Author Topic: dink's FBN Development & Fixes thread  (Read 1320605 times)

Offline WILOWAR

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Re: dink's FBA Development & Fixes thread
« Reply #1410 on: February 03, 2018, 01:56:17 PM »
Popeye no Beach Volleyball (Jpn) - gg_popeye - screen disorder-

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1411 on: February 05, 2018, 08:01:35 AM »
Thanks for the reports, WILOWAR :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1412 on: February 05, 2018, 08:14:27 AM »
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.

We (Barbudreadmon, dink) did some more work on 32/64bit state compatibility, hopefully now the last of the issues are sorted!

iq_132 did a major revamp to the ay8910 interface, making this soundcore a lot easier and nicer to deal with.

JacKc is doing a great job keeping things up-to-date :)

bye for now,
- dink

Offline robsons2007

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Re: dink's FBA Development & Fixes thread
« Reply #1413 on: February 05, 2018, 09:58:42 AM »
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.

We (Barbudreadmon, dink) did some more work on 32/64bit state compatibility, hopefully now the last of the issues are sorted!

iq_132 did a major revamp to the ay8910 interface, making this soundcore a lot easier and nicer to deal with.

JacKc is doing a great job keeping things up-to-date :)

bye for now,
- dink


good work from dev team as always fba.

super mario (snes) or (megadrive) ,dink?

Offline iq_132

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Re: dink's FBA Development & Fixes thread
« Reply #1414 on: February 05, 2018, 10:12:17 AM »

good work from dev team as always fba.

super mario (snes) or (megadrive) ,dink?
Arcade! :)


Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1415 on: February 05, 2018, 10:14:29 AM »
super mario (snes) or (megadrive) ,dink?

You made a mistake... dink refers to Mario Bros (watch the snapshots) ! :)

PS: "Super Mario Bros" is a NES game, not a SNES or a Mega Drive game! ;)
Super Nintendo => Super Mario World
Mega Drive => only unofficial hacks

Offline robsons2007

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Re: dink's FBA Development & Fixes thread
« Reply #1416 on: February 05, 2018, 10:25:16 AM »
You made a mistake... dink refers to Mario Bros (watch the snapshots) ! :)

PS: "Super Mario Bros" is a NES game, not a SNES or a Mega Drive game! ;)
Super Nintendo => Super Mario World
Mega Drive => only unofficial hacks

Thank you for explaining, my friends.
very good.
 :smilie: :biggrin:


Offline Bad Dude

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Re: dink's FBA Development & Fixes thread
« Reply #1417 on: February 05, 2018, 03:05:34 PM »
Thank you for explaining, my friends.
very good.
 :smilie: :biggrin:

There is also an arcade machine with NES games, called PlayChoice-10, with Super Mario Bros, but not emulated in FBA.

Offline Arcadez

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Re: dink's FBA Development & Fixes thread
« Reply #1418 on: February 05, 2018, 03:12:53 PM »
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.

Lovely work and thankyou!!

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1419 on: February 11, 2018, 08:27:40 AM »
what's happening:
Fixed up the audio in Donkey Kong a bit, mostly to get rid of the clicks that happen between decaying notes (added a simple attack mode), improves sound quite a bit!

re-did the audio mixing in Gyruss so things are a bit louder, fixed a few small bugs

Added states support to irem m90

Fixed video offsets in turbo force (line on left side)

bye for now,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1420 on: February 22, 2018, 10:15:47 PM »
Hi guys, we have been very busy making FBAlpha the best.  I think we're due for a new release sometime soon.... maybe ;)

Some stuff worked on lately:
First, this was a joint-effort between me and iq_132.  Several soundchips need
driver-level support-code, between 1/2 and 1 page (or more on huge drivers) is
needed to set up the FM and AY8910 chips.  iq_132 did the AY8910 and I worked on
the FM chips, removing the need to set up buffers for the 8910 and the 2 callback
functions per cpu-rate (*GetTime/StreamPos) for the FM chips.  Of course, now the
soundcores handle this stuff internally and we happily removed the support code from
all of the drivers. 

Sound chip ymf278b, used by Psikyo/Metro/Fuukifg3 & LordofGun now runs at the correct hw rate
of 44100hz and uses cubic interpolation resampling to playback at the user-selected rate.

Slight improvement of timers in YM2151 fix the tempo fluxuations in Rohga's attract music, and sometimes in Caveman Ninja.

With the excellent help of barbudreadmon from libretro-fbalpha, I added Sega TeamPlayer
support to the Megadrive driver, giving several games more than 2 player ability. (Gauntlet 4, Columns 3, International Superstar Soccer Deluxe, Mega Bomberman, Street Racer, MK3, and a few others)

best regards,
- dink
« Last Edit: February 22, 2018, 10:19:18 PM by dink »

Offline Combone

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Re: dink's FBA Development & Fixes thread
« Reply #1421 on: February 22, 2018, 10:56:54 PM »
Hi guys, we have been very busy making FBAlpha the best.  I think we're due for a new release sometime soon.... maybe ;)

Some stuff worked on lately:
First, this was a joint-effort between me and iq_132.  Several soundchips need
driver-level support-code, between 1/2 and 1 page (or more on huge drivers) is
needed to set up the FM and AY8910 chips.  iq_132 did the AY8910 and I worked on
the FM chips, removing the need to set up buffers for the 8910 and the 2 callback
functions per cpu-rate (*GetTime/StreamPos) for the FM chips.  Of course, now the
soundcores handle this stuff internally and we happily removed the support code from
all of the drivers. 

Sound chip ymf278b, used by Psikyo/Metro/Fuukifg3 & LordofGun now runs at the correct hw rate
of 44100hz and uses cubic interpolation resampling to playback at the user-selected rate.

Slight improvement of timers in YM2151 fix the tempo fluxuations in Rohga's attract music, and sometimes in Caveman Ninja.

With the excellent help of barbudreadmon from libretro-fbalpha, I added Sega TeamPlayer
support to the Megadrive driver, giving several games more than 2 player ability. (Gauntlet 4, Columns 3, International Superstar Soccer Deluxe, Mega Bomberman, Street Racer, MK3, and a few others)

best regards,
- dink

Amazing News :) 4 Players very fun.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1422 on: February 26, 2018, 07:07:33 PM »
More dink's fba news:

super mega megadrive re-vamp version 11.0.0.5.3.1:
  x emulate EA 4Way Play, add 4player ability to 4-way games not supported by the sega teamplayer adapter
  x re-do the SRam handling, it never really worked right, so it's time to fix that :)

irem m90 system (bomberman, bomberman world, risky challenge, match-it 2, etc..)
  x fix a bunch more video bugs, all games seem to run great now, including pseudo-raster
effects

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1423 on: March 08, 2018, 07:48:08 AM »
more fixnews:
x gyruss: volume levels better, improved timing, fixed issue with holes in Jupiter and occasional flickering line in Neptune.

x labrinth runner/trick trap: fixed ending/credits scene, sprite priorities when going into doors, and the rock wall dragon boss now moves correctly

x ymf278b added proper resampling

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1424 on: March 19, 2018, 12:37:24 AM »
fixnews:
death to microstutter!
perfect sync with win7 and near perfect with win10 using D3DKMTWaitForVerticalBlankEvent()
note: run monitor at 60hz or multiples of 60hz for best results

sf2ce was running too slowwwwww

big thanks to RN for working with me over the past several days to get this right.

best regards,
- dink