Author Topic: FB Alpha 0.2.97.43 Bug Reports  (Read 479029 times)

Offline Freddy

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #555 on: June 15, 2015, 05:25:51 PM »
No dink, doesn't work here. Strange, because in the past I set some auto-fire keys.
By the way, look the game Turbo Outrun, has a strange bug and in the Asura Buster Eternal Warrior the game stuck in the jelly pink boss. Hum, Chakan has a problem in some part of the background stage, which goes very fast!

Offline dink

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #556 on: June 15, 2015, 05:34:55 PM »
Freddy, the Asura pink boss lockup is known and unfixable at the moment.  Could you give more information, pics and savestates regarding Chakan and Turbo Outrun?

thanks & best regards,
- dink

Offline Freddy

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #557 on: June 15, 2015, 06:01:33 PM »
1) Chakan goes very fast in some parts of the screem (f.e. goes here):

2)Ayrton Senna Monaco GP has some flashes on the screem (you need to play the game):

3) In Turbo Outrun, sometimes the road doesn't appears:

4) Not a bug, but is good to change that: Zombies is not the main rom, it's a clone from the game "zombies ate my nighbors".
5) Can't set auto-fire buttons


Hope can help more!
« Last Edit: June 16, 2015, 03:04:01 PM by Freddy »

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #558 on: June 18, 2015, 07:00:24 PM »
Seems there was a bug in Spark Man basically players 1 and 2 were the same colour this was just fixed in MAME and since
i didn't have much on tonight ive added that fix to FBA. Simple copy n paste about my level really :D



Note the above player 2 should be green



static void draw_normal_sprites(INT32 which, INT32 new_style, INT32 gfxbank_type)

- draw_single_sprite(tile + (attr & 0x3)*0x100 + gfxbank + (which*0x8000), (((attr >> 2) & 0xf) | colorbank) + 0x10 * m_palettebank, sx, sy, tile_flipx, tile_flipy);
+ draw_single_sprite(tile + (attr & 0x3)*0x100 + gfxbank + (which*0x8000), (((attr >> 2) & 0xf) ^ colorbank) + 0x10 * m_palettebank, sx, sy, tile_flipx, tile_flipy);

« Last Edit: June 18, 2015, 07:19:48 PM by gamez fan »

Offline dink

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #559 on: June 18, 2015, 09:00:36 PM »
Nice catch gamez fan :)

Offline dink

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #560 on: June 18, 2015, 09:01:59 PM »
Freddy, unfortunately its now to the point where I fix one game in the Megadrive code, and it breaks another one.  ugh.  I'll keep trying, of course, but for the very few games affected - it doesn't look too good.

Offline Freddy

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #561 on: June 19, 2015, 09:23:07 AM »
Freddy, unfortunately its now to the point where I fix one game in the Megadrive code, and it breaks another one.  ugh.  I'll keep trying, of course, but for the very few games affected - it doesn't look too good.

I thought that, because in old versions of the emulator don't have this bugs. Man, this codes are crazy, huh? Thank god that I just play the games!  :biggrin:
« Last Edit: June 19, 2015, 09:27:36 AM by Freddy »

Offline Freddy

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #562 on: June 22, 2015, 07:03:15 AM »
Hello FBA team and game fans!
I don't know if it is a bug, but I can't allow continues in DoDonPachi DaiOuJou

Offline dink

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #563 on: June 22, 2015, 08:00:48 AM »
Hello FBA team and game fans!
I don't know if it is a bug, but I can't allow continues in DoDonPachi DaiOuJou

Hi Freddy :)

Try this:
load game, Ctrl-F5 and set "Test Mode" ON and let game boot to the test screen.
Select "6. System", go down to "2. CONTINUE" and press joystick Right to toggle it ON
Press Ctrl-F5 again, and set "Test Mode" Off, and exit the test mode screens.

best regards,
- dink

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #564 on: June 22, 2015, 05:52:40 PM »
@Freddy You may need to do the same with Esp-Galuda and Ketsui as like DDP3 the continue mode is set to off in those games
by default if i remember correctly
« Last Edit: June 22, 2015, 05:54:48 PM by gamez fan »

Offline Freddy

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #565 on: June 23, 2015, 07:51:53 AM »
@dink Thank you! Worked fine!  ;p
@gamez fan Yeah, in some games you can press F3 and configure the game. But in DDP DaiOuJou you need to set test mode "on".   :smilie:

I have a suggestion for the FBA time. Lately I played FBA in Kaillera server. Sometimes I recommend the emulator to other players, but unfortunately the first impression is not so good. Maybe because of the standard configuration. For example, the pluggin audio option is set in 22050HZ and this frequency doesn't works in some games. I don't know why, but in the first run, the emulador goes very lagged in Enhanced blitter option. To remove the lag, I need to go in "blitter options" and them in "advanced setting" and turn off the follow option: "use directx texture manegement". Then, I turn on the same option and the lag is removed. Another thing, most of computer has the video configuration set in 1280x800, and the standard video in FBA is set in 640x480.

Offline dink

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #566 on: June 23, 2015, 10:10:04 AM »
Thanks Freddy - I've been wanting to change these [bad] defaults for ages now, but I keep forgetting!

best regards,
- dink

Offline Arcadez

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #567 on: June 24, 2015, 04:32:30 PM »
Not really a bug more of an oversight ;)

The ThunderMAME samples for the in level music in ghox are all just short of 5 mins not enough to last the 6+ levels it's used for
they always run out before the boss encounters now depending on how quickly you finish the levels that could be 1 or 2 before
the boss it depends if your progress has been slowed by tricky to hit targets basically the music stops and your left with SFX only

Anyway in ThunderMAME ive confirmed the Samples for Ghox are set to autoloop so ive made this change in the d_ghox.cpp
FBA driver changing the samples to now Autoloop so at least your never without a tune in the game

« Last Edit: June 24, 2015, 04:55:54 PM by gamez fan »

Offline Barry Harris

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Re: FB Alpha 0.2.97.36 Bugs Reports
« Reply #568 on: June 25, 2015, 03:47:25 AM »
Thanks Freddy - I've been wanting to change these [bad] defaults for ages now, but I keep forgetting!

best regards,
- dink

You have to be careful though.....

The D3D7 blitter is preferred - but not available in 64-bit builds.

xAudio2 is preferred - but IIRC isn't as well supported as DSound.

There are plenty of other caveats as well.
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 0.2.97.36 Bugs Reports
« Reply #569 on: June 25, 2015, 07:36:44 AM »
Treble Winner, I think the least we need to do is change the default samplerate to 44100hz for DSound.  22khz would have been OK in the mid/early-90s.  As I can think of a few games that wouldn't even work at that rate, due to limitations in the sound core (after I wake up a bit more I can name them, too .. lol!)

best regards,
- dink