside with Vapor Trail and Skull Fang on Arcade.

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #762 on: January 01, 2016, 11:29:47 AM »
No, I mean Data East's Wolf Fang (or Rohga: Armor Force). The game alongside with Vapor Trail and Skull Fang on Arcade.

For an easier identification, the zipnames of main ROM and clones are: rohga, rohga1, rohga2, rohgah, rohgau and wolffang.

Offline Bonky0013

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Re: dink's FBA Development & Fixes thread
« Reply #763 on: January 01, 2016, 01:54:49 PM »
Happy new year  :biggrin:

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #764 on: January 01, 2016, 03:00:32 PM »
Thanks, sometimes I get confused :)
EDIT: Wild Fang / Rohga is fixed now.
« Last Edit: January 01, 2016, 04:05:58 PM by dink »