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Final Burn Neo => FBN Development => Topic started by: JacKc on May 11, 2020, 06:20:34 AM

Title: FB Neo Bugs Reports
Post by: JacKc on May 11, 2020, 06:20:34 AM
FB Neo Bugs Reports

This thread was created to organize bugs reports related to FB Neo

Please only post Bug reports in this thread and/or in the GitHub FBNeo/issues Reporting Module (https://github.com/finalburnneo/FBNeo/issues).

Don't think twice about reporting a bug, feel free to post every detail, but please make sure the report is clear and specific, if the bug is a game crash, a savestate would help to recreate it and see whats wrong. Details of your system are also important, you can save the System Information that FBNeo generates as a text file and attach it with your report. If you have any images / screenshot of the bugs they are very useful as well.

Remember to follow the Forum rules always when posting anything here. :)

Thanks!

If possible, also please attach a save state and screenshots!
Title: Re: FBN Bugs Reports
Post by: Loggan on May 14, 2020, 03:51:20 PM
Maybe its time to end the old thread since this one now exists.

alt archive a backup copy and keep it private
Title: Re: FBN Bugs Reports
Post by: dink on May 14, 2020, 07:38:40 PM
We need to keep it as-is for reference, and I like to go through it from time to time to find things that were missed.
Title: Re: FBN Bugs Reports
Post by: Loggan on May 14, 2020, 07:51:23 PM
For reference ofc, still made a suggestion in-case.
Title: Re: FBN Bugs Reports
Post by: Robert on May 18, 2020, 07:03:33 AM
JacKc
FBA Dev

Shouldn't you be a FBN Dev?
Title: Re: FBN Bugs Reports
Post by: JacKc on May 19, 2020, 04:47:25 PM
Hiya Robert,

How are you?

I think you mean this :

(https://i.imgur.com/xj9oI8v.png)

i need to contact you ;)
Title: Re: FBN Bugs Reports
Post by: Robert on May 20, 2020, 03:49:51 AM
I await your PM.
Title: Re: FBN Bugs Reports
Post by: Al82 on May 25, 2020, 02:15:53 PM
Thought I'd report an issue with Growl (US) - block platforms aren't rendering correctly on cave stage (completely invisible)
Title: Re: FBN Bugs Reports
Post by: Al82 on May 25, 2020, 02:21:57 PM
I think there's a bug in Operation Thunderbolt (World, Rev 1): the player status panel at the bottom of the screen has chunks missing (circled in the screenshot). Those holes appear as transparent on some levels; the background assets can be seen through them. Also looks like the position of the frame isn't quite right - you can see the house to the right side of the screen outside the main frame in the black area.
Title: Re: FBN Bugs Reports
Post by: dink on May 26, 2020, 01:35:39 AM
Thought I'd report an issue with Growl (US) - block platforms aren't rendering correctly on cave stage (completely invisible)

Thanks for the bug report, Al82.
With some help from Gab75 - this bug is fixed now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Gab75 on May 26, 2020, 02:31:17 AM
Growl "platforms bug" fixed... thanks to dink! :)
Title: Re: FBN Bugs Reports
Post by: dink on May 26, 2020, 10:28:11 AM
Al82,
I fixed the missing chunks in the HUD, thanks for letting us know! :)
It's a funny thing, the missing background area on the right-side of the screen is actually how the PCB operates as well, you can even see it in the pictures on the arcade versions' flyer:  (look closely at the middle and lower-left screen images)
https://flyers.arcade-museum.com/?page=flyer&db=videodb&id=1526&image=2

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Al82 on May 26, 2020, 03:22:34 PM
Thanks guys! I'll be sure to try out the fixes in the latest build!  :smilie:
Title: Re: FBN Bugs Reports
Post by: Robert on May 26, 2020, 09:00:20 PM
This message was posted by a user on another forum - I'm not in a position to verify it...


Quote
Can someone report Yie Ar Kung-Fu II (48K)  ZX Spectrum. After loading, Screen is scramble.

somehow i cant register at FBneo . it said my email was already use to register.

thank you.
Title: Re: FBN Bugs Reports
Post by: littlebear on July 08, 2020, 10:27:25 PM
Mega Mindtris (HB, v1.2) only black screen after loading.
Title: Re: FBN Bugs Reports
Post by: dink on July 08, 2020, 11:06:00 PM
littlebear, a fix for megamindtris is in

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on July 08, 2020, 11:22:45 PM
Thank for the super quick respond and fix.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 08, 2020, 11:28:25 PM
Xmen 6p version on fba the 5th stage: the platform should go to lower level but gets jammed instead ?
Title: Re: FBN Bugs Reports
Post by: dink on July 08, 2020, 11:51:55 PM
the_maq will you post a savestate file at this point in the game?
"Game -> Save States -> Save State", then use the "Attach:" function while writing a message.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 09, 2020, 12:18:48 AM
hows that..
Title: Re: FBN Bugs Reports
Post by: the_maq on July 09, 2020, 03:22:16 AM
Xmen 4p version - when all characters are selected simultaneously (synchronised) to continue we get this on screen - running diagnostics out of the blues..? - circled in capture 2..also spotted a black box flashing in the ocean (capture 3) before the start of stage 3🤔
Title: Re: FBN Bugs Reports
Post by: dink on July 09, 2020, 09:04:25 AM
the_maq, thanks for the infos & state files, I'm working hard to get xmen6p as close to pcb as possible as far as video goes, I've got nearly all the video bugs except stage 5 fixed so far.
I'll also take a look at the 4p version to see what's happening there.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 10, 2020, 12:42:57 AM
Dear friends & fans of FBNeo,
We have a (theoretically) pcb-perfect xmen 6p now.  woohoo \o/

All of the video bugs - at least, the ones I know of - are fixed now.  It will be up to you guys to find any remaining bugs so we can have an even more perfect xmen 6p. :)

The stage 5 bug was tricky!  I'll try to get a fix for the 4p xmen continue issue in there before I put the new code on git, .. expect it by Friday night if things go well!  Thanks for finding those bugs, the_maq.

best regards,
- dink

image notes:
everything except st5: fixed linescrolling (raster-like effect) on second screen
st5: fixed tilemap selector
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 10, 2020, 04:39:39 AM
Excellent work! :)
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 01:54:59 AM
xmen 6p fix is in, as well as a fix for the 4p 'continue' diagnostic/romtest screen.  The game actually partially crashes when all start buttons are pressed at the exact same time during a single frame @ the continue screen.  One could actually cause different crashes by holding different combinations of the start buttons.  Anyhow, a little work-around was added so causing that problem is no longer possible.

I'm not sure about the black box "floating" in the water, it's in every playthrough video I can find of the game, although I'm not 100% sure any of the videos are real pcb or not.  Would someone care to try to find a pcb-recording at that point so we will know for sure? :)

p.s. the black bars as the elevator scrolls down in level 5 on the far sides of the screen is normal and not an emulation bug - at least, I'm pretty confident is isn't.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 11, 2020, 03:16:31 AM
I'm not sure about the black box "floating" in the water, it's in every playthrough video I can find of the game, although I'm not 100% sure any of the videos are real pcb or not.  Would someone care to try to find a pcb-recording at that point so we will know for sure? :)

I found a recording of a real cabinet (6p version) and there isn't any "black box" floating in the water (at least I can't see it)...
look at min 14:45: https://www.youtube.com/watch?v=RnbZgcRtVCA

NB: the "problem" is that the "black box" appears only for a while (excactly for 8 frames), so it's difficult to notice it in a video of poor quality.
Moreover I have a question... the savestate (xmenu 2.fs) starts from the last three seconds of "ocean cut-scene", so I ask, is the "X-Jet sprite" visible during the entire cut-scene?
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 09:22:58 AM
Gab75, the black box is in the 4p version, the 6p version it might be fixed (I'm not sure if it is, but the continue crash-bug doesn't exist in the 6p version - I'd assume they worked a little harder on the 6p version)
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 10:06:16 AM
It turns out the black box _is_ in the actual PCB.  Here's a pcb recording: https://youtu.be/qt0j7mPBUB0?t=617
it's Konami's fault this time :)

top: emulation (fbn)
bottom: pcb recording
Title: Re: FBN Bugs Reports
Post by: the_maq on July 11, 2020, 07:39:20 PM
Wild west cowboys intro bug - the ground goes missing then reappears randomly (capture 1 and 2) a lever error pops up during gameplay (capture 3) ?
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 08:50:10 PM
the_maq,
"Lever Error" will display when you press 2 opposing buttons at the same time (left+right or up+down).  Fun fact: a lot of games will actually crash when 2 opposing buttons are pressed, so we put a filter on them to ignore opposing presses.

The missing "sand" layer happens somewhat randomly during the attract sequence - sometimes the game disables this layer, the reason for this is not yet understood.  I'll try to revisit it to see if I can come up with anything.

best regards
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 12, 2020, 12:06:56 AM
Moo Mesa should be alright now - I fixed the sometimes missing sand layer infront of the monolith in the intro & added a filter for opposing joystick directions.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 12, 2020, 01:06:02 AM
Cheers :cool:
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 12, 2020, 07:41:14 AM
Howz it looking for these three badboys..?? ....SPRITE GAPS THE BANE OF MY PAIN...!!: :mad:

Sometimes the "separation lines" as sprites expand/reduce (scaling effect*) are normal. Let me clarify: often it's intrinsic in the "approximation" of the emulation (maybe a more accurate emulation could be solve the issue, but it's a very complex task). I'm pretty sure that it's the case of Konami's The Simpsons (the "bug" happens both FBN and MAME) and, probably, it's also the case of "TMNT Turtle in Time" and "Bucky O'Hare".

* especially when the scaling is asymmetric, different zoom-factor between the axis X and the axis Y.
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 13, 2020, 12:36:52 AM
Probably in future this and other "limitations" (emulation side) will be overcome, but now it's impossibile to know when it happens! :)
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 13, 2020, 01:51:00 AM
If these 3 remaining titles get fixed - konami emulation will be more or less complete on fba...!! It'll be another feather in the cap and i'll be celebrating like a madman. :biggrin: :biggrin:

I'm sorry to dampen the enthusiasm, but for now it's basically impossible to solve the issue (zooming/line-bug):
all the greatest minds in emulation couldn't fix the sprite zooming/line-bug over the past 20 (or more) years, and it probably won't be fixed any time soon. For now the only way to solve the "issue" it's to buy the real pcb's! ;)
Title: Re: FBN Bugs Reports
Post by: WILOWAR on July 13, 2020, 06:47:46 AM
Ring Rage (Ver 2.3O 1992/08/09) ringrage - graphic glitch - digit two does not disappear
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 12:22:53 AM
Ring Rage (Ver 2.3O 1992/08/09) ringrage - graphic glitch - digit two does not disappear

Thanks WILOWAR, a fix is in.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 03:11:39 AM
@Dink - any chance of uploading a cheat dat for wec le mans 24 - xml format is of no use here - regards
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 09:27:41 AM
Here's my cheat.dat.  It's the same as Pugsy's last cheat.dat-format but with a few additions/fixes by me.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 04:15:42 PM
Here's my cheat.dat.  It's the same as Pugsy's last cheat.dat-format but with a few additions/fixes by me.
You got one for fba?
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 09:01:42 PM
cheat.dat I posted is for fba/fbn or mame 0.126 and earlier
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 10:49:08 PM
Did a playthrough of wec le mans 24 with the cheat - it's bug free unlike mame - thanks for that :cool: much appreciated..
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 11:09:39 PM
many many days went into perfecting the emulation of this one.  Big thanks to Gab75 for super-playtesting and bug finding and iq_132 for emulating it and doing his usual nice optimizations and stuff. 
The steering alone took almost a week to get right, with about 10 revisions :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 11:18:03 PM
Way too go team..!! - Keep it up :cool:
Title: Re: FBN Bugs Reports
Post by: dink on July 15, 2020, 01:44:07 AM
Is it possible you could record a movie file (input recording) and do this move, because I can't play these types of games.
Recording inputs is easy:
click "Game -> Replay -> Record Input" after you get the game going
perform the move(s), after it glitches do "Game -> Replay -> Stop Replay/Record"

play the recording back using "Game -> Replay -> Replay Input" to make sure it replays back with the glitch, then attach the file from recordings\romsetname.fr

thanks and best regards,
- dink


for barbudreadmon: we'll probably have to emulate the dmastatus register for this.  I've been thinking about it every so often:  pretty sure I've come up with a way we can do that now without causing much of a performance hit. (or probably none at all)
Title: Re: FBN Bugs Reports
Post by: dink on July 15, 2020, 01:51:30 AM
the_maq, Just thought of this: can you check the dips and see what "Less sprite lag" is set to?  does setting this to the opposite of what it already is help at all?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 03:02:42 AM
this never happened in the older builds

The only cps3 change over the last ~6 months is the "less sprite lag" dips that'll remove 1 frame of input lag at the cost of causing glitches exactly of that kind (things going wrong for 1 frame), it's off per default but some unofficial client (like fightcade) are known for turning it on per default.

Edit : i can't reproduce the issue, with or without the dips, i'll wait for your recording
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 02:59:11 PM
Yep i setted the dip to yes and it worked a treat :biggrin:

As already said, toggling that dips doesn't change anything here, so please post a recording of the issue as requested by dink.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 03:42:25 PM
Its an FR file not accepting it..??
Should be ok if you zip it
Title: Re: FBN Bugs Reports
Post by: the_maq on July 15, 2020, 03:52:40 PM
There youz go..
Title: Re: FBN Bugs Reports
Post by: iq_132 on July 15, 2020, 05:24:16 PM
Its an FR file not accepting it..?
I've added .fr to the whitelist for attachments
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 05:46:44 PM
The garbled back is about the missing dma status, afaik it happens the second time the vs screen appears (onward), with or without the dips enabled.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 04:45:17 PM
Rom test strikes again for xmen 4p version? It could be a pcb bug or an emulation issue :confused: xmen 6p version runs great without the kinks - but no idea what's going on here..?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 07:38:50 PM
the_maq, regarding xmen4p - what brought that error up this time?
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 07:43:41 PM
the_maq, regarding xmen4p - what brought that error up this time?
The same old game continue scenario..
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 08:01:41 PM
Since I can't reproduce this on my side, a savestate from right before this problem happened is needed.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 08:15:11 PM
Since I can't reproduce this on my side, a savestate from right before this problem happened is needed.

best regards,
- dink
Here you go..
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 09:06:50 PM
The latest update might help with that, please let me know if the problem happens again.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 09:07:52 PM
Unfortunately there's no hope for the glitches in super chase (and another taito driving game, I forget the name of...)  Perhaps someday though, when more is known about the systems they run on.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 09:38:44 PM
The latest update might help with that, please let me know if the problem happens again.

best regards,
- dink
Nope problem remaining?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 10:37:22 PM
the_maq,
hmm, I'm trying to understand this one a bit better so I can come up with another workaround.  Do you have all 4 of the start buttons mapped to a single button, or are you pressing each players start button individually?  at the same time?  Does it happen if you hit each player's start button a little later than the other?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 11:08:45 PM
Took another crack at this and it occurred to me that i should map all 4 start buttons to anyone of the 4 default start buttons? I chose button 1 on the keyboard and bingo it worked - so the only time diagnostics show up is if you continue game with either punch, kick, or the mutant power button, what do you think?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 11:50:58 PM
so, the problem is: the game needs a few frames to start each character after a continue.. if they all start at the same time, the program code will partially crash leaving some debug stuff on the screen.  I'm pretty confident that this is a bug in konami's code, and would even be willing to bet money that if you wired all 4 start buttons to 1 button w/the PCB and tried continuing with it (or use the punch button), it would do the same thing.

I added a workaround for the 4p version, you'll have to use the start button to continue (by mapping all the start buttons to 1 button).  Unfortunately there is no way to serialize the punch buttons without horribly affecting gameplay, so the start button will have to do.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 17, 2020, 12:18:26 AM
Well that's that clarified..it's fine with me. thanks :cool:
Title: Re: FBN Bugs Reports
Post by: dink on July 17, 2020, 12:42:36 AM
yes, grab the exe again as I did a little revision.  btw, I posted that last message before I saw your previous message
Title: Re: FBN Bugs Reports
Post by: the_maq on July 17, 2020, 08:25:29 PM
Violent storm intro bug - funny blue line running across the bottom??
Title: Re: FBN Bugs Reports
Post by: dink on July 18, 2020, 12:37:10 AM
the_maq, thanks for the bug report!

my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 18, 2020, 01:50:00 AM
the_maq, thanks for the bug report!

my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

best regards,
- dink
Konami's 2d arcade emulation has come a long way if i recall all the way back from 1997 on mame so here's hoping the little remaining titles and bugs get fixed or close enough on fba in the not too distant future.. :cool: regards and thx
Title: Re: FBN Bugs Reports
Post by: Stifu on July 18, 2020, 03:39:10 AM
my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

I kinda feel like you say that every time. :)
You're the man! And very cool about sharing such fixes with MAME.
Title: Re: FBN Bugs Reports
Post by: dink on July 18, 2020, 09:14:40 AM
Stifu, most of the bugs left in fb are the ones which couldn't be fixed years ago that I gave up on, so I'm always super happy and somewhat amazed when one of those get fixed :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 19, 2020, 01:16:18 AM
the_maq,
regarding..
ngcd golf: ngcd emulation shows the overscan, as some games actually draw useful stuff there, then you get some games that occasionally draw garbage there.

tmnt: the timing looks fine in our code, it looks like this one is down to too much onscreen activity causing lower priority objects to get left out of the frame.  since this happens for 1 frame occasionally, most probably wouldn't notice it on an arcade machine due to both pov and phosphor reactivity of the crt.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 19, 2020, 04:43:40 AM
re-ngcd : i guess a gamecode/width relationships table could be implemented and used to resize automatically, i'll look into this soon.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 19, 2020, 06:10:01 PM
 cheers :cool:
Title: Re: FBN Bugs Reports
Post by: Robert on July 22, 2020, 05:20:37 AM
the_maq, thanks for the bug report!

my, how the years go by...
And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

Added as a mirror, so now that pesky blue area is gone.

EDIT:  Added the xmen6p fix too.
Title: Re: FBN Bugs Reports
Post by: dink on July 22, 2020, 09:43:10 AM
Robert, thanks! :)
Title: Re: FBN Bugs Reports
Post by: dink on July 25, 2020, 12:44:10 AM
the_maq,
it's called the overscan area, we're emulating it properly.
here's a video, look at 00:28 to see how it looks like on a real neogeo cd system:
https://www.youtube.com/watch?v=QSNSeOjwWwc

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on July 25, 2020, 07:34:09 AM
X2222 (5-level prototype) black screen after load.

Title: Re: FBN Bugs Reports
Post by: dink on July 25, 2020, 09:28:07 AM
littlebear, thanks - x2222o is fixed c/o iq_132

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 04, 2020, 10:56:33 PM
the_maq, nice spot :)
This time you've actually found a bug in the game, it happens on the PCB of Raiden 2 as well.

Here's a video of Raiden 2 (pcb) played on a Taito Egret2 cab: https://www.youtube.com/watch?v=nmzXdj7BPfk

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 05, 2020, 05:53:32 PM
It seems more and more of the reported bugs are game bugs. I take that as a sign FBN is in a pretty good place now. :)
That said, remembering whether each bug is an emulation or a game bug, having proof to back it up, having to repeat such things over and over again (maybe this should be documented in a wiki or something)... I'm tired just thinking about it, even though I'm doing nothing. That sh** is a full-time job, even without counting the actual development of the emulator. My deepest thanks to you guys.
Title: Re: FBN Bugs Reports
Post by: Stifu on August 05, 2020, 05:57:34 PM
It seems more and more of the reported bugs are game bugs. I take that as a sign FBN is in a pretty good place now. :)

That said, remembering whether each bug is an emulation or a game bug, having proof to back it up, having to repeat such things over and over again (maybe this should be documented in a wiki or something)... I'm tired dizzy just thinking about it, even though I'm doing nothing. That sh** is a full-time job, even without considering the actual development of the emulator. My deepest thanks to you guys.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 06, 2020, 10:58:18 PM
Ugly black line crops up at the beginning of stage 4 - turtles in time - not present on actual pcb video: https://youtu.be/kr9OjYkMDA8?t=774..
Title: Re: FBN Bugs Reports
Post by: the_maq on August 10, 2020, 08:08:23 PM
Some more play tests - found this light flash bug at the star base hall stage level 8 - it should be flashing only outside the hall window section, not the entire screen (capture 1 and 2) doesn't happen on the real pcb - here's another video: https://youtu.be/zggPGNLwwTs?t=1779
Title: Re: FBN Bugs Reports
Post by: dink on August 10, 2020, 08:26:24 PM
the_maq, thanks for the info!  I will let you know as soon as a solution can be found.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Bad Dude on August 11, 2020, 09:15:42 AM
Yesterday I was testing new settings on FBN and saw that some games don't work on the "experimental directx graphics 9", like Street Fighter III 3rd Strike and so on. Is it a bug?
Title: Re: FBN Bugs Reports
Post by: dink on August 11, 2020, 09:55:30 AM
Bad Dude, sfiii3 is working here under dx9 alt blitter, I'm not sure what the problem could be.  can you upload zzburndebug.html and config/fbn.ini (use debug version to make these files)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Bad Dude on August 11, 2020, 04:02:29 PM
Bad Dude, sfiii3 is working here under dx9 alt blitter, I'm not sure what the problem could be.  can you upload zzburndebug.html and config/fbn.ini (use debug version to make these files)

best regards,
- dink

Yeah, the game is working fine, but not in the "Experimental (DirectX Graphic 9)" blitter. Here the messenge: "Couldn't intialise DirectX9 Experimental video output module. Try installing the Direct X End User runtimes (June 2010)". For me, it's not a problem. I was having fun trying to use another settings and found this. So, its just a report for the team knows about that.
Title: Re: FBN Bugs Reports
Post by: dink on August 11, 2020, 08:09:47 PM
Bad Dude, thanks buddy.  You know, I made a mistake and thought you meant the alt blitter, oops! :)
It also doesn't work in the Experimental Blitter here.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 12, 2020, 07:27:08 AM
Don't know if this has been posted before or if this happens on the actual Neo-Geo MVS hardware as well, but Nightmare in the Dark has a graphics issue during Attract Mode. Just let the the opening play out and once the screen scrolls, you see the issue on the left and right sides of the screen.
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 09:57:04 AM
Agozer,
Thanks, it should be OK now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 12, 2020, 06:00:37 PM
Lethal Crash Race seems to crash FBNeo (the emulator locks up, and you have to terminate it manually) if you try to set DIPs from the menu bar.
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 08:49:35 PM
Agozer, thanks for letting us know, a fix is in :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 09:25:09 PM
the_maq, in tmnt2 the "ugly black line" in the middle of screen during linescroll/raster effect has been fixed, will send up the code as soon as I figure out the next issue (stage 8/flashing).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 13, 2020, 12:19:33 AM
the_maq,
The second tmnt2 issue you reported with the broken fading windows in tmnt2 should be OK now.  Would you do some playtesting to make sure everything is OK with these 2 changes?  The 2 broken scenes are fixed, what I wonder about is other parts of the game that might be affected by these changes.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 13, 2020, 02:40:28 AM
Great :smilie: I'll let u know a.s.a.p...much appreciated.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 13, 2020, 08:58:40 AM
DonPachi: At the title screen, the wavy fire effect in the background has a seam at the right side of the screen. Can't tell if that should or shouldn't be there.
Title: Re: FBN Bugs Reports
Post by: dink on August 13, 2020, 09:21:19 AM
Agozer, that's normal.  Just a suggestion, if you're a fan of this game don't forget to try the high quality music mode :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 13, 2020, 02:21:16 PM
Yeah, already have those high quality samples, just haven't listened to them yet.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 14, 2020, 02:52:23 PM
On the topic of possible bugs... in Hotdog Storm during Attract Mode, the first cycle seems fine but once the hiscore table is shown and the second cycle begins, an odd cacophony of sound effects play over everything, as though there's still a gameplay demonstration going on behind it all.
Title: Re: FBN Bugs Reports
Post by: Joaquim2020 on August 14, 2020, 04:20:37 PM
The emulator is getting more slow by opening, can you performance the start? Or release a better different UI?  :eek:
A new version should do the trick.
Title: Re: FBN Bugs Reports
Post by: dink on August 14, 2020, 10:53:07 PM
On the topic of possible bugs... in Hotdog Storm during Attract Mode, the first cycle seems fine but once the hiscore table is shown and the second cycle begins, an odd cacophony of sound effects play over everything, as though there's still a gameplay demonstration going on behind it all.

