nFBA Dev Test Release 9
Changes:
* Started with fresh 0.2.96.73 sources
* Put dev test release 9 splash (most important step
)
* Copied over most of the capcom rollback caps stuff from old sources (cbf doing them again. checked the diffs and only the driver files & crypt section is different)
* Copied over all the interface stuff (about 3 characters changed in lowpass2.cpp)
* Modified kaillera implementation
* Copied over neogeo stuff
* Updated CPS3 section with oopsware's website stuff
* CPS2 1 frame emulator side delay thing eliminated
* Enhanced CPS3 Resync
Known problems:
* Haven't been tested at all
* The input with gigawing driver: For some reason its still 1 frames like with ordinary FBAs. It's acting more like it has 0.5 frames delay (it responds instantly but stays for one extra frame).
* Neogeo driver still seems to have at least 1 frames delay. I am guessing its dependent on the way these games read input. Neogeo BIOS has +2 frames delay whereas games like samsho and last blade 2 has +1 frame in game delay.
* Garbled sound: Hopefully, it will be fixed before the april release.
Confusion about latency compensation: If a driver supports latency compensation and its used with latency compensation online, it will only compensate for the number of frames of delay displayed on your p2p window when you start your game. So if a driver has 2 frames intternal delay (Neogeo for example) and when you start you game it says 3 frames delay, you will still have 2 frames input delay from the emulator. So no! you don't get 0 frames delay! You just can't tell. If you use the traditional delay mode, it will have 2+3 = 5 frames delay like any other non-latency compensating emulator.
Compiler troubles with the previous version: I did not use vc++ and my code does not compile with it.
Full pack (nFBA + sources + p2p kaillera + modules):
http://kaillera.movsq.net/wip/nfbadtr9.exe (5 mb)
Cya all in April =)