Author Topic: dink's FBN Development & Fixes thread  (Read 1039248 times)

Offline littlebear

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Re: dink's FBN Development & Fixes thread
« Reply #2715 on: March 21, 2024, 05:29:23 AM »
Hi littlebear,
Golden Par Golf (gpgolf) is fixed now.  Select is the start button in service mode.

best regards,
- dink

Thank you .

Offline yoshi200213

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Re: dink's FBN Development & Fixes thread
« Reply #2716 on: March 28, 2024, 12:11:04 PM »
Hello, the video game super chase has the intro not synchronized with the music unlike the original hardware where the intro and the music are synchronized.
Here the pcb for reference
https://youtu.be/XKomieZMf_U?si=glzELEbZ1bll-Cee

Online barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2717 on: March 30, 2024, 04:06:17 AM »
edit: CPS1 games are reacting 1 frame later than in mame.

Hmmm, it used to be the other way around, right ? I'm wondering what happened
« Last Edit: March 30, 2024, 09:30:06 AM by barbudreadmon »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2718 on: March 30, 2024, 09:03:38 AM »
Hmm, I will look into that sometime, just taking a little break from things

best regards,
- dink

Offline the_maq

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Re: dink's FBN Development & Fixes thread
« Reply #2719 on: April 01, 2024, 08:50:40 PM »
@dink: how u doing, I don?t know if you are aware of this in relation to the Shuma gorath raster effect from Marvel super heroes but as far as I know only one author got it right and did it correctly or shall I say accurately and that is the old nebula emulator from elsemi, you may want to look into it if your still interested in solving this old mystery for fbneo and I don?t think jotego ever got back to you about this either? I would?ve provided some screenshots but unfortunately my puter is fried..
« Last Edit: April 01, 2024, 10:33:37 PM by the_maq »

Online barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2720 on: April 02, 2024, 05:16:32 AM »
I don't think nebula ever released its source code ? Or actually wasn't it supposed to have been incorporated in MAME ?
As for screenshots, i think we are good since we have pcb videos.
The answer probably is in https://github.com/jotego/jtcores/blob/master/cores/cps2/hdl/jtcps2_raster.v, but i don't understand much about vhdl language

Offline the_maq

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Re: dink's FBN Development & Fixes thread
« Reply #2721 on: April 02, 2024, 01:27:55 PM »
I don't think nebula ever released its source code ? Or actually wasn't it supposed to have been incorporated in MAME ?
As for screenshots, i think we are good since we have pcb videos.
The answer probably is in https://github.com/jotego/jtcores/blob/master/cores/cps2/hdl/jtcps2_raster.v, but i don't understand much about vhdl language
Sound👍

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2722 on: April 04, 2024, 09:41:42 AM »
the_maq,
Unfortunately I can't figure out how/where the top irq chunk is being scheduled, so its a mystery right now.  I'm not too worried about it, it's only the top several lines of the screen - everything else is bang-on.

That sucks about your computer, maybe it can be fixed?

best regards,
- dink

Offline weirdh

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Re: dink's FBN Development & Fixes thread
« Reply #2723 on: Today at 02:23:53 PM »
Hi, this might be old news (I'm on an older FBNeo build on Pi3B+), but I encountered a coin error on Batsugun Special Version. Holding the coin button results in the error, resetting the game and wiping high scores.

As per barbudreadmons suggestion on RetroPie forum, I'm reporting it here. Is this something that's already known/fixed?