Author Topic: dink's FBN Development & Fixes thread  (Read 760776 times)

Offline csmart

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Re: dink's FBA Development & Fixes thread
« Reply #1125 on: November 16, 2016, 08:30:36 PM »
Awesome work Dink or should I call you Dink the Magician

Offline synnchan

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Re: dink's FBA Development & Fixes thread
« Reply #1126 on: November 17, 2016, 10:21:35 PM »
Thank you so much for the hard work. :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1127 on: November 18, 2016, 05:37:01 PM »
thanks for the awesome feedback :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1128 on: November 18, 2016, 05:49:54 PM »
Unfortunately Bump & Jump (aka Burnin' Rubber) and Joyful Road (aka Munch Mobile) were broken in this last release of FBAlpha.  Sorry about that, guys!  They have been fixed, though, and will be in the next version.



best regards,
- dink

Offline synnchan

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Re: dink's FBA Development & Fixes thread
« Reply #1129 on: November 21, 2016, 05:45:29 PM »
err... I don't know where to post this so I guess I will post it here.

I found a bug on the Japanese version of the Sailor Moon beat'em up. Basically, after clearing Stage 2, some dialogue is supposed to show up, but it doesn't. I made a short video about it: https://www.youtube.com/watch?v=9ggnbJBPrcs

As you can see, some dialogue is obviously exchanged between the two characters, but the dialogue boxes are empty.

The dialogue seems to only exist on the JP version, btw (romname = sailormnj).
« Last Edit: November 21, 2016, 06:26:30 PM by iq_132 »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1130 on: November 21, 2016, 11:14:41 PM »
synnchan thanks for the report! :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1131 on: November 21, 2016, 11:23:49 PM »


Taito's Super Chase finally has proper soundfx/music in FBAlpha!!!
It took literally ages of work to get this going right.
Watch the video: https://www.youtube.com/watch?v=HNZ_1-3oLwY

There's only a little work needed to get the game 100% - proper analogue inputs need to be set up, but that's no problem - I'll save it for tomorow :)


Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1132 on: November 22, 2016, 12:45:23 AM »
Very good news! :)

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1133 on: November 22, 2016, 02:06:17 AM »
err... I don't know where to post this so I guess I will post it here.

I found a bug on the Japanese version of the Sailor Moon beat'em up. Basically, after clearing Stage 2, some dialogue is supposed to show up, but it doesn't. I made a short video about it: https://www.youtube.com/watch?v=9ggnbJBPrcs

As you can see, some dialogue is obviously exchanged between the two characters, but the dialogue boxes are empty.

I attached a savestate file to simplify the check... :)

The bug seems to concern the writes and the frames of the dialogue boxes (hereunder some comparison screenshots, "FBA Vs MAME" )

The dialogue seems to only exist on the JP version, btw (romname = sailormnj).

Obviously, it also happens in sailormnoj ROM.

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1134 on: November 22, 2016, 02:27:06 AM »
add this under the P2 Coin line:
   {"P2 Start",      BIT_DIGITAL,   DrvJoy2 + 7,   "p2 start"   },
By the way, i forgot to mention this, but we had to remove this from fbalpha-libretro (the game will hang at a screen saying "test switch is still on please release it or repair" with it).

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1135 on: November 22, 2016, 07:35:59 AM »
barbudreadmon,
I totally forgot - whenever an input is changed, the dip offsets need to be updated too. (sorry!)

Put it back then change all the 0x11's in the first column of the asterix dips to 0x12. fyi: 0x12 is the number (starting at 0) of the DrvDips line in the inputs.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1136 on: November 22, 2016, 08:05:52 AM »
superchase is now completely finished, with added analog steering! :)
original message w/video: http://http://neo-source.com/index.php?topic=2487.msg22771#msg22771

best regards,
- dink

Offline Arcadez

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Re: dink's FBA Development & Fixes thread
« Reply #1137 on: November 22, 2016, 09:15:34 AM »
barbudreadmon,
I totally forgot - whenever an input is changed, the dip offsets need to be updated too. (sorry!)

Put it back then change all the 0x11's in the first column of the asterix dips to 0x12. fyi: 0x12 is the number (starting at 0) of the DrvDips line in the inputs.

best regards,
- dink

Does this look correct dink..???

Quote
static struct BurnDIPInfo AsterixDIPList[]=
{
   {0x12, 0xff, 0xff, 0x04, NULL      },

   {0   , 0xfe, 0   ,    2, "Service Mode"   },
   {0x12, 0x01, 0x04, 0x04, "Off"      },
   {0x12, 0x01, 0x04, 0x00, "On"      },
};

EDIT yeah the above did the trick after i removed all previous saved files for this game.
« Last Edit: November 22, 2016, 10:12:11 AM by gamez fan »

Offline barbudreadmon

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Re: dink's FBA Development & Fixes thread
« Reply #1138 on: November 22, 2016, 10:09:29 AM »
That's what i did and it seems to work.

Thanks dink !

PS : what i feared happened, so i'll try to take a look at youknowwhat in the next few days

Offline Barry Harris

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Re: dink's FBA Development & Fixes thread
« Reply #1139 on: November 22, 2016, 04:42:20 PM »
superchase is now completely finished, with added analog steering! :)
original message w/video: http://http://neo-source.com/index.php?topic=2487.msg22771#msg22771

best regards,
- dink

Nice work!
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Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.