Author Topic: dink's FBN Development & Fixes thread  (Read 556840 times)

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 984
  • Karma: +56/-1
  • Helper
Re: dink's FBN Development & Fixes thread
« Reply #2400 on: April 20, 2022, 08:46:33 AM »
@dink Yeah, that's what i tried implementing, and it works properly here, i'm not sure but i think there might be some char/TCHAR shenanigans, which is why it doesn't affect me on linux :P, i just pushed another test fix.

Offline Pelucon8

  • Jr. Member
  • **
  • Posts: 94
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2401 on: April 20, 2022, 09:21:28 AM »
@barbudreadmon

Now both files ("cheat.dat" and "ini" cheats) seem to coexist, although I only get the "ini" cheats for the game "Street Fighter III 3rd Strike: Fight for the Future (USA 990608)", the game "Demon Front (M105XX, S105XX)" (dmnfrnt), although I can select them in "Misc/enable cheats...", I get the following screen:



If I take the "cheat.dat" file out of the "cheats" folder, the cheats for the "demon front" game load and work correctly.  :S

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 984
  • Karma: +56/-1
  • Helper
Re: dink's FBN Development & Fixes thread
« Reply #2402 on: April 20, 2022, 10:00:06 AM »
I only get the "ini" cheats for the game "Street Fighter III 3rd Strike: Fight for the Future (USA 990608)"

Actually, i believe the ini file is ignored, the loaded cheats are probably from cheat.dat's sfiii3 section, which seems fine to me.

About dmnfrnt, nothing i can do about : there is a section about the romset in cheat.dat so it will be detected and will prevent the ini file from loading. I can only recommend deleting that section from cheat.dat.

Offline Pelucon8

  • Jr. Member
  • **
  • Posts: 94
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2403 on: April 20, 2022, 08:49:05 PM »
Thank you for your help @barbudreadmon
« Last Edit: April 20, 2022, 08:50:24 PM by Pelucon8 »

Offline dink

  • Administrator
  • *****
  • Posts: 4628
  • Karma: +407/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2404 on: April 21, 2022, 12:26:56 AM »
Hi,
Sometime i'd like to make it ignore loading of those empty cheats in cheat.dat.  Unless someone beats me to it!
.. I need to finish up a project before I can do anything like that, though!  It might be a week or 2.

best regards,
- dink

Offline Pelucon8

  • Jr. Member
  • **
  • Posts: 94
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2405 on: April 21, 2022, 02:27:58 AM »
@dink

That would be great. No rush, do it when you see fit.  :smilie:

Regards

« Last Edit: April 21, 2022, 02:30:35 AM by Pelucon8 »

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 984
  • Karma: +56/-1
  • Helper
Re: dink's FBN Development & Fixes thread
« Reply #2406 on: April 21, 2022, 04:47:26 AM »
i managed to find a way to ignore empty cheats, fix is on git

Offline Pelucon8

  • Jr. Member
  • **
  • Posts: 94
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2407 on: April 21, 2022, 08:02:02 AM »
@barbudreadmon

All cheats now load perfectly fine. Thanks for solving it.  :smilie:

Regards

Offline dink

  • Administrator
  • *****
  • Posts: 4628
  • Karma: +407/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2408 on: May 05, 2022, 12:45:28 AM »
new driver time!
cave 1000

test video https://www.youtube.com/watch?v=Pgnb60f2WvI

*despite what is written below, all games are playable and work great*

WIP limitations: (will be fixed within the next week or 2)
0: need 32bpp video. fixed, supports 15/16, 24 and *of course* 32bpp
1: cpu rate selector must be 25,50,75,100% anything in-between will cause the music to screw up (especially in ddpdfk) FIXED :)
2: some bugs
3: even more bugs

limitatations that will not be fixed:
1: you'll need a nice cpu for this, my dumpster-find i7-2600 runs all games just fine though!  If you have trouble getting 60fps, time to go pc hunting on night before garbage day!  or talk to some scrappers.  or try some tips below...

tips:
1: turn OFF vsync / dwm sync
2: use XAudio2 audio plugin, with 6-8 buffers
3: use auto frameskip function - it helps with audio buffering, even if frames never get skipped

bonus:
savestates work
threaded blitter thanks to Thready! (pre-cursor to towelie)

thanks-to: iq_132 for driver skeleton, barbudreadmon for testing

best regards,
- dink
« Last Edit: May 10, 2022, 09:48:41 AM by dink »

Offline Gab75

  • FBNeo Contributor
  • *****
  • Posts: 1183
  • Karma: +26/-0
  • All games deserve to be emulated, more or less! :P
Re: dink's FBN Development & Fixes thread
« Reply #2409 on: May 05, 2022, 02:32:30 AM »
Excellent work guys!!!
The most powerful hardware ever emulated by FBNeo... by far!

Offline Arcadez

  • Expert
  • *****
  • Posts: 558
  • Karma: +15/-0
  • Arcade Addict
Re: dink's FBN Development & Fixes thread
« Reply #2410 on: May 05, 2022, 06:17:25 PM »
Nice to see this, to see this nice!!

Offline Joaquim2020

  • Sr. Member
  • ****
  • Posts: 263
  • Karma: +4/-11
Re: dink's FBN Development & Fixes thread
« Reply #2411 on: May 06, 2022, 09:14:11 AM »
Great release thanks dink.  :cool:

Offline el_rika

  • Jr. Member
  • **
  • Posts: 96
  • Karma: +7/-0
Re: dink's FBN Development & Fixes thread
« Reply #2412 on: May 08, 2022, 02:22:19 PM »
Finally cv1000 in fbn! Amazing job man, just amazing!

(I guess android devices don't cut it in terms of performance for this one)

Note regarding slowdown: For accuracy close to pcb, full CPU underclock control is needed, and also a "blitter delay" implementation similar to the mame hack (which against popular opinion, works excellently).

I spent ~ 2 years testing the emulation vs pcb in terms of accuracy of the slowdowns and the results are fantastic for all games (except Pink Sweets... never got around to properly test that one).

If the mame CPU and Blitter tweaks are of any value for this project, i'll be happy to provide them.

If/when the CPU and Blitter hacks will be implemented, it would be a simple job of comparing the numbers for a couple of games and everything else will fall into place.

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 984
  • Karma: +56/-1
  • Helper
Re: dink's FBN Development & Fixes thread
« Reply #2413 on: May 08, 2022, 04:20:04 PM »
(I guess android devices don't cut it in terms of performance for this one)

Apparently, after downclocking, it run fairly well even on a pi4, so recent smartphones shouldn't have major issues running this.

I spent ~ 2 years testing the emulation vs pcb in terms of accuracy of the slowdowns and the results are fantastic for all games (except Pink Sweets... never got around to properly test that one).

If the mame CPU and Blitter tweaks are of any value for this project, i'll be happy to provide them.

If/when the CPU and Blitter hacks will be implemented, it would be a simple job of comparing the numbers for a couple of games and everything else will fall into place.

I've been thinking it would be a nice idea to implement some kind of on/off fake dips to enforce some preset blitter & clock values.

Offline Tatsuya79

  • Newbies
  • *
  • Posts: 38
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2414 on: May 08, 2022, 05:28:12 PM »
Awesome work!

It's twice faster than MAME (as there's no dynarec for ARM) on my android phone (Poco F3, snapdragon 870).
100~150 fps for Akai Katana.