Author Topic: dink's FBN Development & Fixes thread  (Read 762623 times)

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2235 on: August 19, 2021, 10:38:13 AM »
Is there any chance you're using the bootleg set?  When I compared to latest MAME, it sounds exactly the same to me, maybe I'm missing something?
btw, The bootleg set uses a different soundsystem, and sounds different.

As far as I can tell I'm using the original set (ie Set 1)
I tested the same ROM with FBNeo and MAME2015.
It isn't a huge difference, but it may be something on my side.

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2236 on: August 19, 2021, 11:08:17 AM »
@retroFuture Please always use current MAME as a material for comparison, as far as we know sound could be broken in that vintaged mame snapshot. FWIW, i can't hear any difference between FBNeo and current MAME, but my hearing was never perfect and i suppose it has been getting worse with age

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2237 on: August 19, 2021, 12:12:01 PM »
As far as I can tell I'm using the original set (ie Set 1)
I tested the same ROM with FBNeo and MAME2015.
It isn't a huge difference, but it may be something on my side.

Please make a recording with fbneo and mame so I can hear how it sounds on your side, then perhaps I can help diagnose what the source of the problem is. :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2238 on: August 22, 2021, 08:39:30 PM »
Knuckle Joe has hw-accurate sprites now :)
For years this game used a really broken hack to get rid of corrupted sprites, came with it the unwanted side-effect of getting rid of good sprites too, and also missing some corrupted sprites.  Several days of hacking around and studying pcb videos helped me figure out that each bank of sprites is assigned to 64vertical pixels on the screen; 4 banks taking up the whole screen.  Once implemented, the corrupted sprites go away, and some of the neat intended features of the hw become evident - enemies can fall off behind walls when you hit them.  There are also a couple of glitches caused by the hw, those are emulated as well :)

Here's a short video clip showcasing the falling off behind a wall thing:
https://www.youtube.com/watch?v=5EqOqQc6UO4

This fix is in the current FBNeo & has also made its way into MAME with help from hap.

best regards,
- dink

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2239 on: August 23, 2021, 03:03:05 AM »
Awesome, thanks for your ongoing work, dink!

In my mind, this is the classic dink routine:
Quote
Dink: "This is a legendary bug that has been known for 30 years, no one has ever managed to fix it. Last time I spent weeks on it and couldn't find a proper fix. It's too difficult, I'd better work on something else instead."

*a few hours or days later*

Dink: "I did it!"

The fact it helps fix MAME too is the cherry on top.
« Last Edit: August 23, 2021, 09:36:08 AM by Stifu »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2240 on: August 23, 2021, 09:11:02 AM »
Stifu, how did you know?? :)

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2241 on: August 25, 2021, 02:18:16 PM »
Please make a recording with fbneo and mame so I can hear how it sounds on your side, then perhaps I can help diagnose what the source of the problem is. :)
Apologies for the delay. Having some trouble with recording on my my RPi4.
Will make a recording as soon as I can.
« Last Edit: August 25, 2021, 02:21:33 PM by retroFuture »

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2242 on: August 25, 2021, 02:21:13 PM »
1943 Kai: Midway Kaisen (1943kai)
[Lakka 3.3 / RetroArch 1.9.7 - FBNeo Core V1.0.0.03]

Cloud layer isn't displaying transparencies correctly.
Black blocks around cloud tiles.

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2243 on: August 25, 2021, 02:32:33 PM »
Air Assault / Fire Barrel (airass)
[Lakka 3.3 / RetroArch 1.9.7 - FBNeo Core V1.0.0.03]

Unsure if this is a bug, but there may be an issue with audio balance.
Explosions are almost inaudible.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2244 on: August 25, 2021, 03:48:03 PM »
retroFuture, thanks for the info! - I've increased the volume for Fire Barrel / Air Assault.  Regarding 1943kai, a similar issue was fixed in May 2020, can you try upgrading to the latest fbneo code?
EDIT: if you already have the latest code, source a fresh copy of the 1943kai romset and see if that helps?

best regards,
- dink
« Last Edit: August 25, 2021, 08:18:23 PM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2245 on: August 26, 2021, 01:12:19 AM »
RunAhead fixes update:
I've made it to Pre90's section @ games starting with 'C' :)

What's this about?
RunAhead is an awesome pseudo-modern emulator feature that reduces input lag associated with emulation.

The state-system in each driver has to be no less than 100% perfect in order for it to work.  There are also little driver-bugs that will break the RunAhead feature.  As you can imagine, going through thousands of games and hundreds of drivers (driver = code which defines emulation for a specific system) is a lot of work.  Luckily I find fixing things relaxing :)
So even if you have no use for the feature; consider that it has been a good "tool" for exposing driver, device and state bugs - which can only lead to a better, more stable FBNeo.

bye for now / best regards,
- dink

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2246 on: August 26, 2021, 10:13:20 AM »
Noob question here about the standalone version.

So far I've been testing arcade ROMs on my RPi4 using Lakka 3.3
However I would like to use the latest standalone version so that I don't report bugs that have already been fixed.
I see that the FBNeo core in Lakka 3.3 is at version 1.0.0.03
However, according to the FBNeo GitHub page (https://github.com/finalburnneo/FBNeo), the standalone version I'm using to test is only at version 1.0.0.02

Where can I find the latest build to test?

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2247 on: August 26, 2021, 02:36:16 PM »
retroFuture,
The wip builds are available, which are usually built 5-10 minutes after we submit code to github.  They can be found here:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
I recommend getting https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

Ignore the 2019 date on that page, that was when the page was created - the actual files are very much up-to-date :)

best regards,
- dink
« Last Edit: August 26, 2021, 02:38:16 PM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2248 on: August 29, 2021, 01:52:53 AM »
RunAhead wip:
fixed cheats, hiscore, gun & trackball games
... got a bit more to go! :)

Offline JoelH

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Re: dink's FBN Development & Fixes thread
« Reply #2249 on: August 30, 2021, 12:34:48 PM »
May be a little late but I'm digging the low pass filter. Really adds a lot to those Williams games that had built in subwoofers!  :biggrin: