Author Topic: dink's FBN Development & Fixes thread  (Read 1320631 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1890 on: April 04, 2020, 08:35:37 AM »
Thanks for the report, actually it made me remember this one in 3wonders (in mame, the gun stays in the frame), it seems there are some priority issues in our cps1 driver.

barbudreadmon, this is not a bug in our emulation - watch this video:
https://youtu.be/UiJeLfruoh4?t=71
then skip near the beginning to see the pcb :)
What caused me to seek out a video:  I tried 3w in M*** and on that scene I noticed something peculiar about the way it clipped the gun from the picture  - it just didn't look right - in fact, it looked completely wrong.

best regards,
- dink
« Last Edit: April 04, 2020, 08:44:34 AM by dink »

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #1891 on: April 04, 2020, 09:04:33 AM »
Nice find. Makes you wonder how many "bugs" were "fixed" by assuming MAME's behavior is correct.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1892 on: April 04, 2020, 09:52:28 AM »
Nice find. Makes you wonder how many "bugs" were "fixed" by assuming MAME's behavior is correct.

I use pretty good judgement regarding this, having been burned a few times over the years.. :)

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #1893 on: April 04, 2020, 10:34:19 AM »
Ok, that's surprising, at the time i saw this bug i searched for a video of the pcb and failed finding one, so i relied on a video of the sega saturn port which actually had the gun cut.
Seems like the company that did that port messed up then :P, thanks for doing that research.

Offline Joaquim2020

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Re: dink's FBN Development & Fixes thread
« Reply #1894 on: April 05, 2020, 11:30:41 AM »
Nother idea for Final Burn Neo and i want it to say this is a must need.
Crlmamepro in a scan will delete the folders so i decided to simply add a folder called consoles and i put everything inside including neogeocd. Lucky i had the roms out of roms folder.
What you need to do is simple, change the folder name in the browser option to consoles/neogeocd as example.  :cool:

Offline Joaquim2020

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Re: dink's FBA Development & Fixes thread
« Reply #1895 on: April 07, 2020, 06:41:09 AM »
I found an awesome freeware to convert pretty much any kind of iso to "single file bin+cue" (which is the bin/cue format accepted by fbalpha), it's called CDmage (there is no homepage but you'll find it easily with your favorite search engine) :
1. File > Open > select your iso
2. File > Save As > write the name of your new file
3. Make sure you select MODE1/2352 in the second drop-down
4. Press OK, wait for the process to finish, and it's done !

Get 1.02.1 from https://www.videohelp.com/software/CDMage *no-garbage Freeware*

Thank you so much!

Offline WILOWAR

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Re: dink's FBN Development & Fixes thread
« Reply #1896 on: April 11, 2020, 11:10:14 AM »
King of fighters 94 CD Version NGCD ID 1055 World - Empty line on right side

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1897 on: April 11, 2020, 01:23:10 PM »
King of fighters 94 CD Version NGCD ID 1055 World - Empty line on right side

WILOWAR, this is normal on NeoGeoCD: we show the overscan area for all games.  Some games use it & some games don't.

best regards,
- dink

Offline WILOWAR

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Re: dink's FBN Development & Fixes thread
« Reply #1898 on: April 15, 2020, 03:02:49 PM »
Veigues - Tactical Gladiator tg veigues - black pixle line on stage 3

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1899 on: April 29, 2020, 12:32:02 AM »
Look at the picture below..
What this - you might ask?  "Kick 'n Run?  Who cares about Kick 'n Run?", you might be saying..

The current "Kick 'n Run" we know used a hacked version of the bootleg's (mexico86's) protection MCU.
This bootleg MCU thoughtlessly told the game what it wanted to hear, just to get it going.

After spending 3.5 solid days going through the real MCU's disassembly and figuring out how to hook it all up,
it's finally running using 100% non-hacked Taito code :)
Since Kiki Kaikai runs on the same board, it will be a simple drop-in if/when the MCU is dumped.

Big thanks to Sean Riddle for dumping the MCU from an original Kick 'n Run MCU.  He painstakingly decapped the chip and visually dumped each bit.  What a trooper!
Secondly big thanks to "an unmentionable certain thing" for giving me a lot of extra time lately to do this kinda stuff.

note: it'll probably be another day of clean-up/etc before code is ready.

best regards,
- dink
« Last Edit: April 29, 2020, 12:35:36 AM by dink »

Offline Joaquim2020

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Re: dink's FBN Development & Fixes thread
« Reply #1900 on: April 29, 2020, 09:05:50 AM »
Who cares about Kick 'n Run?", you might be saying..

Whatever, is a nother game less to work with.
Great Job Guys! :cool:
PS: I'm still playing Great Soccer Penalty Kick from SMS.
« Last Edit: April 29, 2020, 09:06:56 AM by Joaquim2020 »

Offline Kev

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Re: dink's FBN Development & Fixes thread
« Reply #1901 on: April 29, 2020, 04:06:56 PM »
Look at the picture below..
What this - you might ask?  "Kick 'n Run?  Who cares about Kick 'n Run?", you might be saying..

The current "Kick 'n Run" we know used a hacked version of the bootleg's (mexico86's) protection MCU.
This bootleg MCU thoughtlessly told the game what it wanted to hear, just to get it going.

After spending 3.5 solid days going through the real MCU's disassembly and figuring out how to hook it all up,
it's finally running using 100% non-hacked Taito code :)
Since Kiki Kaikai runs on the same board, it will be a simple drop-in if/when the MCU is dumped.

Big thanks to Sean Riddle for dumping the MCU from an original Kick 'n Run MCU.  He painstakingly decapped the chip and visually dumped each bit.  What a trooper!
Secondly big thanks to "an unmentionable certain thing" for giving me a lot of extra time lately to do this kinda stuff.

note: it'll probably be another day of clean-up/etc before code is ready.

best regards,
- dink

Good work buddy :)

Offline Arcadez

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Re: dink's FBN Development & Fixes thread
« Reply #1902 on: April 29, 2020, 07:18:19 PM »
@dink real nice job ya did on this.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1903 on: May 01, 2020, 08:52:40 PM »
Thanks guys! :)

The code is on git, along with updated mame driver code (attached at the bottom of the git commit).  Get latest exe's and play if you want :)

code commit: https://github.com/finalburnneo/FBNeo/commit/2b040632a758eecae5d4bf1f54cfcc6a8cd9caf2

latest exe: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (updated about 10 minutes ago)

best regards,
- dink
« Last Edit: May 01, 2020, 08:53:58 PM by dink »

Offline Joaquim2020

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Re: dink's FBN Development & Fixes thread
« Reply #1904 on: May 02, 2020, 05:40:16 AM »
latest exe: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (updated about 10 minutes ago)

Why the date in the page is still 2019 and not 2020?  :biggrin: