Author Topic: dink's FBN Development & Fixes thread  (Read 759934 times)

Offline bytestorm

  • Newbies
  • *
  • Posts: 12
  • Karma: +1/-0
Re: dink's FBN Development & Fixes thread
« Reply #2475 on: June 23, 2022, 04:32:03 AM »
Big thanks to all of you involved in this wonderful emulator.. such an awesome thing made possible by you all!! THANK YOU

Offline el_rika

  • Member
  • ***
  • Posts: 100
  • Karma: +7/-0
Re: dink's FBN Development & Fixes thread
« Reply #2476 on: June 23, 2022, 04:48:42 AM »
My pleasure dink!

Thank you and the rest of the team, so much for doing such a fantastic job :)

Offline Luna

  • New Member
  • *
  • Posts: 4
  • Karma: +0/-0
Re: dink's FBN Development & Fixes thread
« Reply #2477 on: July 04, 2022, 07:22:02 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

Might be a silly question but how do we get CV1000 support on android retroarch?

Offline el_rika

  • Member
  • ***
  • Posts: 100
  • Karma: +7/-0
Re: dink's FBN Development & Fixes thread
« Reply #2478 on: July 04, 2022, 08:10:50 AM »
Just download the latest FBNeo core. Nothing more.

Offline Luna

  • New Member
  • *
  • Posts: 4
  • Karma: +0/-0
Re: dink's FBN Development & Fixes thread
« Reply #2479 on: July 04, 2022, 09:12:59 AM »
Just download the latest FBNeo core. Nothing more.

I'm downloading the core through Retroarch Plus, it's (V1.0.0.03 ed67f0d). Can get everything up to a CPSIII and first gen cave stuff running nicely, but CV1000 stuff not a single ROM works. It's very confusing because I'm not sure what I'm doing wrong. I keep getting the "ROMset is unknown" error, even though the ROMs work fine on my PC with windows version of Finalburn Neo....


__________

edit:

OK I think I solved it.

I needed to go to here: http://buildbot.libretro.com/nightly/android/

and download the most recent nightly build of retroarch, then install FB NEO, then it correctly will play the CV1000 games.

I guess the PLAY store version of retroarch is out of date
« Last Edit: July 04, 2022, 10:23:01 AM by Luna »

Offline el_rika

  • Member
  • ***
  • Posts: 100
  • Karma: +7/-0
Re: dink's FBN Development & Fixes thread
« Reply #2480 on: July 04, 2022, 11:42:05 AM »
Glad you solved it   :smilie:

Offline dink

  • Administrator
  • *****
  • Posts: 5014
  • Karma: +449/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2481 on: July 26, 2022, 10:32:01 AM »
Howdy folks!

Input Recording feature improvement
Added a "With NVRAM" option to "Record from Power-On".  This will include a snapshot of the game's NVRAM in the recording.  Previously: recording from Power On ignored NVRAM altogether to improve synchronization. but, for some games it is necessary or wanted to have the game configured differently.

best regards,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 5014
  • Karma: +449/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2482 on: July 30, 2022, 10:22:37 AM »
Rewind feature
Started working on the rewind feature last tuesday night, (it's saturday morning now) - it's really quite nice at this point:
x got the input recording stuff synchronized last night.
x systems with growing/shrinking state-sizes working the night before

The next big hurdle to jump over is dealing with running out of memory.  When the rewind memory is used up, I want to have it granularize the earliest recordings to free up half the space.  basically: delete every other rewind chunk(frame), then defrag the list.  Of course, this will happen every time the emulator reaches the end of the rewind memory.

best regards,
- dink

Offline Al82

  • Newbies
  • *
  • Posts: 28
  • Karma: +0/-0
Re: dink's FBN Development & Fixes thread
« Reply #2483 on: July 31, 2022, 09:53:05 AM »
Rewind feature
Started working on the rewind feature last tuesday night, (it's saturday morning now) - it's really quite nice at this point:
x got the input recording stuff synchronized last night.
x systems with growing/shrinking state-sizes working the night before

The next big hurdle to jump over is dealing with running out of memory.  When the rewind memory is used up, I want to have it granularize the earliest recordings to free up half the space.  basically: delete every other rewind chunk(frame), then defrag the list.  Of course, this will happen every time the emulator reaches the end of the rewind memory.

best regards,
- dink

Thank you for all the awesome features you and the team continue to work on!

Offline Kev

  • FBNeo Dev
  • ******
  • Posts: 318
  • Karma: +2000/-0
  • Definitely the best Kev
Re: dink's FBN Development & Fixes thread
« Reply #2484 on: July 31, 2022, 04:26:41 PM »
Rewind feature
Started working on the rewind feature last tuesday night, (it's saturday morning now) - it's really quite nice at this point:
x got the input recording stuff synchronized last night.
x systems with growing/shrinking state-sizes working the night before


Nice work!

Offline dink

  • Administrator
  • *****
  • Posts: 5014
  • Karma: +449/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2485 on: July 31, 2022, 08:07:49 PM »
Hi Kev, thanks buddy :)

Offline Neildark

  • Jr. Member
  • **
  • Posts: 72
  • Karma: +1/-0
Re: dink's FBN Development & Fixes thread
« Reply #2486 on: August 01, 2022, 07:13:34 AM »
Thank you very much for your work and effort, eager to try the new feature  :cool: :biggrin: :biggrin:

Offline Bad Dude

  • Member
  • ***
  • Posts: 100
  • Karma: +0/-2
Re: dink's FBN Development & Fixes thread
« Reply #2487 on: August 05, 2022, 07:58:52 PM »
So many great additions are being made.
Congratulations to everyone involved in this project.
These games of bullet hell made by Cave, like DoDonPachi Dai-Fukkats and Deathsmiles, there are so many bright colored lights, that gets to irritate. The classic DonPachi is so much better!

Offline Harpuia

  • New Member
  • *
  • Posts: 2
  • Karma: +0/-0
Re: dink's FBN Development & Fixes thread
« Reply #2488 on: August 06, 2022, 09:55:30 AM »
Is there any way to set up automatic input recording? As in, getting it to record every time I start up a game.

Offline dink

  • Administrator
  • *****
  • Posts: 5014
  • Karma: +449/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2489 on: August 06, 2022, 08:07:10 PM »
Thank you very much for your work and effort, eager to try the new feature  :cool: :biggrin: :biggrin:

Neildark,
I'm working hard on it, hopefully will be done soon! 
Setting up a crude rewind feature took an hour and a half, but accounting for all of the nice things that make rewind perfect is taking a lot of time, such as: keeping input recordings synched, dealing with games that have growing savestates, what to do when you run out of memory.  It gets a lot deeper, too :)

best regards,
- dink