Author Topic: What I've been working on (iq_132's work in progress)  (Read 720679 times)

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #330 on: September 12, 2009, 06:54:44 PM »
Wow ^^ Nice find! Thanks Kany. :)


Offline KaNyErO

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Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #332 on: September 15, 2009, 01:57:20 AM »
Thanks Kany. :)

Btw, here's are some new sources (I haven't tested to see if they compile from a clean build, so best of luck :p).

Anyway, what's new:

The rumble format is much more powerful now.

Each rumble is activated by a reading byte in the game's ram (anywhere in memory range, really).

The value can be compared against the previous value at that address or compared against a static value.

The options are:

new < previous
new > previous
new == previous
new != previous
new < static
new > static
new == static
new != static

check bit from new (bit TRUE or FALSE)
(new & (1 << bit)) == 0
(new & (1 << bit)) != 0

Also, the timers are adjustable. You can have a timer last from 1 frame (1/60th of a second) to 0xffffffff frames (136 years lol).

:)


*edit*
Here's a new build (no dinput rumble still :().
www.fbadev.info/iq_132/fbarmbl_090915.rar

Btw, you may want to check out the psikyo hardware filter. :)
« Last Edit: September 15, 2009, 02:21:49 AM by iq_132 »


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #333 on: October 09, 2009, 01:39:40 PM »
Wow, been a while since I posted up anything. This is mostly due to starting a new job as well as starting classes again.

A lot of my free time has been spent helping my friend Britneyspairs with some driver improvements on Coinops Reignite (a MAME derivative build on xbox).

I've also started work on a tilemap system for FBA. It's somewhat preliminary (it doesn't support some things yet), but should work for most games. :)

On a side note, I took a look at the games on this http://maws.mameworld.info/maws/driverinfo/amaticmg.c  driver and worked a bit on the encryption.  I'm not entirely sure it's complete, and I haven't managed to contact Roberto Fresca so far (any leads on that would be much appreciated :)).

Code: [Select]
unsigned char decode_data(int i, int j) // j = 0xaf for am_uslot, 0x05 for am_mg24 & am_mg3
{
if ( i & 0x0001) j ^= 0x88;
if ( i & 0x0002) j ^= 0x22;
if ( i & 0x0004) j ^= 0x00; // not used
if ( i & 0x0008) j ^= 0x08;
if ( i & 0x0010) j ^= 0x04;
if ( i & 0x0020) j ^= 0x00; // not used
if ( i & 0x0040) j ^= 0xcc;
if ( i & 0x0080) j ^= 0x23;
if ( i & 0x0100) j ^= 0x00; // not used
if ( i & 0x0200) j ^= 0x19;
if ( i & 0x0400) j ^= 0x06;
// repeats on 0x800 boundaries

return j;
}


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #334 on: October 19, 2009, 06:49:16 AM »
Updated the PGM driver a bit

Quote
* 10-19-2009
 *  Fixed kov2106 thanks to the FBA Shuffle team :)
 *  Added a few small speedups
 *  - Only recalculate the whole palette when needed now rather than every frame
 *  - Clear all video buffers in one loop
 *  Fixed a crash when doing line scroll (see kovsh intro - fire stage background)
 *  Fixed sound after save state load


Offline kenshiro

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Re: What I've been working on (iq_132's work in progress)
« Reply #335 on: October 20, 2009, 04:15:59 PM »
I'm looking forward to this. Nice job ^^

Offline Huggybaby

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Re: What I've been working on (iq_132's work in progress)
« Reply #336 on: October 20, 2009, 05:41:32 PM »
Yep, seems like it's been a long time and there have been a lot of changes since the last release.  :S

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #337 on: October 25, 2009, 02:52:39 PM »

Here's the driver for sf2dkot2.

Open up d_cps1.cpp

find:

Code: [Select]
{ "sf2ce"       , CPS_B_21_DEF, mapper_S9263B, 0, NULL                },

Add this after:

Code: [Select]
{ "sf2dkot2"    , CPS_B_21_DEF, mapper_S9263B, 0, NULL                },

Code: [Select]
static struct BurnRomInfo Sf2dkot2RomDesc[] = {
{ "turboii.23",    0x080000, 0x9bbfe420, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },
{ "turboii.22",    0x080000, 0x3e57ba19, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },
{ "turboii.21",    0x080000, 0xed4186bd, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_NO_BYTESWAP  },

{ "s92_01.bin",    0x080000, 0x03b0d852, BRF_GRA | CPS1_TILES },
{ "s92_02.bin",    0x080000, 0x840289ec, BRF_GRA | CPS1_TILES },
{ "s92_03.bin",    0x080000, 0xcdb5f027, BRF_GRA | CPS1_TILES },
{ "s92_04.bin",    0x080000, 0xe2799472, BRF_GRA | CPS1_TILES },
{ "s92_05.bin",    0x080000, 0xba8a2761, BRF_GRA | CPS1_TILES },
{ "s92_06.bin",    0x080000, 0xe584bfb5, BRF_GRA | CPS1_TILES },
{ "s92_07.bin",    0x080000, 0x21e3f87d, BRF_GRA | CPS1_TILES },
{ "s92_08.bin",    0x080000, 0xbefc47df, BRF_GRA | CPS1_TILES },
{ "s92_10.bin",    0x080000, 0x960687d5, BRF_GRA | CPS1_TILES },
{ "s92_11.bin",    0x080000, 0x978ecd18, BRF_GRA | CPS1_TILES },
{ "s92_12.bin",    0x080000, 0xd6ec9a0a, BRF_GRA | CPS1_TILES },
{ "s92_13.bin",    0x080000, 0xed2c67f6, BRF_GRA | CPS1_TILES },

