Author Topic: FB Alpha 0.2.97.43 Bug Reports  (Read 478903 times)

Offline SNK_Dude

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #315 on: June 07, 2014, 12:49:21 AM »
SNK_Dude, can you be more specific?  Which game(s), at which point in the game, etc.

best regards,
- dink

well lets see,

Art of Fighting 2
Football Frenzy

are 2 games I noticed it in , it seems to happen at random in the emulator.

In AOF 2 it was when YOU WON or YOU LOST appeared on the screen and with the high pitched TING noise, the noise was crackly.

In Football Frenzy it happened when you were picking out a play.

This happened a few times before with other neogeo games with high pitched noises , cant seem to make it happen at will .

Sorry dink, I'm very bad at describing things well :(

Edit: I THINK I found the problem.........4 point 3rd order FM interpolation was on.........
« Last Edit: June 07, 2014, 01:58:15 AM by SNK_Dude »

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #316 on: June 07, 2014, 09:16:42 AM »
EDIT: nevermind what I wrote earlier, I found the problem that sometimes makes a nasty static noise, thanks for reporting it, you did a good job explaining it :)  The 4point 3rd order interpolation is supposed to sound better, not worse.. hehe..

best regards,
- dink
« Last Edit: June 07, 2014, 09:45:01 AM by dink »

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #317 on: June 11, 2014, 01:45:31 AM »
I found a sprite priority problem in Konami's Ajax/Typhoon, the tanks and boats go ontop of the bridges, while travling on land or water. Attached are pics and savestates to get to the exact location.


Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #318 on: June 11, 2014, 02:57:47 PM »
Here's another savestate further into the game, where the tanks drive ontop of the houses/buildings :)

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #319 on: July 02, 2014, 11:30:01 AM »
Does anyone have time to take a look at the Gauntlet 1/2 driver?  If it can't be fixed, can I suggest we disable it or make it debug-only because in its current state its not playable.
The problem: tiles are messed up on the next level in both games.  Start with Gauntlet 2, Just find the first exit, and it'll take you to level 2.  In Gauntlet 1, the second level doesn't look too corrupted, but it really is - try the second level using Mame and you'll see what I mean - the level is laid out proper... or go a little to the right and enter the "exit to level 4" box in FBA, and the game will get stuck after it draws the next screen.

best regards,
- dink

Offline Barry Harris

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #320 on: July 02, 2014, 05:47:30 PM »
Reverting the changes to the driver in SVC commit 783 return it to it's best state (ie, the only issue being the missing POKEY sounds).
Account of Barry Harris; the traitor.
Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #321 on: July 03, 2014, 10:00:00 AM »
Treble Winner, I sorta see what happened, in #783 the SlapStick protection emulation was separated from the Gauntlet driver into a separate file so it could be used by other drivers - and perhaps a type-o or slight oversight caused this bug.  Now if I could only slip out of this code-burnout, I would try to fix it :) [I probably just need a little break]

Btw, we never had POKEY sounds due to a lack of a POKEY driver.

best regards,
- dink

Offline Barry Harris

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #322 on: July 03, 2014, 12:28:44 PM »
I know what happened - I wrote the driver. :)

Was just pointing out exactly what broke it.

I never got around to porting a POKEY core, hence that known issue.
Account of Barry Harris; the traitor.
Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.

Offline iq_132

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #323 on: July 03, 2014, 02:31:00 PM »
I know what happened - I wrote the driver. :)

Was just pointing out exactly what broke it.

I never got around to porting a POKEY core, hence that known issue.
And I broke it. 😁


Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #324 on: July 03, 2014, 06:02:25 PM »
Treble Winner, Oops, I didn't mean to sound like a d*ck, sometimes I say the obvious when I'm trying to get a better understanding of things.. and some times I'm waaay off, I thought you meant that backing out change 783 removed the pokey sounds.. my bad!  :redface:

Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #325 on: July 05, 2014, 11:48:43 PM »
Image fight (Japan, Revision A) (d_m72.cpp) - all the graphics are completely corrupt.
If you look closely, you can sorta see the titlescreen under the corrupt garbage on the screen, while its running.
The game works fine in the last public release, from June 2013 - 0.2.97.29, but not in svn.

Offline iq_132

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #326 on: July 07, 2014, 01:26:05 AM »
Image fight (Japan, Revision A) (d_m72.cpp) - all the graphics are completely corrupt.
If you look closely, you can sorta see the titlescreen under the corrupt garbage on the screen, while its running.
The game works fine in the last public release, from June 2013 - 0.2.97.29, but not in svn.


Can't verify ^^


Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #327 on: July 07, 2014, 03:39:02 AM »
Can you think of anything that might cause this?  I tried the basic blitter, new fba ini, deleted config/games/imgf*, re-compiled d_m72.cpp.  The other Irem m72 games work fine.. I'm out of ideas  :redface:
The highscore table seems to be the only thing that isn't totally corrupted:
EDIT: I also backlevel'd d_m72.cpp from a year ago and recompiled, no dice.
« Last Edit: July 07, 2014, 03:47:50 AM by dink »

Offline JacKc

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #328 on: July 07, 2014, 09:08:11 AM »
No corrupted graphics too for Image fight (Japan, Revision A) (d_m72.cpp)...


Offline dink

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Re: FB Alpha 0.2.97.29 Bugs Reports
« Reply #329 on: July 07, 2014, 01:32:43 PM »
Thanks for checking, guys :)

I'm not crazy after all, the corruption I was seeing was actually caused by an overlapping src/dest address in memcpy();

Technical info:
Here's the deal, when using memcpy(), the destination address cannot overlap the source address, if it does, "unexpected results" may happen.  I didn't come up with this rule, I guess some sort of [lib]C standard did..perhaps? :)

in imgfightRomLoadCallback();
...
   memcpy (DrvV30ROM + 0x40000, DrvV30ROM + 0x20000, 0x40000);

I quick change to memmove() solves the problem!  It allows for overlapping addresses.  I guess this is specific to certain versions of gcc.. mine is 4.6.1.  Curious what version iq_132 and JacKc is using?