{ "s92_09.bin",    0x010000, 0x08f6b60e, BRF_PRG | CPS1_Z80_PROGRAM },

{ "s92_18.bin",    0x020000, 0x7f162009, BRF_SND | CPS1_OKIM6295_SAMPLES },
{ "s92_19.bin",    0x020000, 0xbeade53f, BRF_SND | CPS1_OKIM6295_SAMPLES },
};

STD_ROM_PICK(Sf2dkot2)
STD_ROM_FN(Sf2dkot2)

static int Sf2dkot2Init()
{
int nRet;

nCPS68KClockspeed = 7000000;

nRet = DrvInit();

SekOpen(0);
SekMapMemory(CpsRom + 0x000000, 0x280000, 0x2fffff, SM_ROM);
SekMapMemory(CpsRom + 0x080000, 0x200000, 0x27ffff, SM_ROM);
SekClose();

return nRet;
}

struct BurnDriver BurnDrvCpsSf2dkot2 = {
"sf2dkot2", "sf2ce", NULL, "1992",
"Street Fighter II' - Champion Edition (Double K.O. Turbo II, bootleg)\0", NULL, "Capcom", "CPS1",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE | BDF_HACK, 2, HARDWARE_CAPCOM_CPS1, GBF_VSFIGHT, FBF_SF,
NULL, Sf2dkot2RomInfo, Sf2dkot2RomName, Sf2InputInfo, Sf2DIPInfo,
Sf2dkot2Init, DrvExit, Cps1Frame, CpsRedraw, CpsAreaScan,
JBF_GAME_WORKING, DrvJukeboxInit, DrvJukeboxExit, DrvJukeboxFrame, &CpsRecalcPal, 0x1000, 384, 224, 4, 3
};


Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #338 on: November 04, 2009, 01:30:32 AM »
I noticed an issue with the CPS1 games crashing on exit. I tracked it down to this:

Code: [Select]
if (CpsCode) free(CpsCode);

Normal CPS2 games allocate some ram for CpsCode, cps1 games do not, but do set a pointer (making if (cpscode) resulting as true).
I've fixed it with a simple, small change, though it's probably not entirely the best way to go about it.

Code: [Select]
if (CpsCode != (CpsRom + nCpsRomLen)) {
free(CpsCode);
}


Offline kenshiro

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Re: What I've been working on (iq_132's work in progress)
« Reply #339 on: November 04, 2009, 10:40:48 AM »
I noticed an issue with the CPS1 games crashing on exit. I tracked it down to this:

Code: [Select]
if (CpsCode) free(CpsCode);

Normal CPS2 games allocate some ram for CpsCode, cps1 games do not, but do set a pointer (making if (cpscode) resulting as true).
I've fixed it with a simple, small change, though it's probably not entirely the best way to go about it.

Code: [Select]
if (CpsCode != (CpsRom + nCpsRomLen)) {
free(CpsCode);
}

[mode ballbreaker ON] I told you that at least 35 times during latest months, ass :p i was starting to think i'm crazy. And what's funny is i asked a lot of people if they did have this problem and they said "no, make a clean install" lol. I added a similar fix to FBA-XXX Pro a long time ago[mode ballbreaker OFF]
« Last Edit: November 04, 2009, 10:59:41 AM by kenshiro »

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #340 on: November 04, 2009, 11:49:20 AM »
[mode ballbreaker ON] I told you that at least 35 times during latest months, ass :p i was starting to think i'm crazy. And what's funny is i asked a lot of people if they did have this problem and they said "no, make a clean install" lol. I added a similar fix to FBA-XXX Pro a long time ago[mode ballbreaker OFF]

lol. I've never been able to reproduce it until now.

No crash == no way to track it down.


Offline kenshiro

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Re: What I've been working on (iq_132's work in progress)
« Reply #341 on: November 04, 2009, 03:06:10 PM »
Well, a slap on your butt and i feel better lol  :biggrin: :biggrin:

Offline narcissus

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Re: What I've been working on (iq_132's work in progress)
« Reply #342 on: November 07, 2009, 04:44:19 AM »
the volume of psikyosh, nmk16 and maybe more new dirvers is too low
Especially compared with the previous drivers
« Last Edit: November 08, 2009, 12:02:16 AM by narcissus »

Offline Huggybaby

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Re: What I've been working on (iq_132's work in progress)
« Reply #343 on: November 07, 2009, 11:12:17 AM »
That could be good news for The Simpsons, I'll check.

Offline iq_132

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Re: What I've been working on (iq_132's work in progress)
« Reply #344 on: November 08, 2009, 07:46:48 PM »
Hey packrats, etc. Does anyone still have CaptainCPS-X's fba sources with Neo-Geo CD enabled? I seem to have misplaced that particular archive.

I'd really like to implement the neocd stuff in the current fba, but I am not terribly interested in rewriting the entire thing.

Thanks in advance. :)