Agozer,
it sounds perfectly normal on my side, could you possibly make a video and tell me the timeindex the problem starts at?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 14, 2020, 10:54:28 PM
Way too go, you did it.. imo this is now 99% pcb-perfect emulation in comparison to the real pcb videos on youtube - and after extensive play testing it's safe to say there's no negative activity involved, bar one, you know the one...But apart from that it's all gravy - excellent work - thanks.  :cool:

the_maq, that's really great -  thanks again for the bug reports and testing :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 15, 2020, 12:16:49 AM
Forgot to mention it - its turtles in time again level 4: cave scene emulation issue... on the real hardware when you enter, just before midway the light dims down then illuminates again as you exit from the other end, here's a video: https://youtu.be/zggPGNLwwTs?t=561
Title: Re: FBN Bugs Reports
Post by: Agozer on August 15, 2020, 06:21:43 AM
Agozer,
it sounds perfectly normal on my side, could you possibly make a video and tell me the timeindex the problem starts at?

best regards,
- dink
Just checked, and this doesn't happen in the latest MAME. The sound problem starts immediately after the Demo Play ends (the ship is destroyed) and the hiscore table is shown. I'm using the latest FBNeo from the repository.
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 10:00:47 AM
Agozer, I need to be able to reproduce it in order to fix it, that's why I asked for a video.  Something that might help better:
zip your config/games/hotdogst.nv and ini, config/fbn*.ini and attach it to a message so I can try with your settings?

EDIT:
I noticed a difference between MAME and FBN, when the demo stops and the highscore screen comes up, an explosion sound is heard, but it stops.  But it sounds normal to me..

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 15, 2020, 12:01:30 PM
Weird, maybe it really has something to do with FBN settings.
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 02:07:43 PM
Agozer, thanks - I found the problem, for now you can change 2 settings to get rid of it until a fix is available (later today, probably)

Set:
Audio -> 4point 3rd order sample interpolation
and
Audio -> 4point 3rd order FM interpolation

These 2 settings give better audio quality and most likely won't cause any extra overhead unless you're using a late 90's era pc :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 08:57:48 PM
Agozer,
The problem is fixed, thanks for finding this bug :)  (exe should be available about 30mins after I posted this)

To all:
Seriously, you guys are really making FBNeo great by taking the time to report stuff like this! :)  Thank you!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 16, 2020, 12:57:51 PM
To all:
Seriously, you guys are really making FBNeo great by taking the time to report stuff like this! :)  Thank you!

It's all thanks to you guys. Besides, the fact FBN is much more open than it's ever been helps a great deal.
Usually, bug reports would rain down right after a release. This should help mitigate this a lot.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 16, 2020, 03:50:00 PM
Ultimate Mortal Kombat 3 (rev 1.2): There are numerous graphical glitches during the fights in Attract Mode. The animations (and general "smoothness") are also very choppy. Seems fine in MAME.

EDIT: Mortal Kombat (rev 5.0) seems to suffer from the same choppiness. A running theme in Midway games?
Title: Re: FBN Bugs Reports
Post by: dink on August 16, 2020, 08:06:13 PM
yes, the midway games have an issue w/the cpu where every other frame gets skipped.  It's unfortunate :(
Unlike everything else I can fix, this one is rather grimm.
Of course some day I'd like to get it fixed - on the bright side, last august (2019) we found out the Sega System 18 had some horrible video bugs, and to fix it required a complete re-working of the video code.  That was on my list of things "that probably will never get done", but, it was indeed fixed just last week.. so, who knows :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 17, 2020, 02:15:43 AM
Any luck with the cave section light dimmer issue in tmnt2..? - regards.
Title: Re: FBN Bugs Reports
Post by: dink on August 17, 2020, 09:52:42 AM
the_maq,
not sure I know about this one, where exactly is it happening? do you have a savestate for it?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 17, 2020, 12:42:11 PM
yes, the midway games have an issue w/the cpu where every other frame gets skipped.  It's unfortunate :(
Unlike everything else I can fix, this one is rather grimm.
Of course some day I'd like to get it fixed.

best regards,
- dink
Wouldnt it be better to disable detection of the MK games until they are actually playable?
Title: Re: FBN Bugs Reports
Post by: the_maq on August 17, 2020, 01:15:40 PM
the_maq,
not sure I know about this one, where exactly is it happening? do you have a savestate for it?

best regards,
- dink
It's uploaded on my 2nd last post, the previous page with the pcb video link - in the video the light dims down exactly at 9:51 seconds, hope this helps - regards
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 17, 2020, 01:21:42 PM
Wouldnt it be better to disable detection of the MK games until they are actually playable?

They are far from being unplayable
Title: Re: FBN Bugs Reports
Post by: dink on August 17, 2020, 02:04:11 PM
the_maq, sorry about that, somehow I miseed your message.  I'll let you know as soon as a fix can be figured out.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 18, 2020, 12:29:05 AM
X-men problem on stage 2: when the platform floor goes down there's no hydraulic sound effect on fbneo..? thought i should report it to compare and analyse - video of pcb: https://youtu.be/qt0j7mPBUB0?t=308 and mame https://youtu.be/VgF_VMQ19aA?t=315
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 09:19:55 AM
the_maq, when I load your state and the platform goes down it sounds just like the pcb and mame.
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 08:04:38 PM
the_maq, the k054539 soundchip support a reverb/delay-ish effect which is emulated completely wrong, one of these days I'd like to rewrite it (or rework it) into working order.  though it isn't a very high priority

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 18, 2020, 08:19:00 PM
the_maq, the k054539 soundchip support a reverb/delay-ish effect which is emulated completely wrong, one of these days I'd like to rewrite it (or rework it) into working order.  though it isn't a very high priority

best regards,
- dink
That would be interesting - btw any luck with tmnt2..?
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 08:24:09 PM
no luck, I might have to revert the code back to the previous version where the entire screen flashes, because it ended up breaking fading in other 4 other places as well.  Usually konami stuff is pretty straightforward as to how it works behind the scenes, that's why I am usually lucky with anything konami, but this one has got me..
Title: Re: FBN Bugs Reports
Post by: shine on August 19, 2020, 07:06:09 AM
There seems to be some variables not properly synced in CPS1 savestates, especially when playing sf2hf games, which perhaps abuses it more.
Being not deterministic means desyncs in online play with rollbacks (retroarch, fightcade), and probably if doing TAS runs. Is there any hint on what to look for which variables are being desynced?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 19, 2020, 08:54:51 AM
There seems to be some variables not properly synced in CPS1 savestates, especially when playing sf2hf games, which perhaps abuses it more.

What are the symptoms ? I don't detect any problem with retroarch's runahead.
Also, we were talking about it in https://neo-source.com/index.php?topic=3717.0 : where are the modified FBNeo sources ?
I also want to ask : where are your users supposed to contact you ? It feels like all your users are coming to us while we have no idea what changes you did to our codebase, and i had a very bad experience with a very rude one of them on discord just last month...
Title: Re: FBN Bugs Reports
Post by: dink on August 19, 2020, 09:06:28 AM
shine, I didn't notice any but I'll look again...  I thought barbudreadmon & me fixed all of them about 2-3 weeks ago.


barbudreadmon, p.s. that is another reason why I avoid discord :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: WILOWAR on August 19, 2020, 01:23:00 PM
HI.  How to properly configure a light gun on a computer mouse in games such as Wild Gunman.

Title: Re: FBN Bugs Reports
Post by: dink on August 19, 2020, 07:51:34 PM
WILOWAR,
NES games use player #2 for the gun port, so go to "Input -> Map Game Inputs (F5)"
Click "P2 Gun X", then Grab Mouse checkbox & move mouse horizontally & wait for window to close.
Click "P2 Gun Y", then Grab Mouse checkbox & move mouse vertical & wait ..
"P2 fire" is the gun trigger.  "P2 Reload" will re-load the gun in some games where you must shoot "offscreen" to reload.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: shine on August 20, 2020, 10:16:11 AM
Thanks dink! that one fixed the music issue (seems to be mostly ok but still not 100%, but can't confirm sorry, been very busy). This reported issue seems to be a new one, even if related to the same CPS1 driver. Basically the other one just affected music (didn't desync), this one affects gameplay (desyncing).
I'd gladly help finding it, just need a bit of help on what to start looking for
Title: Re: FBN Bugs Reports
Post by: dink on August 20, 2020, 11:56:49 PM
Something I've been working on the past couple days.
K054539 + dink's echofxizer v.00001

Xmen "Go and save the city."
this + the "Low Pass Filter" option under audio -> plugin opts. sounds almost exactly like the pcb.
Here's what it sounds like without the "Low Pass Filter", though.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: WILOWAR on August 21, 2020, 11:34:22 AM
Hi. Could you add Amstrad Gx4000 to console list?
Title: Re: FBN Bugs Reports
Post by: JacKc on August 21, 2020, 03:08:03 PM
WILOWAR,

This topic is for reporting bugs and not requesting for arcade and/or console system to be added !
Title: Re: FBN Bugs Reports
Post by: Gab75 on August 23, 2020, 03:25:54 PM
Hi. Could you add Amstrad Gx4000 to console list?

Did you "waste" a little time to read the subject of the topic? Probably no... "FBN Bugs Reports" ;)
Title: Re: FBN Bugs Reports
Post by: RN on August 23, 2020, 05:21:51 PM
I would like someone to take a look at FBN CPS1 (and CPS2) quality of sound (is it a bug?!)

There are serious flaws with the sampling or reproduction quality with pops and cracks where there shouldn't be.

Take a look at the following video for an example (sample!) of the horrendous quality:

https://www.youtube.com/watch?v=zs8QPmCqChU (https://www.youtube.com/watch?v=zs8QPmCqChU)

..............

and this next video shows a comparison between the quality of BGM from the arcade and the emulator:

https://www.youtube.com/watch?v=4EyMhHalFkQ (https://www.youtube.com/watch?v=4EyMhHalFkQ)

thanks in advance.


Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 23, 2020, 07:22:10 PM
and this next video shows a comparison between the quality of BGM from the arcade and the emulator:

https://www.youtube.com/watch?v=4EyMhHalFkQ (https://www.youtube.com/watch?v=4EyMhHalFkQ)

No, it's not ? What i see here is a comparison between a vinyl and a video game (from 1991). The sound i hear when searching videos from the actual arcade cabinet is a lot closer to what i'm hearing in FBNeo than what i'm hearing on that vinyl. I don't know if there is an issue here, but please compare apples to apples.

Also, in the first video, you aren't using FBNeo, you are using fightcade, which uses its own set of changes we don't know about and obviously doesn't even run at the same framerate...
Title: Re: FBN Bugs Reports
Post by: dink on August 23, 2020, 07:38:28 PM
RN those pops/crackles sound like some sort of buffer underflow to the sound card/sound system, and of course, aren't generated by the emulator but by your system's inability to keep the stream of sound to the soundcard supplied at a constant rate.

I get that once in a while with any game when there are like 10 stuck gcc processes in the background eating all of my cpu, but its not dependent on the game in that case. 

Just to be totally sure - tell me which game that is and I'll try it on my side..  I tried regular Street Fighter 2 and its OK.

EDIT: can you try with actual FBNeo from us?  Link to latest exe is here: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the date on the page, the exe's are 40 minutes old at best :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 24, 2020, 03:37:40 AM
So :
- using my headset, i hear the same "clics" in both fbneo standalone and libretro, those "clics" seem more or less hearable depending on audio settings (low-pass, samplerate, interpolation), but i couldn't find settings where they weren't hearable at all.
- from what i'm hearing in your video, the situation seems a lot worse in your fightcade setup

Edit : also, i'm hearing the same "clics" whatever system i'm using (windows & linux x86 hdaudio, linux arm), and other fbneo drivers don't seem to have those "clics", so i'm almost sure it's unrelated to my soundcard(s).
Title: Re: FBN Bugs Reports
Post by: dink on August 24, 2020, 08:38:32 AM
Oh, well that's not good.  Any ideas when this started happening?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on August 24, 2020, 03:25:03 PM
Thanks barbudreadmon and dink for looking into this.

dink, from your URL with the latest FBN build, I installed and setup the same test.
Unfortunately the exact same result is produced, really low end quality sampling/playback.

The systems that I test with are quite reasonable and varied as attached below.


Check the attached savestate for SF2CE that will take you straight to the part of where it's easy to hear the anomalies.

If you need the ROM, let me know.

Title: Re: FBN Bugs Reports
Post by: Agozer on August 24, 2020, 06:16:55 PM
I just noticed that for CPS-3 games, the file info window that lists the required files for a given set (+ Type and CRC), only lists the required SIMM files instead of all the required files.

Also, the Load Game list in general seems to be rife with capitalization errors, especially on secondary titles like "Marvel vs Capcom - clash of the super heroes".
Title: Re: FBN Bugs Reports
Post by: dink on August 24, 2020, 08:15:23 PM
I did a bit of investigating, this is what I found out about the clicks in SF2CE track 07H:
the clicks are present in mame (.223) as well.
the clicks are rhythmic, and are coming from the YM2151 (fm-synth), most likely one of the sounds has a very short attack or decay which is causing this digital-click sound.
Not much we can do for this one.

Regarding what RN calls low sampling rate of the digital pcm sounds:
the MSM6295's sampling rate is super low, 7.5khz!  we're used to 44.1khz (cd-quality), so don't expect much here.  There is a difference between our MSM6295 and MAME's though:
FBNeo's MSM6295 has either a linear or cubic interpolater (depending on setting in ui), both of these reduce digital aliasing during playback but has the side effect of attenuating the top end a bit, so there's a bit less treble in ours. 

I wrote a new high quality digital filter(think EQ) for the echo effect in k054539, perhaps I can apply it here to brighten up our 6295 a bit.  I'll post back with some samples tonight. :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 12:44:22 AM
Please give the latest git version a try, what's changed:
MSM6295 has 2 modes now:
 no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))
 cubic interpolater - removed until further notice (Jan couldn't fix it, nor can I..)

Later, I'll add MSM5295 Interp on/off setting to the UI, the weird settings above is just for testing :)

recording: sf2ce attract mode w/msm6295 interpolater off. 
https://www.youtube.com/watch?v=JFALkzYD_6E

note:
interpolation is usually a good thing that greatly improves audio quality - it just doesn't work out well for the msm6295 due to the low hz of the recordings. 

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 25, 2020, 02:06:12 PM
Just found out that in Shadow Force (World, Version 3), the Demo Sounds DIP switch is inverted; it defaults to Off, and attract mode sounds play, and when set to On, the game is silent.

Also, can't seem to get FBNeo to recognize Shadow Warriors (World, set 1), insisting that graphics ROMs are missing. Same set works fine in MAME.

EDIT: In Spinal Breakers (World), the Coin Slot DIP has a typo ("Individuala").
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 03:09:14 PM
Thanks Agozer, I will look into these issues very soon!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 25, 2020, 03:38:25 PM
Talking about sound issues, I just tried Schmeiser Robo. Some voices seem to be missing, like, you can't hear the announcer in FBN.
Here's a recording of the original PCB, for comparison: https://youtu.be/boc8Za8yE8s
When a round starts, you can hear "Ready... Fight!" (at 0:40, for example). You can't hear that in FBN (Edit: well, sometimes you can, but not always... Not sure what's going on. Maybe it only fails to work for the very first round?).
Title: Re: FBN Bugs Reports
Post by: RN on August 25, 2020, 04:54:33 PM
Please give the latest git version a try, what's changed:
MSM6295 has 2 modes now:
 no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))
 cubic interpolater - removed until further notice (Jan couldn't fix it, nor can I..)

Later, I'll add MSM5295 Interp on/off setting to the UI, the weird settings above is just for testing :)

recording: sf2ce attract mode w/msm6295 interpolater off. 
https://www.youtube.com/watch?v=JFALkzYD_6E

note:
interpolation is usually a good thing that greatly improves audio quality - it just doesn't work out well for the msm6295 due to the low hz of the recordings. 

best regards,
- dink

Thanks dink.
I went to https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build), downloaded and installed the build.
However I don't see any of your new options.


After checking your video for the sounds:

Good stuff, but is there any way of increasing the Khz of the MSM6295's sampling rate?
Title: Re: FBN Bugs Reports
Post by: shine on August 25, 2020, 07:38:04 PM
What are the symptoms ? I don't detect any problem with retroarch's runahead.
Also, we were talking about it in https://neo-source.com/index.php?topic=3717.0 : where are the modified FBNeo sources ?
I also want to ask : where are your users supposed to contact you ? It feels like all your users are coming to us while we have no idea what changes you did to our codebase, and i had a very bad experience with a very rude one of them on discord just last month...

Sorry about the delay
We do forward and try to contain them in the official FC Discord and receive lots of feedback/troubleshooting/bugs, we also try to teach them not to reach FBNeo devs, but user base is very very big and eventually someone reaches you, I'm sorry about the troubles (especially since last revision this summer, it attracted lots of new players)

I think the problem he has happens also in regular FBNeo, as when you have a game opened the audio plugin options are greyed out, so to choose a new one you need to open the emu in standalone (we do receive many of those reports too, usually switching audio device fixes sound for them)

Source are here (https://github.com/JordiRos/fightcade-fbneo) and visibly linked on the new web page (https://www.fightcade.com/about), although they are not latest latest, but it's mostly that as a base (current version is unstable and not final). I have an overdue post with our changes and questioning if worth merging, but as far as I see FBNeo is more focused on libretro/retroarch, and the SDL port? I think my changes won't be actually useful in trunk, mostly win32 fixes in render/audio/menus, and a whole bunch of online code - but it's too long to discuss here anyway, and haven't had time yet :(

Back to the CPS1/SF2HF issue, based on prev experience it's usually some variable not properly being saved during burnscan, which make it lose game determinism - so online SF2HF games desyncs, sooner or later. Those issues are hard to identify without rollbacks, but determinism would also break with runahead or TAS speedruns. It's a difficult bug, as reproduction rate is low (and mostly online). Similar reports have been received in other games, but I only remember about TGM2 now. But I don't know much about the emulation code, don't know what to look for in those situations... any hint? I assume those issues will also happen in retroarch (online with rollbacks), except they are detected from FC users as the user base is very large and they play lots of different games (hence more reports).

Thanks for your time
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 08:22:35 PM
Source are here (https://github.com/JordiRos/fightcade-fbneo) and visibly linked on the new web page (https://www.fightcade.com/about), although they are not latest latest, but it's mostly that as a base (current version is unstable and not final). I have an overdue post with our changes and questioning if worth merging, but as far as I see FBNeo is more focused on libretro/retroarch, and the SDL port? I think my changes won't be actually useful in trunk, mostly win32 fixes in render/audio/menus, and a whole bunch of online code - but it's too long to discuss here anyway, and haven't had time yet :(

shine,
Please merge your latest code to github, it would be nice to see (and its also a license requirement, but I don't like to complain about that).  With the exception of barbudreadmon, we (me, iq_132, JacKc, Gab75 et al) all use the win32 ui! :)  I think Kev uses it sometimes too.  In fact, I have been waiting to see your github updated before I even look into that cps1 state issue...

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 08:50:55 PM
RN,
The new options are available through the old options, check the ()'s in my message :)

I don't hear any pops/clicks at all in the video I made.  with song (07) in the test menu, there still are clicks - these are due to some sort of *possible* bug in the ym2151, because they're also in mame .223 which probably has a newer version of the same 2151.

re: MSM6295: the recorded audio in the game's rom that the MSM6295 plays is 7.5khz.  For reference: a landline telephone is 8khz. there's no possible way to increase the sampling rate.  of course, you can convert it from 7.5khz to 44100, but it's still going to sound like...sh... a 7.5khz-sampled recording.

best regards,
- dink

I went to https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build), downloaded and installed the build.
However I don't see any of your new options.


After checking your video for the sounds:
  • The treble is much higher but it's overall clearer and brighter, which is great.
  • I still notice some cracks/pops, but, if it is based from MSM6295's sampling rate of 7.5khz then no wonder.
  • I require the same soundtrack as per my earlier comparison videos.

Good stuff, but is there any way of increasing the Khz of the MSM6295's sampling rate?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 26, 2020, 02:16:58 AM
@shine As long as you distribute binaries based on them, we want you to share latest sources, and possibly notify us of any change you do to the emulation code (maybe open a topic dedicated to that on our forum or something), that would help avoiding situations like last month's.
Title: Re: FBN Bugs Reports
Post by: RN on August 26, 2020, 04:05:54 AM
@dink

I understand now about the settings and switched between them to test, ref:

 
Quote
no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))

The "Audio -> 2 point sample interp" is far superiour, reduced clicks/pops, higher treble and brighter.

Note: this doesn't just affect one game rom "sf2ce", it affects all of the cps1 sf2 parent/child (sf2x) variants such as:

sf2hf
sf2b
sf2ceua
sf2koryu

etc.
No doubt affecting all of the cps1 games in general?


I was taking a look at the MSM6295 chip details (.pdf)

http://www.vgmpf.com/Wiki/images/2/22/MSM6295_-_Manual.pdf (http://www.vgmpf.com/Wiki/images/2/22/MSM6295_-_Manual.pdf)

It states:

Code: [Select]
Clock frequncy : 1MHz to 5Mhz

Sampling frequency:
6.5 kHz and 8 kHz (@1.056 Mhz clock)
25.6 kHz and 32 kHz (@4.224 MHz clock)

It looks like up to 32 kHz of sampling can be used? (via clock speed of 4.224 Mhz)


-----------------------------------------
The following information may or may not be relevant:

In a very old mame version it states on game rom info for sf2ce :

Code: [Select]
1xYM2151 3.579580 Mhz
1xMSM6295 7.756 kHz


In groovy mame:

Code: [Select]
Yamaha YM2151 OPM 3.579545Mhz
OKI MSM6295 ADPCM 1.00000000MHz

for both see attached .png images.

It looks from this novice viewpoint that the MSM6295 is being underclock in groovy mame (which could further lead to more cracking popping issues?)

Perhaps this is all academic and of no use, but I'm curious to find the issues/bugs and wonder if any of this info can help.

dink, the change you made already has helped a lot in satisfying my ears and will help others too that have raised this issue of low sound quality.

---- once you hear it..... you can't unhear it ever again..... ----

Title: Re: FBN Bugs Reports
Post by: dink on August 26, 2020, 09:32:10 AM
RN,
Try to understand this: the sample rate of the recorded sample data on cps1 is 7.5khz, the only way you can change this is to re-record the samples at a higher rate.  The 6295 in both of those mame versions is absolutely the same:
1mhz / 132 = 7575 (7.5khz, i guess we could say 7.6khz to round it up.... but you get the point)
132 is the divider at which the msm6295 runs at.

If you overclock a 6295 to run at a higher rate, it will play the music & sfx faster - like a 33 1/3 record being played at 78rpm.

to sum up: in order to run the msm6295 at a higher sampling rate, it needs to be supplied pcm data (music+sfx) at the higher rate, and that is impossible unless you can jump in your DeLorean(and don't forget, need to go 88mph while supplying 1.21 jigga-watts to the flux capacitor), learn Japanese and go back to when they were developing CPS1 and convince them to record their samples at a higher rate :)

The change I made to the msm6295 affects any game that uses the chip, not just cps1 :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Kev on August 26, 2020, 04:34:07 PM
In my really limited testing, I think it sounds much better with the changes.
Title: Re: FBN Bugs Reports
Post by: dink on August 27, 2020, 09:53:50 AM
thanks for trying, Kev :)
Title: Re: FBN Bugs Reports
Post by: Agozer on August 27, 2020, 02:07:39 PM
In Tengai (World), one of the DIP switch settings is not labeled (Flip screen?); the option to change it is there, but the label is blank. Also, the "(World)" part of the title is not capitalized.
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 12:50:15 AM
Agozer, thanks - the Tengai issues & the CPS3 romlist issue are fixed

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 12:53:41 AM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 28, 2020, 03:18:54 AM
Talking about sound issues, I just tried Schmeiser Robo. Some voices seem to be missing, like, you can't hear the announcer in FBN.
Here's a recording of the original PCB, for comparison: https://youtu.be/boc8Za8yE8s
When a round starts, you can hear "Ready... Fight!" (at 0:40, for example). You can't hear that in FBN (Edit: well, sometimes you can, but not always... Not sure what's going on. Maybe it only fails to work for the very first round?).

Just in case my report fell through the tracks, I'm bumping it.
I don't deeply care about that game, honestly, but I guess whatever might improve FBN is worth investigating.
Title: Re: FBN Bugs Reports
Post by: stoo on August 28, 2020, 05:44:27 AM
@stifu I think it's slightly more complicated than that.

In FBNeo there doesn't seem to be any PCM audio at all until an actual in-game sound effect is played (by that I mean generated by a character fighting).

The "triggering" sound effect can be in the attract mode demo, the pre-game instruction, or when the player actually begins playing. Once any "fighting" sound effect plays, all others will then play normally.

There should be sound effects:


If you simply enter coins and start the game before any other sounds have a chance to play, the sounds listed above will not be played, and neither will the "Ready... Fight!" sample. The first sound played will be a character attacking.

Finally, the PCM audio also seems to be too quiet and/or the music too loud in FBNeo. They should be more balanced.

(p.s. @dink - this is adelpha, using my normal username that wasn't available on github)
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 28, 2020, 06:22:00 AM
Someone tried it on MAME ? Maybe that's game bug ?
Title: Re: FBN Bugs Reports
Post by: stoo on August 28, 2020, 06:23:33 AM
It's fine in MAME. That's how I know it's supposed to play audio during the export warning and coin entry. :P

Also, hi barbu. Now I have two venues with which to annoy you with bug reports ;)

Actually, three if you count the RetroPie forums.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 28, 2020, 06:35:17 AM
Actually, three if you count the RetroPie forums.

No problem, i try to be present everywhere :). Thanks for confirming the issue doesn't exist on MAME, i'll check if i can find information about it.
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 08:59:22 AM
Stifu,
Sorry about overlooking your post - sometimes when too much stuff happens my brain fails to see things right in-front of me :)
Anyhow - the fix is in :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 28, 2020, 12:22:09 PM
No problem, dink, and thanks!
Title: Re: FBN Bugs Reports
Post by: Agozer on August 28, 2020, 04:49:20 PM
In the game information panel for Tapper (Budweizer), the file for the Midway SSIO Sound Board (82d123.12d) is listed twice. IIRC, happens with every game the uses said file.
Title: Re: FBN Bugs Reports
Post by: Neildark on August 28, 2020, 06:58:45 PM
Tenchi wo Kurau II - Sekiheki no Tatakai (Master Edition, Hack)

In this game the third button is not enabled either, in addition the second button (jump) does the magic of two buttons (attack + Jump)  :confused:

A greeting  :cool:
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 07:43:40 PM
Agozer, thanks - they're fixed :)
p.s. the shadoww set was recently updated, make sure to update your romset.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 08:07:25 PM
stoo, welcome :)
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 09:07:37 PM
Neildark, I need some more info regarding (wofjdr) "Tenchi wo Kurau II - Sekiheki no Tatakai (Master Edition, Hack)"

in-game (I chose Bluto from Popeye) I get:
button 1 (Attack): fast sword attack
button 2 (Jump): slow sword attack + horse jumps in front feet.
button 1 + 2: guy says "whoody-yah!" + sword in circles
so, basically same as wof..
If it's doing other than that, check your button mapping - maybe autofire buttons are set on the wrong button? :)

I tried to add more buttons (like wofchp), but they did nothing, am I missing something here? :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Pelucon8 on August 29, 2020, 01:42:43 AM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink

dink, if you are referring to the part of the cave that has to be darkened as you go, it seems to be already resolved:

(https://i.postimg.cc/xjvpMHkQ/1.jpg)
(https://i.postimg.cc/tJkzf3PV/2.jpg)

Thank you very much for solving this  :smilie:
Title: Re: FBN Bugs Reports
Post by: Neildark on August 29, 2020, 03:55:39 AM
yes, sorry Dink, I had autofire button activated on button 2. I have been testing it but it seems that it does not have any extra functionality, I had been confused because next to the name, in the top left, there is a number 9 and in other hacks are the special magic you can do, but here it should be something else because it varies as you play. forgives. :redface:
Title: Re: FBN Bugs Reports
Post by: Agozer on August 29, 2020, 06:34:01 PM
In Wizard Fire (Over Sea v2.1), during Attract Mode, the mist covering the screen is opaque when it's supposed to be mostly see-through.
Title: Re: FBN Bugs Reports
Post by: dink on August 29, 2020, 07:30:28 PM
Pelucon8, great - thanks for testing!

Neildark, it's ok - at least we all learned something about this version of the game. :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 29, 2020, 07:42:23 PM
In Wizard Fire (Over Sea v2.1), during Attract Mode, the mist covering the screen is opaque when it's supposed to be mostly see-through.

Make sure you're using a 32bpp mode - alpha transparency effects for Data East games need it.
for fullscreen, check "Video -> Fullscreen bitdepth"
if you're using the enhanced blitter, try "Video -> Blitter Options -> Advanced Settings -> de-select "force 16bit emulation"
lastly if you're using a windowed mode and it's still not properly transparent, check your desktop settings and make sure to set a 32bit/bpp video mode.
.. also some video effects force it into 16bit mode as well, try disabling those if all the other stuff doesn't work.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 30, 2020, 05:09:48 AM
Make sure you're using a 32bpp mode - alpha transparency effects for Data East games need it.
for fullscreen, check "Video -> Fullscreen bitdepth"
if you're using the enhanced blitter, try "Video -> Blitter Options -> Advanced Settings -> de-select "force 16bit emulation"
lastly if you're using a windowed mode and it's still not properly transparent, check your desktop settings and make sure to set a 32bit/bpp video mode.
.. also some video effects force it into 16bit mode as well, try disabling those if all the other stuff doesn't work.

best regards,
- dink
The thing is, I have all those things set properly.

EDIT: Okay, so the weirdest thing happened... started messing with the blitter options; changed from "No effects" to "RGB Effects" --> No change. Changed back to "No effects", and the transparencies changed to look the way they're supposed to look.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 30, 2020, 08:57:09 PM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink
Yep you got them all, great job..!! thank you for your time and effort... :cool:
Title: Re: FBN Bugs Reports
Post by: dink on August 30, 2020, 09:11:23 PM
Agozer, must be a ghost in the blitter :)


the_maq, great - thanks for testing!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 31, 2020, 12:50:02 AM
Asterix - Level 2 game bug..? the player should be behind the 2nd column when entering the pyramid not the other way round, the mame and the pcb versions look normal. Video for mame: https://youtu.be/OKxGbn5FQuQ?t=472 and the pcb: https://youtu.be/Neg_0MmiUp0?t=447.
Title: Re: FBN Bugs Reports
Post by: dink on September 01, 2020, 10:17:11 AM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 01, 2020, 01:39:38 PM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
That's grand I'll give it a go when i get the time - thank you, much appreciated.. :cool:
Title: Re: FBN Bugs Reports
Post by: RN on September 01, 2020, 05:09:26 PM
I've noticed that in fbneo menu:

misc > options > set application thread priority > is broken

It doesn't change the app's priorty in task manager which remains on 'normal'.
I've also tried running fbneo.exe as admin, but still no change happens.

Checking the .ini

Code: [Select]
// The thread priority for the application. Do *NOT* edit this manually
nAppThreadPriority 2

This value does change in the .ini according to which priority level you select in the emulator.
-2 being 'low' all the way to 2 being 'high'.

Tested on Windows 7 x64 SP1
Title: Re: FBN Bugs Reports
Post by: the_maq on September 01, 2020, 11:45:30 PM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
I did a full rally on this and it's dead on..!! thanks a bunch for this fix.. :cool:
Title: Re: FBN Bugs Reports
Post by: dink on September 02, 2020, 01:06:40 AM
the_maq, excellent - thanks for verifying

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 02, 2020, 01:09:44 AM
RN,
Confusing as the option is, it actually sets the priority of the emulation thread in the fbneo process - which of course isn't the same as the process priority (the info that shows up in task list or process explorer).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 03, 2020, 03:28:19 AM
RN,
Confusing as the option is, it actually sets the priority of the emulation thread in the fbneo process - which of course isn't the same as the process priority (the info that shows up in task list or process explorer).

best regards,
- dink

I am well confused! lol

So it's an internal priority of the emulator, not a windows management priority?

Would this be for slower PC system setups or testing vs mainboards or what?
Title: Re: FBN Bugs Reports
Post by: dink on September 03, 2020, 03:29:40 PM
RN, think of threads like a mini process inside of a process.  fbn sets only the thread which runs the emulation/input/sound/video to a higher priority.

Setting the process priority (like in task manager -> Set Priority) sets all the threads in the process to a higher priority, so its a little different.

If anyone can prove that setting the process priority higher is more beneficial for fbn, I'll change it.  I did some quick tests experimenting with the process priority and fbn, checking fps w/ffwd and tried lowering audio buffers/etc, and couldn't get any better performance than if the process were at normal (with fbn thread priority at normal)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 03, 2020, 05:22:18 PM
Meteor (bootleg of Asteroids) and Meteorite (Proel bootleg of Asteroids) both are black screen

Thank you.
Title: Re: FBN Bugs Reports
Post by: JacKc on September 04, 2020, 03:04:27 AM
@ littlebear

Yes it is noted in the driver:

Code: [Select]
// not working (all use same read handler/inputs)
//     asterock
//     asterockv
//     meteorite
//     meteorbl
Title: Re: FBN Bugs Reports
Post by: RN on September 04, 2020, 03:58:31 AM
Thanks dink for the information.



If anyone can prove that setting the process priority higher is more beneficial for fbn, I'll change it. 

Test example with the CPS3 driver which demands a lot more of a demand on the CPU than other drivers perhaps. This can make the rom run a bit more sluggish when the windows task manager process is "normal". Upping the priority to "above normal" or "high" gives a far more accurate representation and input latency feedback as expected from the actual mainboard setup.

This typically applies to systems that are perhaps a bit strained, or using some "real time" screen recording (OBS for example), or live streaming etc.

Introducing a task manager control in the FBN menu/config to automatically set a priority value on loading would be so welcomed.
Title: Re: FBN Bugs Reports
Post by: dink on September 04, 2020, 08:47:25 AM
littlebear, sorry, those games aren't working and we forgot to mark them as such.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 12:50:42 AM
RN,
I removed the thread priority thing and replaced it with process priority.  please give it a try.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 01:19:02 AM
littlebear,
the asterrock and meteroite games have been fixed, thanks for reminding us they were broken :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 05, 2020, 07:58:02 AM
RN,
I removed the thread priority thing and replaced it with process priority.  please give it a try.

best regards,
- dink

dink,
Just tested and it works perfect!
It also loads up with the correct priority from the config.

This is excellent and thank you!

Will this brilliant and highly useful feature be implimented in a future release?
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 09:08:59 AM
RN,
that's good.  Yes, everything that's been done on the git will be in a release when we do one.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 06, 2020, 05:07:14 AM
RN,
that's good.  Yes, everything that's been done on the git will be in a release when we do one.

best regards,
- dink

Just a small side note query dink.

With the "nAppProcessPriority" value:

128 = high
32768 = above normal
32 = normal
16384 = below normal
64 = low

Is this correct?
Title: Re: FBN Bugs Reports
Post by: littlebear on September 06, 2020, 05:46:18 AM
littlebear,
the asterrock and meteroite games have been fixed, thanks for reminding us they were broken :)

best regards,
- dink

Thank you.

I found Dragon Ball Z - Super Butouden 2 (T-Eng) crash even with other emulator when patched to CRC BC79B5F2.
if patched to as Romhacking suggestion it is working. then it's crc won't match the dat. Thank you.

Title: Re: FBN Bugs Reports
Post by: dink on September 06, 2020, 09:30:55 AM
littlebear, does non-translated rom crash? 
I'm using [hm04] version because lack of jycompany mapper, its a huge mapper.  Maybe I'll finish the jycompany mapper soon.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 06, 2020, 10:36:31 AM
The non-translate J with CRC BC79B5F2 matching the dat is working.
Title: Re: FBN Bugs Reports
Post by: dink on September 10, 2020, 10:02:54 AM
littlebear,
Dragon Ball Z - Super Butouden 2 (both version) is fixed, please make sure you have the correct roms
original crc32: 2490d360
original + romhacking translation patch: df87586f  @ https://www.romhacking.net/translations/4434/

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 10, 2020, 05:42:15 PM
Thank dink. You are the best !
Title: Re: FBN Bugs Reports
Post by: the_maq on September 11, 2020, 11:03:21 PM
Nearly there..?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on September 12, 2020, 02:06:41 AM
Nearly there..?
Yes, we know, it still happens for 1 frame, but we probably won't fix that, iirc to get rid of that 1 frame we need proper dma emulation which would have a huge impact on performance, it's just not worth it for this 1 frame alone.
Title: Re: FBN Bugs Reports
Post by: the_maq on September 15, 2020, 11:46:22 PM
Yes, we know, it still happens for 1 frame, but we probably won't fix that, iirc to get rid of that 1 frame we need proper dma emulation which would have a huge impact on performance, it's just not worth it for this 1 frame alone.
So what's the odds for this dmastatus position, dink mentioned about a workaround strategy or some solution for a minimal performance hit to none..?
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 12:16:51 AM
the_maq, I tried implementing it using some new ideas, it didn't completely fix the problem but I was able to get the bad palette part from several frames down to 1 (IIRC).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 12:28:18 AM
How u doing dink, i checked this bad palette affair on mame just to be sure, and it's running fine..?? what do you think..
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on September 16, 2020, 02:37:08 AM
How u doing dink, i checked this bad palette affair on mame just to be sure, and it's running fine..?? what do you think..

I'll repeat, dma status emulation isn't implemented in FBNeo (what's currently implemented is the workaround strategy), and probably won't be because it'll turn cps3 performances into crap, for 1 frame that does not even affect gameplay (with the lightning strike you can't even notice it without running the game frame per frame, except if you already know it's there).

MAME has dma status emulation and still requires a faster device while using a dynarec, it also has accurate cps3 game installation where you need to install the game from optical media (we don't plan on implementing it either), feel free to use MAME if you are into accuracy at any cost and have a device powerful enough.
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 08:29:24 AM
the_maq, I know how it is on mame and how it is on the pcb, just ran out of patience with the system.  maybe will revisit it sometime in the future.  right now a single weird frame in 1 game on cps3 isn't a big issue to me.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 05:01:04 PM
Fair enough - i forgot to mention that mame's got the same background sprite lag problem like fbneo..?? what do you make of it..
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 08:16:02 PM
the_maq, I'm afraid there isn't much more we can do with cps3 as far as improving it goes.
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 08:25:15 PM
No bother, thanks anyway.. :cool:
Title: Re: FBN Bugs Reports
Post by: littlebear on September 19, 2020, 02:51:27 AM
Wacky Races (128K) get black screen only after it loaded.

Adventures of Buratino, The (48K) emulator crash right after loaded

Thank you.
Title: Re: FBN Bugs Reports
Post by: dink on September 19, 2020, 08:56:00 PM
littlebear,
thanks - both games are fixed, as a bonus, "apb" is also fixed.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 19, 2020, 09:01:05 PM
Thank You .
Title: Re: FBN Bugs Reports
Post by: Svipur on September 20, 2020, 08:59:08 PM
A few more ZX Speccy quirks:

Blinky's Scary School renders FBN non-responsive right after you put anything into the cauldron. (It's supposed to play a short animation on the screen borders - here's a quick vid: https://youtu.be/KWHURovqUNw)

Jet Set Willy 2 also renders FBN non-responsive after you press Enter in the main menu. (It's also supposed to play with the screen borders a little bit, might be related?)

Crystal Castles, Horace Goes Skiing, Jet Set Willy 1, and Auf Wiedersehen Monty (all 48k) reset to Basic right after loading. All these work fine in other emulators.
Title: Re: FBN Bugs Reports
Post by: dink on September 21, 2020, 08:51:04 AM
Svipur,
I fixed Blinky, JSW2 and C.Castles 48k, will try to get to the others later today.  Thanks for helping sort some the spectrum rom issues. 

(note: going to wait until everything is fixed before I check it in though)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Svipur on September 21, 2020, 09:49:59 AM
Cheers, Dlink.
Title: Re: FBN Bugs Reports
Post by: littlebear on September 26, 2020, 01:32:23 AM
Telebunny (HB) black screen after bios.
Title: Re: FBN Bugs Reports
Post by: dink on September 26, 2020, 11:22:35 PM
Telebunny (HB) black screen after bios.

Telebunny (HB) is fixed, thanks for the bug report! :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 27, 2020, 04:25:50 AM
Thank you.
Telebunny (HB)
It stuck at the language selection when ask to press left or right button. Buttons are not respond.
Title: Re: FBN Bugs Reports
Post by: dink on September 27, 2020, 08:58:13 AM
littlebear, oops - I forgot something.  It's fixed now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 27, 2020, 09:20:10 AM
Thank You very much.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on October 05, 2020, 12:11:48 PM
En: Hey there. I think these romsets ( "twinbeeb" and "gradiusb" )maybe load the bubsys bios, right?
But they don't load and shows duplicated "boot.bin / mcu" (obs 'boot.bin' with different crc32).



pt-br: Ola, Acho que esses romsets ("twinbeeb" e "gradiusb") deveriam carregar a bios bubsys, correto?
So que ele nao carrega e mostra "boot.bin / mcu" duplicados (obs: "boot.bin" com crc32 diferente).
Title: Re: FBN Bugs Reports
Post by: littlebear on October 07, 2020, 06:03:35 PM
Spectrum Action Force II , loaded, flashed with title screen then black screen.

Title: Re: FBN Bugs Reports
Post by: Svipur on October 07, 2020, 07:10:05 PM
@littlebear

That's just the game clearing the loading splash screen. Press any key, and the game will proceed to the main menu.
Title: Re: FBN Bugs Reports
Post by: littlebear on October 07, 2020, 07:37:47 PM
Got it. thank you.
Title: Re: FBN Bugs Reports
Post by: Tegrah on October 09, 2020, 01:03:05 PM
DemonFront is having audio issues.
Menu music and sound effects.

I use android Retroarch64 (aarch64) and the last time the audio worked well was the 2020-09-20 core from Libretro/nightly.

Hope this is right place
Title: Re: FBN Bugs Reports
Post by: dink on October 09, 2020, 02:13:36 PM
Thanks for letting us know, should be fixed in a few minutes.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 12:14:17 AM
Thought i'd do a run on some Cps-2 titles for a change.. it's been a while since i gave marvel super heroes a spin (basically it's street fighter on steroids) i noticed this glitch in the bottom foreground, capture 2..??
P.S checked it on mame and a video of the actual hardware, they play normal..
Title: Re: FBN Bugs Reports
Post by: dink on October 10, 2020, 01:14:41 AM
the_maq, thanks for the info.  please tell me how you got to that level, I need to be able to get there from a new game.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 01:17:41 AM
Ok would a save state be of any help..?
P.S this is the second last boss stage - to get there you have to defeat the first six opponents.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 10, 2020, 02:45:23 AM
Ok would a save state be of any help..?

Yes.
It seems there are also issues with the fans in the background
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 03:48:31 AM
Yes.
It seems there are also issues with the fans in the background
I'll get around to the save state after I get back from work.. :cool:
Title: Re: FBN Bugs Reports
Post by: dink on October 10, 2020, 10:22:17 AM
Don't worry about it, I've confirmed it happens in MAME myself (even worse), and on pcb from a friend who owns it.
It might not show up on some videos due to the drastic change in frame scenery vs. video codec that encoded it.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 18, 2020, 12:16:22 PM
The game "Choy-Lee-Fut Kung-Fu Warrior" (ZX Spectrum) makes it into the game, but then it's instant game over, as if the time ran off in a fraction of second.

Also ZX Spectrum, "Hostages": the Kempston joystick doesn't work in the main menu.

I imagine the ZX Spectrum responsibles already know, but being less obvious bugs than instant crashes I thought it wouldn't hurt to notify them here.

EDIT: Both games work fine with keyboard.
Title: Re: FBN Bugs Reports
Post by: the_maq on October 18, 2020, 09:20:33 PM
Thunder blade arcade needs fixing i think.. just noticed this horizontal sprite gap popping up between the green plain and the buildings when it switches from top-down to third-person perspective view..it's the same with mame too, but couldn't see it in the pcb video..this is probably the best quality footage available: https://youtu.be/ygEK2by2E8U?t=50
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 19, 2020, 03:13:38 AM
Thunder blade arcade needs fixing i think.. just noticed this horizontal sprite gap popping up between the green plain and the buildings when it switches from top-down to third-person perspective view..it's the same with mame too, but couldn't see it in the pcb video..this is probably the best quality footage available: https://youtu.be/ygEK2by2E8U?t=50

Is it something happening for 1 frame or something ? If so it might be hard to notice from a pcb video.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on October 19, 2020, 10:52:42 AM
commit - badb6af (https://github.com/finalburnneo/FBNeo/commit/badb6af45b0a839cf5d0ce8c61a365bd103f9998)

In:
static struct BurnRomInfo SpecfrostbyteRomDesc[] = {
   { "Frost Byte (1986)(Mikro-Gen).tap", 49465, 0x89fc6d8, BRF_ESS | BRF_PRG },
};
is a typo.


The correct is:
static struct BurnRomInfo SpecfrostbyteRomDesc[] = {
   { "Frost Byte (1986)(Mikro-Gen).tap", 49465, 0x895fc6d8, BRF_ESS | BRF_PRG },
};
Title: Re: FBN Bugs Reports
Post by: Svipur on October 19, 2020, 11:11:34 AM
@Igor_Arabe

Cheers for catching this one. Fixed to 0x895fc6d8.
Title: Re: FBN Bugs Reports
Post by: the_maq on October 19, 2020, 06:43:29 PM
Is it something happening for 1 frame or something ? If so it might be hard to notice from a pcb video.
I'd say a good few frames at least.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 12:00:41 PM
Neville, it's strange - some games seems to access the kempston completely wrong.
My theory is that I think the authors never had a kempston interface to test with, but they added code for it.  Because I can't get [the games I tried] working on any emulator w/kempston.  I didn't try them all though.  If you do find one that works in Fuse or Speccy (or something else), but not fbneo - please let me know, then I can possibly track down the issue.

best regards,
- dink

The game "Choy-Lee-Fut Kung-Fu Warrior" (ZX Spectrum) makes it into the game, but then it's instant game over, as if the time ran off in a fraction of second.

Also ZX Spectrum, "Hostages": the Kempston joystick doesn't work in the main menu.

I imagine the ZX Spectrum responsibles already know, but being less obvious bugs than instant crashes I thought it wouldn't hurt to notify them here.

EDIT: Both games work fine with keyboard.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 12:03:48 PM
the_maq, thanks for letting us know - I will take a look into it when "Operation: Rewrite-Spectrum" is complete.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 20, 2020, 12:19:24 PM
Neville, it's strange - some games seems to access the kempston completely wrong.
My theory is that I think the authors never had a kempston interface to test with, but they added code for it.  Because I can't get [the games I tried] working on any emulator w/kempston.  I didn't try them all though.  If you do find one that works in Fuse or Speccy (or something else), but not fbneo - please let me know, then I can possibly track down the issue.

best regards,
- dink

I see. I've noticed a few games where Kempston doesn't seem to work right, but from a layman point of view it's hard to tell wether it is a FBN issue or just bad programming from the original developers.

One issue I've noticed, though, it's that in some games Kempston control causes the game to pause intermitently. I just saw it on "Yie Ar Kung Fu", and it runs well with emulated Kempston on Spectaculator.

Thanks for the answer.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 08:47:24 PM
I see. I've noticed a few games where Kempston doesn't seem to work right, but from a layman point of view it's hard to tell wether it is a FBN issue or just bad programming from the original developers.

One issue I've noticed, though, it's that in some games Kempston control causes the game to pause intermitently. I just saw it on "Yie Ar Kung Fu", and it runs well with emulated Kempston on Spectaculator.

Thanks for the answer.

Can you try to find more games where the kempston works fine in another emulator but not fbneo?  I'd like to fix this problem, but need a little more to go on :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 21, 2020, 08:14:22 AM
I'll try.

EDIT: "Barbarian II - The Dungeon of Drax (128K)".

"Chicago's 30" --> Doesn't recognise joystick left, but Kempston option doesn't work in Klive, at all.

"Desperado (Topo)" --> Joystick unresponsive, same result in Klive.

"Freddy Hardest" --> Some Kempston combinations pause the game. Works fine in Klive.

"Game Over" --> Fire returns you to main menu. Doesn't have a Kempston specific option, but works fine with Kempston on Klive.

"Lotus" and "Test Drive 2" --> Joystick keeps leaning on the right. Couldn't get Kempston to work under Klive, in either case.

Hope you will have enough test subjects for now. If you need more, just say it.
Title: Re: FBN Bugs Reports
Post by: dink on October 24, 2020, 01:25:23 AM
Neville thanks, but please use reply instead of edit - I didn't even notice for a couple days.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: pintcat on October 25, 2020, 11:52:31 AM
On the 2DS/3DS, FBNeo is unable to open a few of the NeoGeo ROMs. So far I found Metal Slug 2 and King of Fighters 98 not working. Most of the time the program simply quits back to the home menu. Sometimes it even crashes the whole system. It might be size dependend, because smaller ROMs like Metal Slug 1 or Viewpoint work fine. All these ROMs work with FBAlpha on the very same system. Tested on a new 2DS with the latest stable version 1.9.0.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 25, 2020, 12:12:25 PM
On the 2DS/3DS, FBNeo is unable to open a few of the NeoGeo ROMs. So far I found Metal Slug 2 and King of Fighters 98 not working. Most of the time the program simply quits back to the home menu. Sometimes it even crashes the whole system. It might be size dependend, because smaller ROMs like Metal Slug 1 or Viewpoint work fine. All these ROMs work with FBAlpha on the very same system. Tested on a new 2DS with the latest stable version 1.9.0.

Yes, this is definitely a memory constraint issue, there would be no reason for smaller roms to be working otherwise. Sorry but there is nothing we can do about this, FBNeo will keep getting bigger and using more memory every time we add support for new games.
Title: Re: FBN Bugs Reports
Post by: Neville on October 25, 2020, 01:43:35 PM
Neville thanks, but please use reply instead of edit - I didn't even notice for a couple days.

best regards,
- dink

Uh, sorry.
Title: Re: FBN Bugs Reports
Post by: pintcat on October 25, 2020, 10:41:19 PM
Yes, this is definitely a memory constraint issue, there would be no reason for smaller roms to be working otherwise. Sorry but there is nothing we can do about this, FBNeo will keep getting bigger and using more memory every time we add support for new games.
Pity. But wouldn't it be possible to split it into smaller cores which then support only certain systems? Like a pure CPS core, a pure NeoGeo core etc.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 26, 2020, 02:30:44 AM
Pity. But wouldn't it be possible to split it into smaller cores which then support only certain systems? Like a pure CPS core, a pure NeoGeo core etc.

Maybe, if you want to create X repos for split cores dedicated to devices with no memory and maintain them, feel free. Personally i won't provide support for this.
Title: Re: FBN Bugs Reports
Post by: dink on October 26, 2020, 09:40:04 AM
It is a good idea for some systems, but definitely not something we can do / maintain (with our limited resources)  Perhaps the maintainer of the *DS version can do this.
Arcadez maintainer of FBL uses this technique for his original Xbox port - most Xbox's only have 64megabyte of ram.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 27, 2020, 07:25:30 AM
A couple more Spectrum bugs:

Casanova --> Kempston acts as if the right direction was continuosly pressed. Keyboard works fine.

Silent Shadow --> Can't get past the main menu, the option to start the game (0) seems to have no effect.

Both bugs can be reproduced with Klive, but Casanova works fine with Spectaculator.

Title: Re: FBN Bugs Reports
Post by: dink on October 27, 2020, 10:46:10 AM
Neville,
I found a video where they dissect a Kempston interface and explain how it works ( https://www.youtube.com/watch?v=4e1MlxPVyD4 ), this lead me to emulate the hw a bit better.  Now Casanova & Hostages work fine.  Desperado still doesn't, but - I think that game is just bugged anyways.

Thanks for your feedback :)

p.s. Silent Shadow is a weird game, it will only work if you define keys and use keyboard (teclado) to play it.  also, press '8' to start, it kinda looks like '0' though.  This game also has problems with joy in other emu's.  weird..

(p.s.2, new spectrum code won't be on github until tomorrow or later today - got some big changes cooking)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 27, 2020, 12:17:09 PM
Awesome news, dink. On one hand I'm sorry I keep telling you guys to add games and solve bugs. On the other, I know this will eventually lead to better emulation.

One thing, though: Can't help but notice how many of the troublesome games are Spanish. Makes me wonder what went on in my country on those days... tight schedules and too much cofee, I guess.

EDIT: And as usual, I forgot to thank the devs for the giant steps Spectrum emulation has taken since the last official release. TAP support, an expanded roster and now better Kempston emulation are terrific achievements, and they make me very excited about future releases.
Title: Re: FBN Bugs Reports
Post by: JoelH on October 28, 2020, 11:15:12 AM
Not sure if this has been reported but the game Dead Angle is literally missing half of its FM-synth.
Title: Re: FBN Bugs Reports
Post by: dink on October 28, 2020, 07:59:38 PM
Not sure if this has been reported but the game Dead Angle is literally missing half of its FM-synth.

JoelH,
I did a quick comparison between fbn and mame and a pcb video, and they sound the same on the titlescreen music / coin / stage 1, but maybe I'm just not getting it - can you please help me realize what sounds are missing?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 28, 2020, 08:54:25 PM
JoelH,
I did a quick comparison between fbn and mame and a pcb video, and they sound the same on the titlescreen music / coin / stage 1, but maybe I'm just not getting it - can you please help me realize what sounds are missing?

best regards,
- dink

Yeah I'm playing this on an Nvidia Shield and the rhythm track is indeed missing on both this and Lead Angle for the lack of a better explaination. And I've played this a few times on Mame so I know something's wrong.
Title: Re: FBN Bugs Reports
Post by: dink on October 28, 2020, 10:56:38 PM
Can you try it in MAME again just to be sure?  The only rhythm the game has is a light bass-line. 
I tested with a recent version of MAME and there is no difference between it and FBNeo for the titlescreen, coin-up / start-level music and in-game level1 music.  What I'm trying to say is, if I can't see (or hear) the problem, I can't fix it.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 12:02:10 PM
Can you try it in MAME again just to be sure?  The only rhythm the game has is a light bass-line. 
I tested with a recent version of MAME and there is no difference between it and FBNeo for the titlescreen, coin-up / start-level music and in-game level1 music.  What I'm trying to say is, if I can't see (or hear) the problem, I can't fix it.

best regards,
- dink

Well I have flipped between FBN and Mame 2003-plus and yes it definitely sounds different. That bass line is completely missing from FBN. Its not really unusual though. Cisco Heat sounds very different on FBN than it does on Mame for instance and I'm not sure which is more accurate. Maybe I'll just stick with Mame in this case.
Title: Re: FBN Bugs Reports
Post by: Haze on October 29, 2020, 12:07:14 PM
Nothing in MAME2003/Plus should be used as a reference.  Versions that old are utter trash, and most of the time made with no reference of their own.
Title: Re: FBN Bugs Reports
Post by: dink on October 29, 2020, 12:20:59 PM
Well I have flipped between FBN and Mame 2003-plus and yes it definitely sounds different. That bass line is completely missing from FBN. Its not really unusual though. Cisco Heat sounds very different on FBN than it does on Mame for instance and I'm not sure which is more accurate. Maybe I'll just stick with Mame in this case.

Here's a recording from the current Official FBNeo / Windows UI

https://www.youtube.com/watch?v=PauelwdBJAg

edit: I tried MAME from 2003 (MAME 0.78) and it sounds no different than FBNeo.  Can't find binaries for 2003 plus to check, but I can only assume it's also no different than current MAME or MAME078

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 02:33:46 PM
Well this is what I'm getting on the TV: https://twitter.com/RealLordDalek/status/1321882313228210178.

Maybe there's a setting inside Retroarch thats screwed up. I honestly have no idea.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 29, 2020, 03:03:03 PM
Oh, that's on the libretro port. Maybe that's something that happens only at 48000 samplerate (which is the default on libretro) ? Could you check if it happens after setting samplerate to 44100 ?
Also, are you playing on desktop PC ?
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 04:41:34 PM
Oh, that's on the libretro port. Maybe that's something that happens only at 48000 samplerate (which is the default on libretro) ? Could you check if it happens after setting samplerate to 44100 ?
Also, are you playing on desktop PC ?

Playing it on an Nvidia Shield as I'm trying to get away from using my Computer for emulation. Tried the sample rate, didn't work.
Title: Re: FBN Bugs Reports
Post by: dink on October 29, 2020, 09:14:25 PM
with help from barbudreadmon, I found the problem and fixed it.  (it will take a few hours extra to reach the libretro side of things)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 09:39:46 PM
with help from barbudreadmon, I found the problem and fixed it.  (it will take a few hours extra to reach the libretro side of things)

best regards,
- dink

Thanks!
Title: Re: FBN Bugs Reports
Post by: the_maq on November 01, 2020, 08:18:30 PM
the_maq, thanks for letting us know - I will take a look into it when "Operation: Rewrite-Spectrum" is complete.

best regards,
- dink
So how is it going with the thunder blade situation??
Title: Re: FBN Bugs Reports
Post by: dink on November 02, 2020, 12:17:01 AM
the_maq got a little side tracked there, give it a try now.
This fix fixes: the small buildings in the background no longer "float" on the horizon.

There are other problems, though, and they also happen on the PCB:
1: the larger side-of-street buildings "magically" appear during the scene change, and are floating above the ground and you can see under them.
2: a few frames after the scene fully changes from below view to front view, the clouds and small buildings in the background "snap into place"

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on November 02, 2020, 08:22:53 PM
the_maq got a little side tracked there, give it a try now.
This fix fixes: the small buildings in the background no longer "float" on the horizon.

There are other problems, though, and they also happen on the PCB:
1: the larger side-of-street buildings "magically" appear during the scene change, and are floating above the ground and you can see under them.
2: a few frames after the scene fully changes from below view to front view, the clouds and small buildings in the background "snap into place"

best regards,
- dink
Cheers for that, and about the flimsy looking building appearance, that's Sega's bad, an error on their part.. :mad:
Title: Re: FBN Bugs Reports
Post by: xerf84 on November 03, 2020, 04:05:01 PM
Hello, seeing FBN 1.0, it is normal that if you filter in the MVS search, mvsc and xmvsf appear?, is there a filter for CPS3?. Greetings.  :smilie:
Title: Re: FBN Bugs Reports
Post by: dink on November 03, 2020, 04:25:25 PM
Hi xerf84,
The search box is for a text search - for any text, kuff.  To do what you want, try this:
expand Filters -> Hardware -> Capcom and deselect everything except cps3 if you just want to search cps3.
A click on the "Hardware" checkbox alone will deselect all / select all :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: xerf84 on November 03, 2020, 05:13:01 PM
Thanks for the answer Dink, I thought it could be hardware filtered in the text box, otherwise I know what you mean. Greetings.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on November 03, 2020, 07:48:41 PM
In "< ... > src/burn/drv/nes/d_nes.cpp"

Quote
static struct BurnRomInfo nes_lionkinlegcRomDesc[] = {
   { "Lion King Legend, The (China).nes",          524304, 0x0f95fc73, BRF_ESS | BRF_PRG },
};
this is a incorrect crc32 (is the same of t+eng hack)


the correct is:
Quote
static struct BurnRomInfo nes_lionkinlegcRomDesc[] = {
   { "Lion King Legend, The (China).nes",          524304, 0x1309fa69, BRF_ESS | BRF_PRG },
};
Is mentioned in hack documentation
Title: Re: FBN Bugs Reports
Post by: dink on November 03, 2020, 09:09:05 PM
Igor_Arabe,
thanks :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 05, 2020, 03:53:28 PM
Bug found...
J.League GG Pro Striker '94 (Jpn)
gg_jleagu94
Need find the pallet to clean the SEGA logo in the top of it.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 05, 2020, 08:02:50 PM
thanks, gg_jleague94 is fixed
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 06, 2020, 05:39:19 AM
thanks, gg_jleague94 is fixed

Nice!  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 07, 2020, 06:35:47 AM
sbubsm bug in the screen.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on November 07, 2020, 09:11:44 AM
Joaquim2020, thanks, it's fixed. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 08, 2020, 09:32:21 AM
More Spectrum bugs:

- 750cc Grand Prix --> HUD not visible ingame.

- Blade Warrior --> Kempston left / right are inverted.

- International 3D Tennis --> Doesn't get past the menu screen.

- Jungle Warfare --> Z exits game and it's also mapped to Kempston fire.

- Kick Off 2 --> Heavy glitches in-game.

- North & South --> Kempston works in the map section, but not in the battle section.
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 12, 2020, 10:48:51 AM
Two more:

Moon Strike --> Z pauses the game

Murray Mouse Super Cop --> Z is mapped... to inventory?
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 10:30:08 AM
Regarding 'Z', the game maps these keys and we can't change that.

I replaced 750cc and Kick Off 2 with tap images, they seem to work fine now.

Intl 3d tennis: game is looking for the '5' key to "enter" on a menu item

Blade Warriorr... hmm, what if you map keyboard?

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: Tegrah on November 13, 2020, 01:49:37 PM
msx  |  bumpy.zip  |  bumpy (1989)(loriciels)(fr)[run'cas-'].cas
I use fbneo on retroarch android

Game plays ok but after touching far right platform on level 3 it crashes. Everytime..
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 02:56:11 PM
Tegrah,
Thanks for letting us know,
It turns out the bumpy cassette image was corrupted - I replaced it with another dump and played it to level 4 without any problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 09:02:55 PM
Neville,
Do you use the Z key on keyboard for fire in fbneo?  I have an idea, if a game maps Z as pause or something unwanted, you can re-map the Z key on the Spectrum keyboard to something else (anything else), or just clear it w/"clear lock" for the problem games:
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 14, 2020, 06:30:10 AM
Yes, that should fix it. Thanks for the tip.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 14, 2020, 11:03:58 AM
5 reports:

1- Undercover Cops - Alpha Renewal Version (US) and (World) are not marked as Hacks but as Genuine (they're only visible in the game list if the "Genuine" box is checked).

2- Pururun buttons are not set up properly, as the second player cannot use the second button (bomb).

3- In kof98cps, on the character selection screen, you can't select the characters of the bottom row, except for Shingo and Rugal. I suspect this is a ROM issue and not an emulation issue. Still weird, especially since the same author made kof98ae2016 two years prior, which doesn't have this issue.

4- Some typos in game notes (the same typo might be elsewhere):
- kof2000otc: "ZERO only enable in AES mode" -> "enabled"
- kf2k2ps2b: "hack only enable in AES mode" -> "enabled"

5- Got a crash twice but I can't repro it consistently.
I load a NeoGeo game, such as Magical Drop III or Matrimelee. UniBios 4.0 is enabled. Then I go to the most recent games list, and load the same game again. Result: crash (guru meditation). Doesn't happen all the time. Can also happen on first load.

Code: [Select]
FinalBurn Neo v1.0.0 fatal exception report (Sat Nov 14 17:31:30 2020
).

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x008A92D7
 (attempting to read address 0x0C149204)

EAX: 0x0C149204, EBX: 0x00000000, ECX: 0x00001FDA, EDX: 0x00000000
ESI: 0x0000478E, EDI: 0x00000000, ESP: 0x0028934C, EBP: 0x00000100

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 7 Service Pack 1 (build 7601)
CPU: CPU Detection not enabled for GCC builds

Physical RAM: 4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FinalBurn Ne:  138672 KB in use (145604 KB peak, 191900 KB virtual)

Installed displays and display adapters:
    Moniteur Plug-and-Play g?n?rique on NVIDIA GeForce GTX 660 (primary)

----------------------------------------------------------------------
FinalBurn Neo information:

Built on Nov 1 2020, 14:38:30, using GCC 9.1.0.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
Musashi emulation core enabled for MC680x0 family emulation.

Emulating matrim (Matrimelee / Shin Gouketsuji Ichizoku Toukon (NG...)
    Vertical refresh is 59,18 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 / Direct3D7 Enhanced video output
    Interface settings: Running in windowed mode, 1194x896, 32bpp
                        Source image 320x224, 32bpp
    Module settings:    Using Blt() to transfer the image

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 44100Hz, 100% volume
    Module settings:    Audio is delayed by approx. 84ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Clavier
                        mouse    0 System mouse: Souris

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fbneo.exe:

fbneo.exe (base address 0x00400000, size 68688 KB)

Exception occurred in module fbneo.exe:
               fbneo.exe (base address 0x00400000, size  68688 KB)

Modules loaded by fbneo.exe:
               ntdll.dll (base address 0x77B40000, size   1536 KB)
            kernel32.dll (base address 0x75570000, size   1088 KB)
             aswhook.dll (base address 0x74F90000, size     56 KB)
          KERNELBASE.dll (base address 0x754E0000, size    284 KB)
            ADVAPI32.dll (base address 0x75430000, size    644 KB)
              msvcrt.dll (base address 0x76AC0000, size    688 KB)
             sechost.dll (base address 0x76980000, size    100 KB)
              RPCRT4.dll (base address 0x76EE0000, size    960 KB)
             SspiCli.dll (base address 0x75260000, size    384 KB)
           CRYPTBASE.dll (base address 0x75250000, size     48 KB)
            COMCTL32.DLL (base address 0x74C20000, size   1656 KB)
               GDI32.dll (base address 0x76850000, size    576 KB)
              USER32.dll (base address 0x77000000, size   1024 KB)
                 LPK.dll (base address 0x76790000, size     40 KB)
               USP10.dll (base address 0x775D0000, size    628 KB)
             SHLWAPI.dll (base address 0x76A60000, size    348 KB)
            COMDLG32.DLL (base address 0x767A0000, size    492 KB)
             SHELL32.dll (base address 0x757B0000, size  12592 KB)
               ole32.dll (base address 0x752D0000, size   1404 KB)
            SETUPAPI.dll (base address 0x76BE0000, size   1652 KB)
            CFGMGR32.dll (base address 0x76FD0000, size    156 KB)
            OLEAUT32.dll (base address 0x766B0000, size    584 KB)
              DEVOBJ.dll (base address 0x76BC0000, size     72 KB)
            AVIFIL32.DLL (base address 0x74F50000, size    100 KB)
               WINMM.dll (base address 0x70640000, size    200 KB)
             MSACM32.dll (base address 0x74F70000, size     80 KB)
             MSVFW32.dll (base address 0x74EF0000, size    132 KB)
             WININET.DLL (base address 0x77100000, size   4316 KB)
    api-ms-win-downlevel-user32-l1-1-0.dll (base address 0x752C0000, size     16 KB)
    api-ms-win-downlevel-shlwapi-l1-1-0.dll (base address 0x75530000, size     16 KB)
    api-ms-win-downlevel-version-l1-1-0.dll (base address 0x76970000, size     16 KB)
             version.DLL (base address 0x73B80000, size     36 KB)
    api-ms-win-downlevel-normaliz-l1-1-0.dll (base address 0x75540000, size     12 KB)
            normaliz.DLL (base address 0x769A0000, size     12 KB)
            iertutil.dll (base address 0x76410000, size   2272 KB)
    api-ms-win-downlevel-advapi32-l1-1-0.dll (base address 0x77740000, size     20 KB)
             USERENV.dll (base address 0x75550000, size    100 KB)
             profapi.dll (base address 0x76B80000, size     44 KB)
               IMM32.DLL (base address 0x769B0000, size    384 KB)
               MSCTF.dll (base address 0x77670000, size    824 KB)
              dsound.dll (base address 0x74BA0000, size    456 KB)
            POWRPROF.dll (base address 0x74F20000, size    148 KB)
             dinput8.dll (base address 0x74B70000, size    192 KB)
               ddraw.dll (base address 0x74A80000, size    924 KB)
            DCIMAN32.dll (base address 0x74EE0000, size     24 KB)
              dwmapi.dll (base address 0x6EFE0000, size     76 KB)
                d3d9.dll (base address 0x746D0000, size   1804 KB)
             d3d8thk.dll (base address 0x746C0000, size     24 KB)
            D3DX9_43.dll (base address 0x6B4D0000, size   2044 KB)
             uxtheme.dll (base address 0x71300000, size    512 KB)
                 HID.DLL (base address 0x74ED0000, size     36 KB)
            WINTRUST.dll (base address 0x76820000, size    188 KB)
             CRYPT32.dll (base address 0x75680000, size   1160 KB)
              MSASN1.dll (base address 0x76B70000, size     48 KB)
             CLBCatQ.DLL (base address 0x77540000, size    524 KB)
            MMDevApi.dll (base address 0x748A0000, size    228 KB)
             PROPSYS.dll (base address 0x6E7A0000, size    980 KB)
            AUDIOSES.DLL (base address 0x74A40000, size    216 KB)
            imagehlp.dll (base address 0x76B90000, size    172 KB)
             CRYPTSP.dll (base address 0x711C0000, size     92 KB)
              rsaenh.dll (base address 0x71180000, size    236 KB)
              ncrypt.dll (base address 0x71100000, size    228 KB)
              bcrypt.dll (base address 0x6EBF0000, size     92 KB)
    bcryptprimitives.dll (base address 0x748E0000, size    244 KB)
               GPAPI.dll (base address 0x74A00000, size     88 KB)
            cryptnet.dll (base address 0x74A20000, size    116 KB)
             WLDAP32.dll (base address 0x76A10000, size    276 KB)
            D3DIM700.DLL (base address 0x6A2D0000, size    816 KB)
            RICHED20.DLL (base address 0x74980000, size    472 KB)
             nvd3dum.dll (base address 0x5FE00000, size  17556 KB)
    api-ms-win-core-synch-l1-2-0.DLL (base address 0x73C70000, size     12 KB)
                avrt.dll (base address 0x75090000, size     28 KB)

----------------------------------------------------------------------
Title: Re: FB Neo Bugs Reports
Post by: dink on November 14, 2020, 04:10:01 PM
Hi Stifu,
Thanks for the infos!

Regarding UCCOPS Alpha Renewal, it's actually a genuine release from IREM :)
I'll try to have Pururun and other infos fixed by tonight.

Regarding the crash, if you can help us track it down, that would be very very great!
First, grab Dr.Mingw - it will help examine the crash and produce a log file that will give us a hint where the crash is happening at.  It'll take 1 minute to install:
https://github.com/jrfonseca/drmingw/releases/download/0.9.2/drmingw-0.9.2-win64.7z
unzip to somewhere, go to the bin subdirectory and run "drmingw -i" (from commandline)

(note: To uninstall drmingw, go back into the bin subdirectory and run "drmingw -u". then delete it.)

Now you'll need a fbneo executable compiled w/debug and symbols, grab it here:
https://www.sendspace.com/file/nk506h
unzip/rename it to the same exe name as your current fbneo executable.

When FBNeo crashes, it'll bring up a "Guru Meditation error" box like in the attached image below - be sure to press the [Debug] button, this will call up Dr.Mingw and it will attempt to log as much information about the crash as possible.  Save this log and send it to me via PM. 
Also include your config/fbneo.ini file, and config/games/romname.ini file - romname being the rom name of the game that caused the crash.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 14, 2020, 04:17:57 PM
Regarding UCCOPS Alpha Renewal, it's actually a genuine release from IREM :)

Ooooh, I was sure it was a hack, especially with such a weird name. Nice!

I'll try to reproduce the crash by following everything you've said, and I'll report back once I have.

By the way, I take it the Pururun issue is an easy fix? Just making sure you noticed that one, since I've been editing my comment multiple times.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 14, 2020, 09:18:44 PM
Stifu, thanks, I'm anxious to see what you come up with re: the crash.
re: pururun, I got it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 15, 2020, 07:59:56 AM
Stifu, thanks, I'm anxious to see what you come up with re: the crash.

Sadly, I couldn't repro so far. I wonder if your more recent debug exe is more stable than the 1.0.0.0 release build I had. Maybe that bug is already fixed?
I'll keep trying...

re: pururun, I got it :)

Cool, thanks!
Title: Re: FB Neo Bugs Reports
Post by: dink on November 15, 2020, 09:49:28 AM
Stifu,
Sometimes the debug version does things differently, and that alone is enough to suppress or mask a crash condition.  Here's the latest non-debug exe, but it contains the some debug stuff required for Dr.Mingw to find where the crash is happening.
https://www.sendspace.com/file/neir4z  (includes Pururun 2p joy button2 fix)

Before you replace the previous debug exe, can you please test Dr.Mingw by loading the previuos debug exe, press Alt-C (insta-crasher debug key), then hit the debug button and see if Dr.Mingw comes up?  If a Dr.Mingw window that looks sorta like notepad with some crash-information comes up, it's a-ok :)  (Alt-C is only available in the regular debug version)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 15, 2020, 06:05:14 PM
Hey dink,

Before you replace the previous debug exe, can you please test Dr.Mingw by loading the previuos debug exe, press Alt-C (insta-crasher debug key), then hit the debug button and see if Dr.Mingw comes up?  If a Dr.Mingw window that looks sorta like notepad with some crash-information comes up, it's a-ok :)  (Alt-C is only available in the regular debug version)

Yep, that works.

Sometimes the debug version does things differently, and that alone is enough to suppress or mask a crash condition.  Here's the latest non-debug exe, but it contains the some debug stuff required for Dr.Mingw to find where the crash is happening.

Oh boy, that one crashed on the first try! Gonna send you the details by PM.

(includes Pururun 2p joy button2 fix)

Thanks again for that! My wife and I like this game a lot. We used to play it with MAME. I should have fully tested it back when you guys added support for it.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 15, 2020, 08:31:10 PM
Hi Stifu,
Thanks for your help, I'm confident that the problem is squashed - please try this exe: https://www.sendspace.com/file/o971dy

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 16, 2020, 01:39:53 AM
Hi dink,

Right. No crash so far.

Thank you.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 21, 2020, 10:43:12 AM
Possible button mapping bug I've found: in the arcade Tetris by Atari (atetris), the game tells you to press Start on the title screen, but pressing Start does nothing. You need to press Button 1 instead. Or maybe it's because the original cab has few buttons, and Start and Button 1 are the same thing?
Title: Re: FB Neo Bugs Reports
Post by: dink on November 21, 2020, 04:12:00 PM
Possible button mapping bug I've found: in the arcade Tetris by Atari (atetris), the game tells you to press Start on the title screen, but pressing Start does nothing. You need to press Button 1 instead. Or maybe it's because the original cab has few buttons, and Start and Button 1 are the same thing?

There's nothing wrong - In the service mode / switch test, rotate and start are the same button.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 21, 2020, 05:56:40 PM
Thanks for confirming. It's just that according to my tests, the key (1) or button usually bound to Start does not work for that game. I brought it up in case it was possible to have some kind of double mapping for such games (either Z or 1 triggers rotate / start).
Title: Re: FB Neo Bugs Reports
Post by: littlebear on November 23, 2020, 05:11:25 PM
Street fighter Zero CPS changer and it clone have coin keys as pause key.
thank you
Title: Re: FB Neo Bugs Reports
Post by: dink on November 23, 2020, 08:22:01 PM
Street fighter Zero CPS changer and it clone have coin keys as pause key.
thank you

littlebear, this is normal - the cps-changer doesn't have coin.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on November 23, 2020, 08:44:20 PM
ok . thank
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 29, 2020, 09:38:21 AM
Trying Eeekk!, characters seem to be displayed behind every element you pass through, like stairs. You can still see the characters, but their colors are altered.
But in some videos I see online, that's not the case, and characters are displayed above background elements: https://youtu.be/e-W1mqA-B0M
I'm not sure which behavior is correct. I couldn't find a video of the original arcade cab.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 29, 2020, 09:59:54 AM
Stifu,
Eeekk! on EPOS hw uses a blitter where pri mixing is not really possible (at least, not in hw), which is why you get weird colors when your character goes over/under objects.  I'm pretty sure that was the intended effect by the developer.

Eeekk! on Pac-Man HW is tile-based, so the main sprite is always above everything.

The Eeekk! video you linked is that of the Pac-Man HW variety.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on November 30, 2020, 02:25:53 PM
Got some major graphics glitches playing Riot over libretro in the form of disappearing sprites on Round 2.
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 30, 2020, 03:58:30 PM
I've found a "thing" in the FBN menus... not a bug, more like a typo. According to Wikipedia Sega Megadrive is wrong, the proper spelling is Sega Mega Drive. Or Genesis.

See https://en.wikipedia.org/wiki/Sega_Genesis

This affects the hardware filter settings, and likely nothing else.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 30, 2020, 05:09:02 PM
Eeekk! on EPOS hw uses a blitter where pri mixing is not really possible (at least, not in hw), which is why you get weird colors when your character goes over/under objects.  I'm pretty sure that was the intended effect by the developer.

Eeekk! on Pac-Man HW is tile-based, so the main sprite is always above everything.

The Eeekk! video you linked is that of the Pac-Man HW variety.

Hey dink, thanks for confirming.

According to Wikipedia Sega Megadrive is wrong, the proper spelling is Sega Mega Drive.

True. That's how it's written right on the console.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 30, 2020, 08:27:53 PM
Got some major graphics glitches playing Riot over libretro in the form of disappearing sprites on Round 2.

JoelH,
Ahh, Riot is one of my favorites, so it needs to get fixed asap :)
Can you please post a screenshot?  I'm at round 2, and everything looks fine, so maybe I'm not at the right spot.
Are you using the rom "riot" or a different version?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on December 01, 2020, 01:27:34 AM
re: Riot,  I fixed a little timing issue that fixed a video glitch in the 2nd boss cutscene - please give the new exe a try.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on December 02, 2020, 07:54:30 PM
JoelH,
Ahh, Riot is one of my favorites, so it needs to get fixed asap :)
Can you please post a screenshot?  I'm at round 2, and everything looks fine, so maybe I'm not at the right spot.
Are you using the rom "riot" or a different version?

best regards,
- dink

Yeah I'm running the rom riot (the only one). Looks like its fixed though so I don't know what happened. Shrug.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 03, 2020, 01:02:02 AM
JoelH I think the timing fix mentioned above fixed it.  Thanks for letting us know!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on December 09, 2020, 01:58:18 PM
in <...>/src/burn/drv/megadrive/d_megadrive.cpp

crc wrong, is the same of unhacked rom.

Quote
// shadow of the beast (Hack, Spanish)
// https://www.romhacking.net/translations/3668/
static struct BurnRomInfo md_beastsRomDesc[] = {
   { "shadow of the beast (Hack, Spanish).bin", 1048576, 0xbd385c27, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000  },
};


the correct is this (w/ ips+checksum fix):
Quote
// shadow of the beast (Hack, Spanish)
// https://www.romhacking.net/translations/3668/
static struct BurnRomInfo md_beastsRomDesc[] = {
   { "shadow of the beast (Hack, Spanish).bin", 1048576, 0xde6b78e7, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000  },
};



Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 09, 2020, 04:40:23 PM
I bet those are not FBN bugs but game bugs (or oddities), but here goes: in Wily Tower, the "3" character (displayed on the score or on the bottom right bonus counter) has blue and red on it, for some reason, like a mini French flag. Also, there seems to be some minor tile issues on the title letter, like on the "T" where some parts that should be yellow are purple.
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 09, 2020, 06:36:20 PM
in <...>/src/burn/drv/megadrive/d_megadrive.cpp

crc wrong, is the same of unhacked rom.


the correct is this (w/ ips+checksum fix):

can you sendme your fix?
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 09, 2020, 06:56:03 PM
you use roms no intro, it will be fixed so that there is no confusion
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on December 09, 2020, 07:20:55 PM
Well i use the rom mentioned on "read-me / informations" of patch (the correct to do). Some roms is no-intro, some else goodgen .
Hmm i remembered an identical case in NES... i will check later.

Thanks charles32k.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 09, 2020, 09:05:19 PM
I bet those are not FBN bugs but game bugs (or oddities), but here goes: in Wily Tower, the "3" character (displayed on the score or on the bottom right bonus counter) has blue and red on it, for some reason, like a mini French flag. Also, there seems to be some minor tile issues on the title letter, like on the "T" where some parts that should be yellow are purple.

Stifu,
The problem has actually been verified to be on the pcb as well, so I guess it was a bit of an oversight at irem back in the day.  Perhaps they were in a rush to get it released, who knows :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 10, 2020, 04:47:30 PM
I figured as much. Thanks for confirming!
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 11, 2020, 03:32:22 PM

I found a bug in the dragon ball z from megadrive when the screen is divided
Title: Re: FB Neo Bugs Reports
Post by: dink on December 11, 2020, 11:47:17 PM
charles32k,
Hi, thanks for the bug report.  It's fixed (md vdp: vertical window clipping impl.)
I hope this fix doesn't cause new bugs, but if you see something weird please post a screenshot.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 12, 2020, 08:16:31 AM
Thank you
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 12, 2020, 02:41:22 PM
pacmanblvd, the game is shown upside down, does anyone know if it is a configuration problem?
Title: Re: FB Neo Bugs Reports
Post by: dink on December 12, 2020, 08:27:26 PM
xerf84,
It needed a little fixing, try now. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 12, 2020, 11:08:21 PM
THanks dink, all ok. Saludos  :cool:
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 04:45:11 PM
Why does Mario Mario Bros. (US, Revision G) and (US, Unknown Rev) have the same roms but some with different names?. I only have the mario.zip rom and in the list it appears as if I also had marioo.zip

It's practically the same game but with different named roms.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 13, 2020, 07:55:44 PM
Xerf84, it's just a glitch, and has been removed. :)
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 08:34:13 PM
Once again, thank you for your excellent work dink. Cheers
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 10:54:44 PM
Hi Dink, the same problem with Galaxy Force 2, the only different file is motorpcb.prg which I don't have, but it still marks Galaxy Force 2 (Super Deluxe unit) as available.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 14, 2020, 12:39:36 AM
This one is actually normal - the same romset can run both versions of the game.  The motor program is optional since we don't emulate the motorized cabinet :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 14, 2020, 11:10:08 AM
Je, ok thanks dink
Title: Re: FB Neo Bugs Reports
Post by: LodeyTTV on December 14, 2020, 04:36:25 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on December 14, 2020, 05:18:35 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.

Oh, you are that fightcade guy from discord... if you can reproduce this issue with our client and give more information on reproducing it (i don't think there is such an issue, never heard of it, including from people also playing on real hardware), i guess we can look into it. Otherwise, we stopped providing support for fightcade because they don't respect our license.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 14, 2020, 08:20:44 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.

Hi,
In order to fix a problem we have to be able to reproduce the problem.

I played a quick game and couldn't notice any problem like that, so, we need some more info:

Where in the game does this happen?  Make a savestate when the problem starts happening (or right before it starts happening is best) using FBNeo v1.0.0.01, found on here: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

Attach it to a message here or upload it to something like https://www.sendspace.com/ and post the link.

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Haze on December 15, 2020, 07:27:24 AM
Oh, you are that fightcade guy from discord... if you can reproduce this issue with our client and give more information on reproducing it (i don't think there is such an issue, never heard of it, including from people also playing on real hardware), i guess we can look into it. Otherwise, we stopped providing support for fightcade because they don't respect our license.

If they're not respecting your license why not just be more direct with your words.  It's an illegal distribution of FBN.

It's no better than what Barry did if that is the case.

You should be taking legal action against them, not supporting them.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on December 15, 2020, 08:39:55 AM
If they're not respecting your license why not just be more direct with your words.  It's an illegal distribution of FBN.

It's no better than what Barry did if that is the case.

You should be taking legal action against them, not supporting them.

It has been said several times actually, yeah they have gone totally illegal, actually it seems they even allow their client to download copyrighted content, but that doesn't mean we wouldn't fix a bug that actually exists in FBNeo source code.
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 03, 2021, 09:44:33 PM
hi
umk3 Smoke fatality graphic glitch
Title: Re: FB Neo Bugs Reports
Post by: dink on January 04, 2021, 07:37:48 PM
Thanks Klaus, I think the stars are paying tribute to The Great Conjunction :)
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 04, 2021, 08:33:03 PM
Thanks Klaus, I think the stars are paying tribute to The Great Conjunction :)
haha :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on January 05, 2021, 01:43:36 AM
klaus, problem is fixed, thanks for reporting! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 05, 2021, 02:07:20 AM
Thank you :cool:
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on January 06, 2021, 07:04:54 AM
When i made this fatality for the first time, i didn?t get it, why the world is destroyed, if even shao khan dies as well in the world too.  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: dink on January 06, 2021, 09:28:59 AM
alignment of Jupiter and Saturn caused this illusion.
Title: Super street fighter II X 940311 Japan
Post by: geese howard on January 08, 2021, 03:09:33 PM
Game: Super street fighter II X 940311 Japan

Sometimes music, while fight round changes, slowly go to low volume until mute, then returns when you hit or take a hit from the opponent.
Today i have issues at ryu and fei long?s stage.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 09, 2021, 10:53:20 AM
geese howard,
it's simple, there's volume buttons in the input config,  go to input config, scroll down and find them, then check "clear lock" and "clear input" button. ..for both "Volume Up" "Volume Down"

or maybe I'll remove these stupid volume buttons, since they always cause problems.. hmm...  (I think it was barry's idea anyways)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on January 09, 2021, 11:20:08 AM
I think there's a problem with the horizontal resolution of Wonder Boy (wboy.zip) and associated ROM sets - FBN seems to be stretching the image. I tried changing the aspect ratio options, but it didn't make any difference.
Title: Re: FB Neo Bugs Reports
Post by: charles32k on January 09, 2021, 04:15:24 PM
try delete config and create new?
Title: Re: FB Neo Bugs Reports
Post by: dink on January 10, 2021, 02:08:22 AM
Al82,
Select this option: Video -> Stretch -> Correct aspect ratio

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on January 10, 2021, 09:55:44 AM
geese howard,
it's simple, there's volume buttons in the input config,  go to input config, scroll down and find them, then check "clear lock" and "clear input" button. ..for both "Volume Up" "Volume Down"

or maybe I'll remove these stupid volume buttons, since they always cause problems.. hmm...  (I think it was barry's idea anyways)

best regards,
- dink


I didn't even know that these volume buttons existed... :S

thanks again!!
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 18, 2021, 03:40:28 PM
Got a weird one. NBA Jam seems to be playing every speech sample game in the wrong places.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 18, 2021, 08:29:42 PM
JoelH,
I tried NBA Jam and compared with PCB recording and even MAME, and it sounds right even though it sounds like some samples are "out of place".
Can you make a video just incase I am not noticing the problem?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 18, 2021, 08:34:23 PM
JoelH,
I tried NBA Jam and compared with PCB recording and even MAME, and it sounds right even though it sounds like some samples are "out of place".
Can you make a video just incase I am not noticing the problem?

thanks,
- dink

Well if it was screaming "RICHMOND!" at you for no apparent reason, that's the glitch. Seems to be the worst on V. 1.0 of TE.

EDIT Can confirm that regular NBA Jam works fine so its just TE I guess.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 20, 2021, 02:09:14 AM
JoelH, nbajamte should be OK now, please give it a try.  This one was tricky

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 20, 2021, 02:45:24 PM
JoelH, nbajamte should be OK now, please give it a try.  This one was tricky

best regards,
- dink

I guess it hasn't trickled down yet to Retroarch Plus because I'm still having problems. Will try again later.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on January 20, 2021, 04:15:35 PM
I guess it hasn't trickled down yet to Retroarch Plus because I'm still having problems. Will try again later.

Retroarch plus is the version from android play store ? You might consider manually installing the apk from the buildbot (http://buildbot.libretro.com/nightly/android/), i heard those builds are less buggy and more up-to-date.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 20, 2021, 11:08:16 PM
Retroarch plus is the version from android play store ? You might consider manually installing the apk from the buildbot (http://buildbot.libretro.com/nightly/android/), i heard those builds are less buggy and more up-to-date.

Thanks. Got it working now, and boy was it frustrating just to get FBN to load on AArch64 for some reason
Title: Re: FB Neo Bugs Reports
Post by: bishojo_jojo on January 22, 2021, 11:38:29 PM
hi, i'm having a bit of trouble trying to set my HD CRT TV as my fullscreen monitor.

my setup is an HD CRT, a 4k monitor, and a 4k projector; i am using windows 10 x64.

FBneo 1.0 will not accept the CRT as an option no matter what i do.
all monitors appear in the drop-down menu, but if i try to select the CRT as either the horizontal or vertical games monitor, it will revert to whatever option was set before.
i can still choose between my other two monitors, so i know the option is functional.

the only method that worked was to set the CRT as a main display and disable all other monitors.
even then, the fullscreen monitor drop-down menu defaults to a blank space instead of the "generic pnp monitor (default)" option.
toggling to fullscreen still works & scales properly under this condition, so i know it is possible at least.




the tv is an Ikegami HTM-1517R (not too far from a sony BVM) outputting as 640x480p through crt-emudriver/R9 380x.
i tried outputting from either Custom Resolution Utility or straight out of a GTX970 from nvidia's drivers (all after many clean installs).
i also tested many different resolutions since the CRT can output HD signals, but the issue remained consistent throughout.

the CRT must be connected through analog, so i am outputting from a DVI-I to VGA cable -> extron 160xi interface -> 4x BNC cables (RGBS ) into the TV.
since this connection is another consistent factor throughout this troubleshooting: could using the DVI-I as an analog out cause incompatibility somehow? i do not have other analog outputs available unfortunately.
Title: Re: FB Neo Bugs Reports
Post by: Voljega on January 25, 2021, 05:29:02 PM
When launching Hyper Rally for Colecovision, FBNeo stays stuck on a screen saying that the game requires Super Game Module.
All the others SGM games work fine
Title: Re: FB Neo Bugs Reports
Post by: dink on January 25, 2021, 08:46:33 PM
Voljega, hyper rally fixed :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on January 31, 2021, 11:38:33 PM
WWF Wrestlemania: the intro fades to black and this shows up at the last second, that's the ringside crowd.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 01, 2021, 03:37:07 AM
Thanks for the report, that frame doesn't happen on MAME, i couldn't confirm with a pcb video though.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 01, 2021, 10:07:13 AM
fix for wwf is in :)
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 01, 2021, 03:13:03 PM
"always show clones" option overlap "show available".
I had only one clone (ssf2xj), however when i enable option to show clones, it shows including unavailable sets.


https://ibb.co/xmgGLkw
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 10:23:59 AM
geese howard,
If you scan roms from the game list (F6 -> "Scan ROMs" button) does it help?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 02, 2021, 02:19:47 PM
geese howard,
If you scan roms from the game list (F6 -> "Scan ROMs" button) does it help?

best regards,
- dink

Yes, solved the problem.
Was it a known bug?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 04:53:38 PM
geese howard,
Yes, it comes up now and then (sometimes), but its a hard one to find! :(

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 02, 2021, 08:51:38 PM
WWF Wrestlemania Audio Issue: Audio blanking out after the Razor Ramon card - during the intro's and ingame ?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 08:56:35 PM
the_maq, can you give me a savestate file from several seconds (the previous screen or so) right before the sound goes out?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 02, 2021, 09:04:16 PM
the_maq, can you give me a savestate file from several seconds (the previous screen or so) right before the sound goes out?

thanks,
- dink
This might help ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 03, 2021, 12:51:56 AM
the_maq, please give it a try now

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 03, 2021, 02:05:10 AM
the_maq, please give it a try now

best regards,
- dink
Sound issue sorted - thanks for the fix.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 04, 2021, 11:32:57 AM
This is not so much a bug in a game, but anyway...

In Revolution X's Game Information window, under Rom Info, files revx.u51 - revx.u54 are listed twice. Also, since this game is a lightgun game, I have no clue how one is supposed to navigate the Service Menu.


In Galactic Storm (Japan), pushing the Start button to exit the different menus in the Test Menu does nothing. Te Start button works just fine otherwise. Also, is it possible to implent an "invert Y-axis"  option in the game inputs window? Galactic Storm uses inverted (flight stick) Y axis, and I personally can't handle that very well.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 04, 2021, 02:13:53 PM
Hi Agozer,
It might look strange, but revx's main roms are also loaded in the gfx roms section, so the duplicates are not a mistake.
For service mode: use p1 start to go up, p2 start to go down and button 1 to select.  (revx)

The Galactic Storm service menu is a bit "buggy".  If you get stuck somewhere, just reboot and go back into service mode if you need/want to.

It turns out the game has normal up/down and I had mistakenly configured it for the inverted flight-style Y axis. Oops.  It's fixed now :)

best regards,
- dink

This is not so much a bug in a game, but anyway...

In Revolution X's Game Information window, under Rom Info, files revx.u51 - revx.u54 are listed twice. Also, since this game is a lightgun game, I have no clue how one is supposed to navigate the Service Menu.


In Galactic Storm (Japan), pushing the Start button to exit the different menus in the Test Menu does nothing. Te Start button works just fine otherwise. Also, is it possible to implent an "invert Y-axis"  option in the game inputs window? Galactic Storm uses inverted (flight stick) Y axis, and I personally can't handle that very well.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 05, 2021, 04:13:52 AM
Killer instinct crashing at the end of stage 1 ?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 05, 2021, 06:51:47 AM
Killer instinct crashing at the end of stage 1 ?

Killer instinct is broken and was removed from official builds for that reason.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 05, 2021, 02:34:27 PM
Big thanks for the clarifications dink. Much appreciated.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 06, 2021, 12:13:58 AM
Terminator 2 - Judgment Day: Anyone know how to remove the green crosshair ?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 06, 2021, 12:40:34 AM
the_maq, I forgot to upload the code for yunit(term2) when I added the crosshair removal dip/option to revx and term2.  It should be available shortly.  Another new feature from a day or 2 ago: term2 and revx will auto-calibrate the guns if a prior nvram isn't found. (config/games/term2.fs or revx.fs)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 06, 2021, 12:44:30 AM
the_maq, I forgot to upload the code for yunit(term2) when I added the crosshair removal dip/option to revx and term2.  It should be available shortly.  Another new feature from a day or 2 ago: term2 and revx will auto-calibrate the guns if a prior nvram isn't found. (config/games/term2.fs or revx.fs)

best regards,
- dink
Cool....thanks for that. :cool:
Title: Re: FB Neo Bugs Reports
Post by: Wtorm on February 06, 2021, 08:05:02 AM
No files are shown when I select the bios tag in the genre filter
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 06, 2021, 04:57:39 PM
DoDonPachi III seems to only show a black screen after starting, same goes with the "Black Ver" Dai-Ou-Jou clone. PGM support seems to have undergone some sort of regression. Has the PGM BIOS sets changed?

Also, seemingly which ever Demon Front romset I try, FBNeo lists both the parent set and the "Single Board PCB Version" clone, when I just want the parent set.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 06, 2021, 08:11:25 PM
Agozer,
Actually something changed with the pgm asic simulation for kov but it should be totally unrelated to ddp3 as they use separate codepaths.

Anyways, I checked ddp3, ddpdoj and ddpdojblk on my dev version of fbneo, they all load and coin/play fine.
Then I grabbed the latest exe's from our git repo (unzipped dates from a few hrs ago) https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
..tested all 3 versions of ddp3 and they work fine with a new installation/fresh exe as well.

my pgm bios, ddp3, ddpdoj and ddpdojblk romsets are all dated April 2020.

I'm not 100% on this about demon front, but I think one of the standalone pcb versions shares romsets with the cartridge (parent) version.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 07, 2021, 03:17:08 AM
Has the PGM BIOS sets changed?

No, my pgm bios file was last modified in 2018 and still works with those games. Did you perhaps mistakenly replace your FBNeo pgm bios by MAME's ? Fyi, they are different (MAME has 2 less files which are actually ddp3 and theglad bioses).
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 07, 2021, 05:04:09 AM
Agozer,
Actually something changed with the pgm asic simulation for kov but it should be totally unrelated to ddp3 as they use separate codepaths.

Anyways, I checked ddp3, ddpdoj and ddpdojblk on my dev version of fbneo, they all load and coin/play fine.
Then I grabbed the latest exe's from our git repo (unzipped dates from a few hrs ago) https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
..tested all 3 versions of ddp3 and they work fine with a new installation/fresh exe as well.

my pgm bios, ddp3, ddpdoj and ddpdojblk romsets are all dated April 2020.

I'm not 100% on this about demon front, but I think one of the standalone pcb versions shares romsets with the cartridge (parent) version.

best regards,
- dink
Tried again with a new FBNeo.exe from the repository, and the same thing happens in ddp3 and ddpdojblk -- just a black screen. I'm stumped. My PGM BIOS files also seem to be the ones FBNeo uses, not MAME's. Also, the files in both sets seem up-to-date (CRC's match). FBNeo detects both just fine. Anyway, if it helps at all, here's my fbneo.ini

EDIT: Did a fresh install of FBNeo to a different folder, now the games work. Apparently, their config files (.fs/.ini) were borked.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 07, 2021, 08:54:01 AM
Do you still have the broken ini/fs files?  I'd like to see what went wrong in-case it might be preventable.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 07, 2021, 02:19:53 PM
Do you still have the broken ini/fs files?  I'd like to see what went wrong in-case it might be preventable.

best regards,
- dink
Sorry, those are long gone.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 14, 2021, 02:29:13 PM
Crime City (World): The game's Attract Mode seems silent regardless of the state of the "Demo Sound" DIP switch.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 14, 2021, 02:57:51 PM
Agozer,
The demo sounds in Crime City only triggers every several attract-mode iterations for a few seconds.  I think it's on the 3rd time the cop car goes by or so.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 14, 2021, 03:58:24 PM
Agozer,
The demo sounds in Crime City only triggers every several attract-mode iterations for a few seconds.  I think it's on the 3rd time the cop car goes by or so.

best regards,
- dink
Wow, really? Never thought some games treat their Attract Mode like that.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2021, 11:07:19 AM
Agozer,
Yes, remember back to the early 90s in an arcade - some games would have sounds all the time, others would make sounds every few minutes or so.  It was a nice sound, especially when mixed with the sound of the bowling alley, or other ambient sounds from the surroundings, where the arcade was located :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 16, 2021, 11:58:51 AM
I do remember; miss those days and that atmosphere, to be honest.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 17, 2021, 04:00:47 PM
Trying to run Rolling Thunder (rev 3); FBNeo crashes with a Guru Meditation.

Code: [Select]
FinalBurn Neo v1.0.0.01 fatal exception report (Wed Feb 17 22:58:04 2021
).

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x005342CF
 (attempting to read address 0x00000000)

EAX: 0x06237E10, EBX: 0x06237E10, ECX: 0x58BA256A, EDX: 0x00000000
ESI: 0x77D54660, EDI: 0x00000000, ESP: 0x06237DF0, EBP: 0x00000001
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 17, 2021, 04:30:33 PM
thanks for the report agozer, it's fixed
Title: Re: FB Neo Bugs Reports
Post by: WILOWAR on February 18, 2021, 02:17:16 PM
I have got guru medition error on FBA NEO start:

#c0000005 . 00000000
Title: Re: FB Neo Bugs Reports
Post by: dink on February 18, 2021, 08:16:10 PM
WILOWAR, so you can't open fbn at all?  Please post your files from config folder: fbneo.ini and fbneo.roms.dat

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 22, 2021, 02:25:04 PM
Sega System 32, all games:

The Service button doesn't seem to work properly. This makes it almost impossible to navigate the Test Menu as it seems to do the same thing as the Test button (i.e. make selections).
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 22, 2021, 02:54:40 PM
Sega System 32, all games:

The Service button doesn't seem to work properly. This makes it almost impossible to navigate the Test Menu as it seems to do the same thing as the Test button (i.e. make selections).

Service, Service 1, 2 and 3 are mapped as 9 key.
Change one and you can navigate (key 1 used to change options and 9 to confirm).
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 22, 2021, 07:22:55 PM
Spider man the video game leaving a bit of garbage on the right and bottom right hand corner after the memory test ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 22, 2021, 09:03:08 PM
Hi the_maq,
Thanks for letting us know - it's been fixed.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 22, 2021, 10:23:30 PM
Yep the same problem with Golden axe R.O.D.A. along with the bottom half of the freeplay missing text - player 3 and 4 rotate constantly on the character select screen when the cabinet is set to 4 players ??

EDIT: I'm also getting the occasional slowdown with this and spiderman - plus spiderman crashed on me a few times ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 22, 2021, 11:56:01 PM
Thanks, I didn't have time to test anything other than the default settings.  Can you reproduce any of the crashes in spiderman?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 02:05:01 PM
the_maq, the problems you mentioned are fixed, except for the spiderman crash - because I can't reproduce it (yet).

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 23, 2021, 04:00:30 PM
the_maq, the problems you mentioned are fixed, except for the spiderman crash - because I can't reproduce it (yet).

best regards,
- dink
The crash..
Title: Re: FB Neo Bugs Reports
Post by: Plavil on February 23, 2021, 06:55:43 PM
Hello neo-geo community and emu creator(s). Many thanks for the titanic work and constant updates of the emulator.
I ran into the fact that the keyboard does not read circular movements well in Samurai Shodown V (Special). I compared with the Chinese emulator (GOTVG/X-zone), Steam Build (Code Mystics port).. So far, I have not found a way to upload gifs here, but you can see on them that with the same pressing of movements, the file burn neo does not register the movements correctly, but the steam build and the Chinese emulator register them (circural moves) .
I checked that this problem is inherent only to the keyboards, the joysticks works equally well in all emulators and steam build.
Final burn neo is now used for fightcade2 and redgppo (for fighting games and coop experience), and people suffer from these inconveniences.. As far as I understand, the developers of these platforms do not understand how the emulator works in order to solve the problem, so all hope is on you
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 08:30:24 PM
the_maq,
Hi, I'm trying to rule out something here - I need you to record the crash again, this time using the option "Record from Power-On".

Thanks & best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 08:52:13 PM
Plavil,
Can you explain to me how to make these movements with joystick and keyboard so I can see what the problem might be?
I don't know fighting games, so you will have to explain it well.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Plavil on February 23, 2021, 09:00:02 PM
https://gifyu.com/image/ZEmU (https://gifyu.com/image/ZEmU)

Of course, I will try to upload a gif, not sure if I'm doing it right (Such forums are new to me).

Half-Circular* movements in fighting games are usually referred to as 1236P/1236S/1236SK

And the emulator, for some reason, does not register them correctly
In order to make them, you need to draw a semicircular movement with an arcade stick, like a young moon or half a circle

I can do this moves with keyboard (I have been playing fighting games since childhood), but in FBNeo that they do not work correctly
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 23, 2021, 10:46:44 PM
the_maq,
Hi, I'm trying to rule out something here - I need you to record the crash again, this time using the option "Record from Power-On".

Thanks & best regards,
- dink
Round two...got a bit of a pattern going on here which i didn't pick up on earlier in the game - it stalls during spidey's leap position - shown in the pic (haven't checked yet with the rest of the gang) ??
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 24, 2021, 03:07:25 AM
Final burn neo is now used for fightcade2 and redgppo (for fighting games and coop experience), and people suffer from these inconveniences.

In the first place, we don't support software that use our code without respecting our license.

Also, i believe the issue with half-circle and keyboard is a fairly known one that doesn't only affect FBNeo : it's happening when opposites (left and right) are pressed at the same time during the move, something that's impossible on a standard controller. In FBNeo, if you do that, both directions are nullified, to avoid crashing pcb, i guess other softwares might be handling this differently.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 10:33:35 AM
the_maq,
please post you're config/games/spidman.ini and spidman.nv files, I think your config is different than mine, so the recording goes out of sync.

EDIT:
This is going to be a tough one to sort, so I need a bit of extra help tracking it down.
Could you also try to reproduce the crash with completely default settings?  for example, rename or move spidman.nv somewhere temporarily, then load fbn & start game & start a recording (from power on) and try to cause it to crash. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 02:12:58 PM
the_maq,
Please disregard part of the previous post:
good news - I found the problem and a fix will be available shortly (~30 minutes after this is posted)

p.s. it would still be nice to get your spidman.nv and spidman.ini file, though, for testing

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 02:25:23 PM
Plavil:
To help me figure out the problem, please get the latest fbneo exe from here:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

Load up the game and then:
Game -> Replay -> Record Input
make sure [X] Record from Power On <- is checked

Now try to do several moves with half-circle using Keyboard
Close recording and do it again (a new recording, new game), but this time using joystick.

Post both recordings here and I will try to see where the problem is.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 24, 2021, 05:21:46 PM
Plavil, did you check for ghosting ? (ghosting is when you press several keys on a keyboard and some don't get registered)
There is a tester at https://drakeirving.github.io/MultiKeyDisplay/

Typically, here, if i'm already pressing left and bottom, right won't be registered, do you have the same issue ? If so, maybe try using WASD for directions (they aren't affected by ghosting for me), i think lots of keyboard gamers are doing that.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 24, 2021, 07:00:37 PM
the_maq,
Please disregard part of the previous post:
good news - I found the problem and a fix will be available shortly (~30 minutes after this is posted)

p.s. it would still be nice to get your spidman.nv and spidman.ini file, though, for testing

best regards,
- dink
Had a busy day at work i just got back, but here we are..
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 24, 2021, 08:27:54 PM
Part of the background in Rad Rally for system 32 is not correctly displayed (mountain stage) will this be an easy fix ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 09:08:17 PM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one, I'm afraid.  Unlike Konami or some other vdp's that I've fixed in the past, this is a very wild and untamed beast.  I spent a couple days just on that one, and every time it came with contradictory results - fixing the select screen would break later parts of the game.  I've marked all the games with little gfx issues in the game notes, but, if you find anything else please post it, because it could be something that could be fixed - and of course, its always good to have a log of the issues.

So far these are known:
Jurassic Park: continue screen (after death) is sometimes covered up depending on the scene
TitleFight, Dark Edge: background issues


best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on February 24, 2021, 10:45:09 PM
A lot of those S32 bugs have been in the MAME drivers for years so I've come to accept them.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 25, 2021, 09:17:55 AM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one...

Is it based on MAME source code?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 25, 2021, 01:00:01 PM
geese howard, the vdp is
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 25, 2021, 01:07:54 PM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one, I'm afraid.  Unlike Konami or some other vdp's that I've fixed in the past, this is a very wild and untamed beast.  I spent a couple days just on that one, and every time it came with contradictory results - fixing the select screen would break later parts of the game.  I've marked all the games with little gfx issues in the game notes, but, if you find anything else please post it, because it could be something that could be fixed - and of course, its always good to have a log of the issues.

So far these are known:
Jurassic Park: continue screen (after death) is sometimes covered up depending on the scene
TitleFight, Dark Edge: background issues


best regards,
- dink
No problem, I'll keep a lookout and I appreciate all that you and the rest of the team have done so far. :cool:
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 25, 2021, 03:45:07 PM
it seems that golden axe system 32 dont respect window limits. Can you see half monster in the bottom of screen?
I?m using quadruple size.

(https://ibb.co/V3qFjH5)

https://ibb.co/V3qFjH5



Edit: Same mame

I dont remember how arcade was....
Title: Re: FB Neo Bugs Reports
Post by: dink on February 27, 2021, 09:01:14 AM
geese howard, it's normal
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 02, 2021, 06:37:37 PM
F1 super lap: System 32 - bottom half of the score table is missing along with the racer in the foreground ? Here's footage of the actual board https://youtu.be/1lr7KVgg28w?t=113..
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 03, 2021, 01:32:29 AM
Seems like another gfx issue we inherited, thanks for the report.
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 03, 2021, 05:20:34 AM
Gunfight 3in1  shows black screen after loading.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 03, 2021, 06:08:06 PM
suratk

Intermittent freezing (often and obvious, but random) on chapter 4 - fly me to the moon
I was able to compete the game (with patience) and all other chapters have no issues.

tested in most recent Retroarch port on Windows 10 and Retropie/rpi4
Title: Re: FB Neo Bugs Reports
Post by: dink on March 03, 2021, 08:04:37 PM
Hi matchew64,
I played this one to the end about a month ago and didn't get any freezing in #4.
Just a couple questions to help me reproduce the problem (so it can be fixed):
Do you have run-ahead on?  If so, can you play chapt.4 again with it turned off and see if it helps?
When it freezes, does it ever un-freeze, or do you have to reload a state from before the freeze?

p.s., I will have to wait for barbudreadmon to convert the libretro state to fbneo-style before it can be checked out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 03, 2021, 09:16:59 PM
Run-ahead was not enabled during my playthroughs.

The game freezes for about 2-10 seconds intermittently, only throughout chapter 4. The level can technically be completed.

Thank you for all of your hard work. My 9 year old and I both appreciate everything that you do to keep this project going.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 04, 2021, 03:28:44 AM
@dink i'm getting those freezes too, i played around with various settings and compile flags but couldn't find one that would improve situation, nothing in asan/ubsan either, i also noticed some error on "character rom" in diag. Here is the converted state.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 04, 2021, 09:47:57 AM
Thanks barbudreadmon!

Matchew64,
Problem solved, or at least I think it is :)  give it a try when the update is available on the libretro side.
Thanks for letting us know about this problem!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 04, 2021, 01:12:50 PM
suratk

I completed an entire playthrough with no issues on the Retroarch port. Thank you for fixing this one.

If you ever need a specific game tested, send a request my way and I'll be happy to do it.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 04, 2021, 07:56:07 PM
Spiderman: System 32 - lagging again ??
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 05, 2021, 09:32:45 AM
@dink

In Rampage World Tour (rmpgwt).

Could you map the Player 3 buttons in order to play with the werewolf?

Thank You!!
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 05, 2021, 10:20:16 AM
@fastpop72 it should be fixed
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 05, 2021, 12:32:36 PM
@fastpop72 it should be fixed

MANY THANKS @barbudreadmon

Title: Re: FB Neo Bugs Reports
Post by: dink on March 05, 2021, 02:16:12 PM
Spiderman: System 32 - lagging again ??

Care to explain a little more what is going on?  I loaded your state and started playing, everything seems fine though.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on March 05, 2021, 06:33:03 PM
Its pretty sluggish without autoframeskip on (just like with all other System 32 games) but I think that's more a problem with what I'm running it on (an Nvidia Shield)
Title: Re: FB Neo Bugs Reports
Post by: iq_132 on March 05, 2021, 07:50:06 PM
Its pretty sluggish without autoframeskip on (just like with all other System 32 games) but I think that's more a problem with what I'm running it on (an Nvidia Shield)
Emulation of system 32 is VERY CPU intensive. The shield really isn't going to cut it.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on March 05, 2021, 08:29:00 PM
Emulation of system 32 is VERY CPU intensive. The shield really isn't going to cut it.

Well outside of some snags, Auto runs 'em fine so I don't consider it a problem.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 02:52:08 AM
HIGH IMPACT FOOTBALL -- SUPER HIGH IMPACT FOOTBALL -- TROG

These three Y-Unit hardware games have some unused vertical lines on far right side. In mame they're full screen.

On the two football games is missing the START button mapping for players 2, 3 & 4.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 03:13:15 AM
REVOLUTION X

The games seems have two unused lines at the bottom screen and you can't navigate Diagnostic screen because there are the two volume control missing (- & +).

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 04:12:27 AM
T.N.K. 3 (tnk3)

Player 2 has a strange behaviour when using the "Button 3 (Rotate)", the upper gun is spinning fast. Using Player 1 the behaviour is correct, instead.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 10:34:05 AM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 06, 2021, 03:43:58 PM
Hey. I've noticed visual glitches in the road background of Cue Brick. Check out the right part of the road, as well as the clouds. Attaching a savestate just before entering that stage. Thank you.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on March 06, 2021, 04:52:48 PM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.

fastpop72

Including .fs/.ini files and screenshots will help them to solve quickly.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 06, 2021, 04:56:00 PM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.

Hi Fastpop72,
Please post your config/fbneo.ini and config/games/radr.* files, so I can try to reproduce the problem.  (I can't on my side that's why I'm asking)

nest regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 07, 2021, 03:17:38 AM
Hi Fastpop72,
Please post your config/fbneo.ini and config/games/radr.* files, so I can try to reproduce the problem.  (I can't on my side that's why I'm asking)

nest regards,
- dink

Hello @dink... Here's the ini files, a screenshot (even screenshot gets corrupted) and a pic made with my phone to see exactly the bug.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 07, 2021, 09:54:20 AM
HARD DUNK (harddunk)

The Player 3 commands are not mapped.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 07, 2021, 10:16:04 AM
Hi fastpop72,
Rad Rally:
After a bit of research I found that the Autopause function is conflicting with the mode change at game start.
aka: Misc -> Options -> Auto Pause
EDIT: It should be completely fixed now, thanks for the bug report :)

Hard Dunk:
Regarding p3+, we intentionally don't automap those, but you can map them and add it to your master preset file if you'd like.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 08, 2021, 11:41:40 AM
@fastpop72 thanks for the reports, all those issues should be solved except for tnk3, which is a known issue (see https://github.com/finalburnneo/FBNeo/blob/master/src/burn/drv/pre90s/d_snk.cpp#L7)

Edit : actually i had to revert the "2 lines at bottom" fix for revx, reason for the difference with MAME : MAME is rendering this at 400x254 while FBNeo renders this at 400x256, but we can't set height to 254 because it'll break scanlines with directx
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 08, 2021, 02:56:11 PM
@barbudreadmon

THANK YOU!!!!
Title: Re: FB Neo Bugs Reports
Post by: pacioso on March 08, 2021, 05:42:33 PM
reporting missing background graphics from Phelios
Title: Re: FB Neo Bugs Reports
Post by: dink on March 08, 2021, 08:57:10 PM
pacioso, thank you, problem is fixed!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on March 09, 2021, 03:47:38 AM
reporting missing background graphics from Phelios

Scary Background, thanks for the fix dink.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2021, 10:11:41 AM
Hey. I've noticed visual glitches in the road background of Cue Brick. Check out the right part of the road, as well as the clouds. Attaching a savestate just before entering that stage. Thank you.

Stifu,
Thanks for the report.   I did quite a bit of debugging on this one, and starting to think that this is a bug in the game.   If you notice, the tiles on the right side are flipped wrong, and for example, the tip of the cloud is character #F84 (on both sides, yet the one on the right side is flipped wrong).  There is no other data to say that the one on the right is supposed to be flipped - well, none that I could find, at least.
All I can do now is declare it as a possible game bug.

EDIT: The Japanese version doesn't exhibit this problem, and it's still in english

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 09, 2021, 03:29:28 PM
I see. I saw videos where the graphics were correct, but they may have been videos of the Japanese version. I can't find a video of the game running on real hardware...
Thanks for taking the time to look into this, dink!
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 09, 2021, 07:43:02 PM
OutRunners

This is not an emulation error per se, but rather corresponds to the area where the title and preview are displayed.

When taking the screenshots they look good individually:

(https://i.postimg.cc/Prx1W5zv/orunners.png)(https://i.postimg.cc/yNq9CXq0/orunners2.png)

But in the game selection area, the screenshots look like squashed:

(https://i.postimg.cc/LX21n98X/22.jpg)

Greetings
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2021, 11:03:35 PM
Pelucon8:
That doesn't look good at all.  I'm trying to think of a good work-around / fix / solution....
Title: Re: FB Neo Bugs Reports
Post by: dink on March 10, 2021, 03:55:08 PM
Pelucon8,
I created a fix for single screen title&preview pic on a double-monitor game.  (outrunners) - please give it a try :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 10, 2021, 04:36:26 PM
Thank you very much, dink. Now everything is displayed correctly:

(https://i.postimg.cc/brNgwTWF/22.jpg)

By the way, some time ago I also reported something similar with the game World Rally 2 and, as now, you solved it yourself  :biggrin:

Regards
Title: Re: FB Neo Bugs Reports
Post by: dink on March 10, 2021, 08:00:42 PM
Pelucon8, excellent! :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 10, 2021, 11:21:37 PM
Stadium cross: System 32 - The player 2 screen is bugged ?
Title: Re: FB Neo Bugs Reports
Post by: dink on March 11, 2021, 01:00:42 AM
the_maq, thanks for the bug report - problem solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 11, 2021, 02:08:09 AM
@barbudreadmon

Hello, could you rise the max players for the new namco driver games? In libretro core you can't map player 3 & 4.

The games that needs 4 players are Exvania, Numan Athletics, Super World Court, Knuckle Heads.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 11, 2021, 03:27:41 AM
@fastpop72 done, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: MTR on March 11, 2021, 10:27:32 AM
Hello,

First of all thanks for all your great work on this great emulator.
Unfortunately the Namco-NA games (tested with cgangpzl, emeralda, exvania, numanath and tinklpit) don't seem to work on android (NVIDIA Shield - Retroarch 64bit) - just black screen hanging at around 34 fps.
Another thing I've noticed is lack of sample playback in Bomber Man World / New Dyna Blaster - Global Quest - the explosion sound is very weak. This was fixed in MAME (0.142u2: Alex Jackson hooked up sample playback in Bomber Man World / New Dyna Blaster and clones and removed GAME_IMPERFECT_SOUND flag).
Also Ketsui doesn't have default settings (it won't allow continues after game over).

Thanks a lot in advance.

edit: one more - all (I think) rohga driver games (Rohga, Nitroball, Wizard Fire etc.) should run at 58fps.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 11, 2021, 11:31:58 AM
@MTR Namco NA should be ok on android now, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: dink on March 11, 2021, 04:04:34 PM
MTR,
Thanks for letting us know :)   the sound in Bomberman World should be OK now.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: MTR on March 11, 2021, 04:54:00 PM
The games run great now. Thanks a lot barbudreadmon & dink.
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 12, 2021, 02:43:20 PM
Stadium cross

At the start of the game and a few seconds later, the sound of the motorcycle engine disappears during the whole race except during jumps and for a brief moment.

This does not happen in mame (version 0.220 is the one I use).

Regards
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 12, 2021, 04:02:08 PM
Stadium cross

At the start of the game and a few seconds later, the sound of the motorcycle engine disappears during the whole race except during jumps and for a brief moment.

This does not happen in mame (version 0.220 is the one I use).

Regards

I noticed too the sound engine (and the croud) disappearing but i use mame 0.227 and the behaviour is the same. Are you sure that mame 0.220 has sound ok?

UPDATE: It turns out Stadium Cross is one of those games that has a separate sound route for the engine speakers (requiring its own machine config). That will require a bit of research.

(Info taken from mametesters:  https://mametesters.org/view.php?id=7607  )
Title: Re: FB Neo Bugs Reports
Post by: dink on March 12, 2021, 04:53:00 PM
The sound in stadium cross was never fully emulated by mame, I tried a few times to improve it, but didn't get anywhere.  mame .220 is exactly the same as the latest .229, you might be confusing your bikes engine sound with the endine sounds of the riders next to you, but after they get ahead or you get ahead, it goes away.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 12, 2021, 06:02:00 PM
Well, you're right, I don't know what I was thinking. That's what happens when you compare emulators with 3 beers in your body.  :biggrin:

Regards

I noticed too the sound engine (and the croud) disappearing but i use mame 0.227 and the behaviour is the same. Are you sure that mame 0.220 has sound ok?

UPDATE: It turns out Stadium Cross is one of those games that has a separate sound route for the engine speakers (requiring its own machine config). That will require a bit of research.

(Info taken from mametesters:  https://mametesters.org/view.php?id=7607  )

@fastpop72

The truth is that it is quite strange, the sound of the engine of my bike did not sound when I was alone on the track (I let my rivals overtake each other) except in the jumps, that is, only the voice of the commentator was heard during the whole race. In version 0.220, when doing the same exercise above, the sound of my engine is heard constantly.

The strange thing is that now, when reloading the game again in FBN, you hear the engine of my bike constantly during the race.

 I really have no idea how it happened.

______________________________________________________________________________

I think I know what happens. When I start the game with Multi-Screen Mode on, the sound of my bike goes away during the race, but when I start the game to display it on one screen (Multi-Screen Mode off), the sound of my bike's engine is constant throughout the race.

______________________________________________________________________________

I noticed another thing, not always the sound of the engine of your bike will sound during the whole race when you first load the game, but curiously, when you restart the game (F3), the sound of the bike comes back during the whole race...

The truth is like random, and when the sound of the engine of your bike does not sound when you just load the game, you just have to restart (F3). I tried this 5 times and it worked.

This "tip" works in both:
Multi-Screen Mode: Enabled
Multi-Screen Mode: Disabled
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 13, 2021, 09:40:25 AM
I noticed another thing, not always the sound of the engine of your bike will sound during the whole race when you first load the game, but curiously, when you restart the game (F3), the sound of the bike comes back during the whole race...

The truth is like random, and when the sound of the engine of your bike does not sound when you just load the game, you just have to restart (F3). I tried this 5 times and it worked.

Yes you were right. At the first play engine sound doesn't work but if you press Reset (F3) as soon as the race starts then restart the game you can hear the engine sound appears during game.

Title: Re: FB Neo Bugs Reports
Post by: WILOWAR on March 13, 2021, 11:19:01 AM
Air Rescue, arescue -  title screen flickering and half display

Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 14, 2021, 04:55:50 AM
Air Rescue, arescue -  title screen flickering and half display

I don't think it's a bug.

FBNeo recognize the game as single-screen but this arcade was released as a twin-screen game.

Half of the title screen is in the right screen, as you can see in mame.


(https://i.imgur.com/ugvBiWv.png)


If you start game for Player 1 you can see an alternative title screen for Player 2.


(https://i.imgur.com/VP9XvxB.png)


I think the only thing to do in FBNeo is to fix the double screen mode in arescue & clones....

Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on March 14, 2021, 08:50:06 AM
Nice fix! I remember there is a nother game as well have similiar problems, but is not on FBNeo Yet.

Apache 3.

This can be checked dink?  :eek:

https://www.youtube.com/watch?v=kqOK9zKj4ds
Original Hardware: https://www.youtube.com/watch?v=zT9VGh4ftj4

Title: Re: FB Neo Bugs Reports
Post by: dink on March 14, 2021, 09:36:50 AM
Air Rescue - this is a linked dual-machine game, and we only emulate 1 of the machines.  Outrunners for example, runs both screens on a single machine(pcb).  The flicker on the titlescreen is normal incase you're wondering.

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: geese howard on March 18, 2021, 03:58:09 PM
Sometimes roms?s icons dont load correctly
I must click on another game and return to see right icon.
In this case, ssf2xj.ico exists on support/icons folder.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 25, 2021, 07:49:19 PM
Retroarch build Windows 10

wboy

Area 6, Round 4

After defeating the boss (lion), you ascend on a platform to the goal. Except on this level; the platform falls instead, and you die.

Title: Re: FB Neo Bugs Reports
Post by: dink on March 25, 2021, 08:26:37 PM
Hi matchew64,
This is actually a "dirty little joke" added by the developers of the game - if you take too long to beat the boss or your health runs into the red zone, the platform falls and you have to play the level over.  Here's 2 screenshots I just made to show how the health bar controls the direction of the elevating platform:
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 25, 2021, 08:43:49 PM
Thanks, Dink.

That level is mean.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 25, 2021, 09:21:44 PM
Yes, very mean.  A tip for the boss: get up close; within like 3 character-widths (or so), and he can't hit you with fireballs. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on March 27, 2021, 11:37:16 PM
Sometimes roms?s icons dont load correctly
I must click on another game and return to see right icon.
In this case, ssf2xj.ico exists on support/icons folder.

sometimes system doesn't have enough gdi handles to load too many icons.  Did you try to increase per process gdi handle quota?
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 11:25:08 AM
Emeraldia (emeralda & emeraldaja) garbled logo..

(https://i.imgur.com/fvLzFkE.png)

The romset emeraldaj is not affected...

PS: @dink THANK YOU for fixing the na1 background color!! I will test the driver extensively now...
Title: Re: FB Neo Bugs Reports
Post by: dink on March 28, 2021, 11:49:15 AM
You're welcome.
I know about emeralda, but don't understand yet how to fix it. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 12:49:06 PM
Great Sluggers (gslgr94u) missing faded selection bar (see pics).

In FBNeo:
(https://i.imgur.com/nScEuK1.png)

In Mame:
(https://i.imgur.com/2Nd3XAI.png)
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 02:29:44 PM
J-League Soccer V-Shoot (vshoot) little pixel garbage in upper-left corner.

(https://i.imgur.com/QWs3CtB.png)
(https://i.imgur.com/WYPxXKj.png)
(https://i.imgur.com/mfggwha.png)

Same in Mame.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 28, 2021, 11:15:00 PM
Hi fastpop72,
Sprite shadowing over tilemap function added to namconb1/2, this fixes the selection on gslgr94u.  Thanks for your bug report!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Osso on March 29, 2021, 02:33:58 AM
Hi,
FWIW MAME isn't handling gslgr94u correctly. There are screenshots on how it should really look here: https://mametesters.org/view.php?id=3161
Nice work adding this system to FBNeo!
Title: Re: FB Neo Bugs Reports
Post by: dink on March 29, 2021, 10:38:16 AM
Hi Osso,
To get that effect, and also to get the proper colors in sws97 also (to be like PCB), the shadow/highlight palette entry for 0xffe (c355) needs to be either 0x800 or 0x1800.  At first I thought this was configured somewhere, the only likely candidate being 3rd word of spriteram (0x0180 gslgr94u, sws97), but j-league contradicts.
Maybe it's just as simple as configuring the shadow offset to 0x800 for nb1?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Osso on March 29, 2021, 12:06:46 PM
Wow, this was quick!
I'm not the right person to discuss this with, as I have very limited technical knowledge. I took the liberty to link you post in the MAMETesters bug.
Thanks for looking into this :)
Title: Re: FB Neo Bugs Reports
Post by: dink on March 29, 2021, 08:11:51 PM
Osso,
thanks :)
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 31, 2021, 02:19:40 PM
Retroarch, Win10

battlane

Final "boss" missing graphics, green bar on right edge
Title: Re: FB Neo Bugs Reports
Post by: dink on March 31, 2021, 11:36:17 PM
Hi matchew64,
thanks for the bug report - the problem has been solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 08, 2021, 10:21:23 PM
@Dink - The cheat dat won't work with the Midway titles for e.g. the Mortal kombat games and T2 arcade etc ?
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 08, 2021, 11:16:22 PM
RetroArch, Win10 (also present in stand-alone fbneo)

baraduke

menu prizes during "lottery" are slightly offset.

mame posted for reference.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 09, 2021, 09:54:55 AM
matchew64, thanks - problem solved :)
Title: Re: FB Neo Bugs Reports
Post by: dink on April 09, 2021, 09:55:47 AM
@Dink - The cheat dat won't work with the Midway titles for e.g. the Mortal kombat games and T2 arcade etc ?

they should work fine now :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 09, 2021, 08:20:56 PM
they should work fine now :)

best regards,
- dink
Cheers :cool:
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on April 13, 2021, 05:20:43 AM
Contra (contra)

Seems the "bullets&rollers" going in the right corner has been fixed today in Mame. Here's the pull request: https://github.com/mamedev/mame/pull/7951

FBNeo has the same bug.

(https://i.imgur.com/ExCz2R4.png)

(https://i.imgur.com/AlV627S.png)

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 13, 2021, 09:40:27 AM
@fastpop72 thanks for letting us know, we just backported it
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on April 13, 2021, 11:46:15 AM
@fastpop72 thanks for letting us know, we just backported it

Cool!!! Quick fix! I love you all FBNeo staff!
Title: Re: FB Neo Bugs Reports
Post by: Neildark on April 18, 2021, 04:31:40 AM
Hello. I do not know if it has been commented before, but in Wizard Fire (Over Sea v2.1), in some levels the transparencies do not work when you use 'Blitter Option' Direct x9Alt and any xBR filter (the best for 2D games). Greetings.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 18, 2021, 09:11:46 AM
fastpop72 thanks :)
Title: Re: FB Neo Bugs Reports
Post by: dink on April 18, 2021, 09:16:18 AM
Neildark,
That's an unfortunate side-effect of some effects, xBR runs at 16bpp, and in order to do alpha transparencies (in an efficient manner) the system needs 32bpp.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 02:24:14 AM
For some reason vertically aligned games such a Moon Cresta and Ms.Pac Man are displayed upside down on my laptop pc (Windows 8 64 bit) I've tried disabling 'rotate vertically aligned games' , tried different resolutions with no avail
The issue only occurs when I'm on basic blitter (Direct Draw) mode , other modes don't have this problem

The thing is , I can use basic blitter without such issue on my old Windows XP 32 bit computer (FBNeo 1.0.0 version XP Build)

Any ideas on the issue ?

Edit:I noticed another vertical game , Mr.Do runs fine without this problem

Games on Pacman hardware and Moon Cresta seems to be effected by the issue

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 19, 2021, 04:31:15 AM
@ClessxAlghazanth : "FBNeo 1.0.0" doesn't look like a proper version from our buildbot, where did you download this ? Make sure you download FBNeo from https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build. Anyway, about your issue, those games are flipped when emulated, and we use hardware acceleration from the gpu to unflip them, so it looks like something might be wrong with hardware acceleration on your laptop.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 19, 2021, 09:01:06 AM
ClessxAlghazanth, Some video drivers don't support hardware flipping in directdraw, so this is why some vertical games aren't properly flipped using the basic blitter.  To overcome this, use the Enhanced Blitter - it works fine in WinXP, it should work perfectly in WinXP - I use this one on my XP machine.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 06:27:36 PM
@ClessxAlghazanth : "FBNeo 1.0.0" doesn't look like a proper version from our buildbot, where did you download this ? Make sure you download FBNeo from https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build. Anyway, about your issue, those games are flipped when emulated, and we use hardware acceleration from the gpu to unflip them, so it looks like something might be wrong with hardware acceleration on your laptop.

Thanks , I see :) I'll check my video driver acceleration settings

I have downloaded the build from the github (official release)

ClessxAlghazanth, Some video drivers don't support hardware flipping in directdraw, so this is why some vertical games aren't properly flipped using the basic blitter.  To overcome this, use the Enhanced Blitter - it works fine in WinXP, it should work perfectly in WinXP - I use this one on my XP machine.

best regards,
- dink

I tried using enhanced blitter , but while it works fine at most times , some vector games such as Black Widow and Tag Scan run like in slow motion with it :(

I guess checking and updating the video drivers and changing the blitter according to the game would be the best thing to do :)

Title: Re: FB Neo Bugs Reports
Post by: dink on April 19, 2021, 08:24:16 PM
Thanks , I see :) I'll check my video driver acceleration settings

I tried using enhanced blitter , but while it works fine at most times , some vector games such as Black Widow and Tag Scan run like in slow motion with it :(

I think it might be down to the blitter settings.  Care to try something?  Choose the Enhanced Blitter, load Black Widow and then go to "Video -> Blitter Options -> Disable all effects".  If that doesn't help, try toggling "Video -> Blitter Options -> Advanced Settings -> use DirectX Texture Management" and "Video -> Blitter Options -> Advanced Settings -> Force 16bit emulation".  For these options you might have to restart FBNeo to notice any effect.  If neither of those help, could you try pressing backspace while Black Widow is open and observe the fps counter at the top-right of the screen?  What kinda fps do you get with basic and enh. blitters? 

You might also try the latest cutting-edge version of FBNeo @ https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the 2019 release date on that page, a robot updates the files in the links many times a day :)

*edit* I remember on my WinXP machine, I had to run without vsync, so you might also try toggling "Video -> Enable Vsync (windowed)" if none of the above methods help.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 10:09:30 PM
I think it might be down to the blitter settings.  Care to try something?  Choose the Enhanced Blitter, load Black Widow and then go to "Video -> Blitter Options -> Disable all effects".  If that doesn't help, try toggling "Video -> Blitter Options -> Advanced Settings -> use DirectX Texture Management" and "Video -> Blitter Options -> Advanced Settings -> Force 16bit emulation".  For these options you might have to restart FBNeo to notice any effect.  If neither of those help, could you try pressing backspace while Black Widow is open and observe the fps counter at the top-right of the screen?  What kinda fps do you get with basic and enh. blitters? 

You might also try the latest cutting-edge version of FBNeo @ https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the 2019 release date on that page, a robot updates the files in the links many times a day :)

*edit* I remember on my WinXP machine, I had to run without vsync, so you might also try toggling "Video -> Enable Vsync (windowed)" if none of the above methods help.

best regards,
- dink

Thank you !

I tried using the enh blitter with all effects disabled and while it works at full speed with windowed mode , it lagged badly on fs mode

I messed around a bit more with the options and found out that regardless of the blitter mode , every game I tried runs in slow motion with Fullscreen Mode with triple buffering enabled (both basic and enh blitter modes run fullspeed with triple buffering turned off , except for vector games)

But with enh blitter mode , even I disable all effects (regardless of triple buffer on or off) Black Widow runs around 20 fps :(

So , use basic blitter for almost everything , and switch to enh blitter for Pacman hardware games and Terra Cresta (unless they are upside down)

I have attached screens for reference

Btw can I just replace the executable in my FBNeo folder in order to use the cutting edge build ? Would I need to audit my roms with clrmamepro ?
Title: Re: FB Neo Bugs Reports
Post by: Al82 on April 25, 2021, 09:19:19 AM
I think there's a display bug in Zero Team USA - the player sprite always seems to display over the top of other sprites; I compared to a recent version of MAME, which doesn't have the problem (comparison shot included). An older version of MAME does have the same problem, which suggests some kind of fix for the driver was implemented recently.

There's also a problem with the second boss who leaps on top of the I-beam girders; he leaps on top of one girder, but then randomly appears on top of another (could be related to first problem I guess). I've attached a save state.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 25, 2021, 09:54:34 AM
Hi Al82,
The "zeroteam" version of zeroteam has some pretty big protection issues and it's one reason why I left it stay buggy like that.  (check the game Notes:)  The clones under it "New Zero Team" and "Zero Team 2000" are perfect though, and not much different from the parent, so I recommend using one of those.  I think one of those clones is exactly the same as "zeroteam", but one has a different level order.  I can't remember which, though!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 25, 2021, 10:57:49 PM
Not sure if it's a bug but foreign (Japanese) text in history.dat is not displayed correctly (I'm running W8 in Japanese so language support shouldn't be the issue , I suppose ?)

Best regards
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 25, 2021, 11:31:35 PM
Jumping Pop (set 1) gives and guru meditation error and doesn't run (same for set 2)

Attached screens for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: dink on April 25, 2021, 11:58:41 PM
Hi,
Regarding the Jumping Pop crash (guru meditation error), can you please try with a current version of FBNeo (1.0.0.01-git version from today).
I think this problem was already fixed since the 1.0.0 release.

Download at:
WinXP version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-xp-gcc.7z

Win7+ version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

These links will always download the absolute latest version (compiled about 3 hours ago).

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 26, 2021, 07:39:47 PM
Hi,
Regarding the Jumping Pop crash (guru meditation error), can you please try with a current version of FBNeo (1.0.0.01-git version from today).
I think this problem was already fixed since the 1.0.0 release.

Download at:
WinXP version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-xp-gcc.7z

Win7+ version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

These links will always download the absolute latest version (compiled about 3 hours ago).

best regards,
- dink

I've just downloaded the latest 1.0.0.01 build from github but guru meditation error is still there :(
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 26, 2021, 08:25:01 PM
Same problem here - mines is Windows 7 ??
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 26, 2021, 08:59:21 PM
RetroArch, Win10

mmatrix

Player 1 accumulates EXP at a much lower rate than player 2, regardless of player ability. I finished a play through and never got past EXP level 3, whereas player 2 was at level 5 well before the ending. Player 1 was a 41 year old "gamer" and player 2 was a 9 year old, for reference.

I would attach a photo or save state, but I am not sure how it would actually help.

Thank you for all of your hard work, guys.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 26, 2021, 09:13:40 PM
I've just downloaded the latest 1.0.0.01 build from github but guru meditation error is still there :(

Hi,
Please download again and try, problem is fixed now :)  (if not, wait 15 minutes and download again, bot needs to finish compiling)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 26, 2021, 09:17:09 PM
RetroArch, Win10

mmatrix

Player 1 accumulates EXP at a much lower rate than player 2, regardless of player ability. I finished a play through and never got past EXP level 3, whereas player 2 was at level 5 well before the ending. Player 1 was a 41 year old "gamer" and player 2 was a 9 year old, for reference.

I would attach a photo or save state, but I am not sure how it would actually help.

Thank you for all of your hard work, guys.

Hi,
Can you erasing the nvram and try again?  I wonder if some sort of rank got saved.  I know games like Battle Garegga does this.  Also could you try a game in mame to see if the same thing happens there?
It's the only thing I can think of to try to narrow down the issue.

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 26, 2021, 09:41:52 PM
Hi,
Please download again and try, problem is fixed now :)  (if not, wait 15 minutes and download again, bot needs to finish compiling)

best regards,
- dink

Wow , that was quick once again !  :wink:

Do I have to download after this button on the github page turn to green ?

I redownloaded the latest build and voila ! I can finally play Jumping Pop on my favourite emulator  :cool:

Although the game is more or less a rip-off of Data East's Tumble Pop , I like the game because I actually knew this game before discovering the original  :p
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 26, 2021, 11:34:44 PM
Some problems with these updates (I don't know which one exactly):

(https://i.postimg.cc/14xtjpS7/mal.jpg)
(https://i.postimg.cc/nrm7rVc5/mal2.jpg)

Super contra: Intermittent sound quite annoying. Then it gives the following message:
(https://i.postimg.cc/gkYknkJZ/super-contra.jpg)

Shinobi: Shinobi: As soon as it starts, it gives an error or you hear that intermittent sound:
(https://i.postimg.cc/kgHn1QyQ/shinobi.jpg)

Funky Jet: The same as in "super contra" or simply does not start and then this message appears:
(https://i.postimg.cc/QMWjRF6R/Funky-Jet.jpg)

Tumble Pop: Same as in super contra and "funky jet" or sometimes it doesn't go beyond the Data East screen. It always gives this error:
(https://i.postimg.cc/Vv4wjn6b/Tumble-Pop.jpg)

I have not tried other games, but I went back to a previous update and the above mentioned problems disappeared. In this one there are no problems:
(https://i.postimg.cc/KvKp7tRS/bien.jpg)

I use the xp version

greetings
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 27, 2021, 12:29:17 AM
@Dink

RetroArch, Win10

mmatrix

I cleared the NVRAM for the game and the issue still persists. I played through mame 0.139 and the "issue" is also there.

Player 1 simply does not level up as quickly as player 2. Perhaps it was built that way into the game?

I have play tested through the first 4 levels with both players several times, with the same ship, and get the same results, unless I am missing something...
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:30:26 AM
Not sure if it's a bug but foreign (Japanese) text in history.dat is not displayed correctly (I'm running W8 in Japanese so language support shouldn't be the issue , I suppose ?)

Best regards

This is fixed now, thanks for the report :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:31:20 AM
Some problems with these updates (I don't know which one exactly):

Please re-download & try again, an old bug was uncovered while fixing something in the ym2151 which caused these crashes.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:36:44 AM
@Dink

RetroArch, Win10

mmatrix

I cleared the NVRAM for the game and the issue still persists. I played through mame 0.139 and the "issue" is also there.

Player 1 simply does not level up as quickly as player 2. Perhaps it was built that way into the game?

I have play tested through the first 4 levels with both players several times, with the same ship, and get the same results, unless I am missing something...

Hmm, curious!  I will have to do some research on this one.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 27, 2021, 02:12:53 AM
Everything seems to be fine now. Thank you very much for fixing it, dink.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 06:26:13 AM
FBNeo has a rom "umk3uc" which is a hack of umk3. it hangs on continue screen and doesn't show all included graphics.  i'm the author of the hack and i would like to contact the developer who added this hack to provide information how to fix all the issues.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:15:57 AM
KOHR,
Hi, can you please provide info for fixing your hack?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 10:53:20 AM
The current emulation level doesn't work with default settings. No way to make it work with the main branch. I would've made a new branch with FBNeo optimized settings. My rom is contionuously updating so i think i will just ask you to change checksums like once a year. Does this plan sound OK?
If yes, i will provide a source file with the new checksums when it's done
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 02:53:22 PM
KOHR, ok, but what kinda settings do we need to change to make it work?
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 04:01:54 PM
The game hangs on the continue screen. The only thing is changed here is text. I don't know why it can hang the game but i'll revert this screen to default.
FBNeo emulation of sound for UMK3 is very bad. Default sound level is increased from 50% to 90%. This makes the game sound unbelievable bad for the hack. I'm going to revert it to the default value.
The game has additional graphics banks like another hack, "umk3 plus". I use hacked MAME to use those banks. An emulator should tell the rom he knows about the additional banks or rom will use standard banks only. I'm going to copy umk3 plus code for this, and force the rom to use the extened graphics without asking the emulator about this.
How should i provide the sources? Can i attach it here? What version should i use as a base? There will be really minor difference from your source, like new checksums for all files, nothing more i think.
Can i use emulator's name in the title screen? Like "FB NEO rom_version" to people can see it's a different branch.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 27, 2021, 04:31:30 PM
The game hangs on the continue screen.

Hmmmm dink fixed that one with https://github.com/finalburnneo/FBNeo/commit/43582a2885e77eac83cf493f107b803a677fcbfb a few months ago, but it seems to be back (after the new tms340x0 cpu core got ported ?).
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 27, 2021, 07:46:31 PM
@Dink - T2 - Arcade has been Guru Meditated  ?
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:17:25 PM
the_maq, Although, I think this was already fixed, try downloading the current exe, if it isn't, please let me know.

to all, I'm re-working some code, please be patient. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:20:45 PM
The game hangs on the continue screen. The only thing is changed here is text. I don't know why it can hang the game but i'll revert this screen to default.
FBNeo emulation of sound for UMK3 is very bad. Default sound level is increased from 50% to 90%. This makes the game sound unbelievable bad for the hack. I'm going to revert it to the default value.
The game has additional graphics banks like another hack, "umk3 plus". I use hacked MAME to use those banks. An emulator should tell the rom he knows about the additional banks or rom will use standard banks only. I'm going to copy umk3 plus code for this, and force the rom to use the extened graphics without asking the emulator about this.
How should i provide the sources? Can i attach it here? What version should i use as a base? There will be really minor difference from your source, like new checksums for all files, nothing more i think.
Can i use emulator's name in the title screen? Like "FB NEO rom_version" to people can see it's a different branch.

Hi KOHR,
instead of making a new hack just for fbneo, why don't you let me try to properly support your hack? :)
I can lower the volume, and support the extra banks - no problem.  I'll even look into the continue screen.  Just, please attach or PM me links to the hacked mame code you are talking about so I can see how it is done (the banking, etc).  If you think any file might be questionable, use PM.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 27, 2021, 09:59:37 PM
the_maq, Although, I think this was already fixed, try downloading the current exe, if it isn't, please let me know.

to all, I'm re-working some code, please be patient. :)

best regards,
- dink
It's working - cheers  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 28, 2021, 07:08:27 AM
Something about mortal kombat 2. I remember that in the original machine (and I can attest to this since I had the original plate in 1997) when entering a coin a voice came out that said "excellent", however in mame since some time ago this voice is omitted when entering a coin.

I know that this voice is heard when you enter coins when you are in character selection or when you are in a game, but what I mean is that it is not heard when you start the game emulation.

It's not a big deal and it doesn't bother, but the curious thing is that in an old version of mame (mame32 0.70) you can hear that voice from the beginning when you start the emulation. For some reason or another, in more recent versions of mame and fbn, it was lost or not emulated.

I will try to make two videos for you to see what I mean (they came out backwards, XD):

https://www.mediafire.com/file/7ko7w6wokwc8u52/MK2.rar/file (https://www.mediafire.com/file/7ko7w6wokwc8u52/MK2.rar/file)

In a nutshell, on the screen where the mortal kombat 2 logo appears with the classic "insert coin" you can't hear the voice that says "excellent".

Greetings.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 28, 2021, 10:28:32 AM
Pelucon8, I've been told an original mk2 pcb doesn't play "Excellent" on coin during attract mode.  Maybe there's some different versions of boards, where the newer version does play it, it's possible.  I tried to find a video for proof of someone coining up a real mk2 machine on yt, but they all have them on freeplay.  (real men don't use freeplay!!)
Early mame emulation didn't emulate the sound board, it was just a sample playback simulation, so that can't be considered.

All I am saying is: find me a video of a real mk2 machine coin-up during attract.  I need to see the full machine.  That's the reassurance I need in order to debug it.  :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 28, 2021, 02:31:01 PM
dink, I really don't know what revision of the pbc I had, but I do remember that when I threw coins it said that phrase, maybe it is as you say and that some pbc had them, I don't know. I sold the plate many years ago.

I will look for a video on youtuve to see if there is luck.

Regards  :smilie:
---------------------------------------------------------------------------------------------------------------------------------

Well, it seems that apparently it is not, here I found a video that, according to the title, is the original mk2 pbc and does not emit any sound when inserting coins:

https://www.youtube.com/watch?v=P0oZ218nloI

But I'm sure I heard it in my pbc.... or am I confused with the "Outstanding" of mk3, pbc that I also had in those years?

It is better to leave it as it is now.

Regards.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 28, 2021, 09:22:57 PM
Battle Garegga has a strange crackling noise around the start of 2nd stage (regardless of the stage order) which lasts for a few seconds and then goes away

Using the parent rom
Battle Garegga (Europe / USA / Japan / Asia) (Sat Feb 3 1996)

Anyone experienced something similar ?

I have the latest github build

Best regards

Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 28, 2021, 11:08:06 PM
RetroArch, Win10

edf

flickering garbage at two places. One in the intro screen, the other half-way through stage 2

not present in mame 0.139

Obviously not a huge deal, but I notice these kinds of things.

Thanks, as always!
Title: Re: FB Neo Bugs Reports
Post by: dink on April 29, 2021, 12:53:07 AM
Battle Garegga has a strange crackling noise around the start of 2nd stage (regardless of the stage order) which lasts for a few seconds and then goes away

Using the parent rom
Battle Garegga (Europe / USA / Japan / Asia) (Sat Feb 3 1996)

Anyone experienced something similar ?

I have the latest github build

Best regards

I'm trying to reproduce the problem on my side, but I can't.  Of course, it needs to be reproduced in order to fix it.
Can you give me a savestate file from right before the crackling starts?

Does this problem happen if you turn the Low-pass Filter option off?   Or does it help if you increase the buffersize under "Audio -> Buffer size"?
Lastly, if you press backspace to show FPS, do you notice a drop in framerate as it crackles?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 29, 2021, 01:26:20 AM
RetroArch, Win10

edf

flickering garbage at two places. One in the intro screen, the other half-way through stage 2

not present in mame 0.139

Obviously not a huge deal, but I notice these kinds of things.

Thanks, as always!

thanks matchew64, the problem has been fixed :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 01:52:16 AM
I have managed to reproduce the sound issue in Battle Garegga after having a few tries

This time happened at the start of the 1st stage

I used to have the low pass filter off last time the issue occured , this time i have it turned on

Save file attached for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 02:17:42 AM
@ClessxAlghazanth : What about fps ? Considering your previous issues, i can't think of this as something unrelated to the poor performances of your computer.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 02:32:27 AM
@ClessxAlghazanth : What about fps ? Considering your previous issues, i can't think of this as something unrelated to the poor performances of your computer.

I checked again and the fps is around 59~60 fps and no frame rate drop happens while the issue happens

I'll fiddle a bit more with the sound options and see if there is any change

By the way what does 2-point and 4-point order sample interpolation do ?

And I wonder changing sound buffer (currently set to 6) may cause any difference ?

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 02:43:07 AM
I checked again and the fps is around 59~60 fps and no frame rate drop happens while the issue happens

Hmmm, the game is supposed to run at a solid 60fps. Do you have frameskip enabled ? How is the fps if you disable it ?
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 03:11:49 AM
Hmmm, the game is supposed to run at a solid 60fps. Do you have frameskip enabled ? How is the fps if you disable it ?

I have normally it disabled

Tried with Auto frameskip 'On' and no noticeable difference , still 59~60 fps , going up and down constantly (no noticeable slowdown)

Another issue (bug?) maybe but not sure

Space Firebird (1980) autofire doesn't function (doesn't shoot at all)

Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 03:30:24 AM
I have normally it disabled

I recommend leaving it enabled.
The thing with "crackling sound" issues is that almost all of them are caused by poor performances, and the few that aren't are usually reproducible consistently and will last for more than a few seconds.
I got perfectly normal sound here using your savestate.
Did you check your cpu usage in your task manager ?

Edit : spacefb, it seems something is preventing rapid fire, it even happens with "physical" auto-fire (my controller has an auto-fire setting), it might be that the game is deliberately refusing rapid fire ?
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 04:38:50 AM
I recommend leaving it enabled.
The thing with "crackling sound" issues is that almost all of them are caused by poor performances, and the few that aren't are usually reproducible consistently and will last for more than a few seconds.
I got perfectly normal sound here using your savestate.
Did you check your cpu usage in your task manager ?

Edit : spacefb, it seems something is preventing rapid fire, it even happens with "physical" auto-fire (my controller has an auto-fire setting), it might be that the game is deliberately refusing rapid fire ?

Got it  :wink: Will keep auto-frameskip on and check the cpu usage (nothing game-breaking so no prob  :smilie:)

Probably something acting up with my laptop (which is far less than ideal for a gaming computer  :p)

Space Firebird , that is interesting

I wonder if any other games have that kind of behaviour (in terms of preventing cheating maybe?)
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 08:51:39 AM
I wonder if any other games have that kind of behaviour (in terms of preventing cheating maybe?)

I don't think that would be something that fancy, it's just that programmers of old never even thought about autofire, and something in their program probably goes wrong when fire button is pressed too frequently. Did you know that many cabinets crash if you trigger opposite directions at the same time ?
Title: Re: FB Neo Bugs Reports
Post by: dink on April 30, 2021, 09:24:23 AM
My fps bounces between 59.96 and 60.8, that's ok, though it's trouble if it dips below 60 for several frames.
Try "Audio -> Select Plugin -> XAudio 2", sometimes this gets a bit better results on some systems.
Another 2 things to try:
"Misc -> Options -> Set application process priority -> Above Normal" (enable this)
And also "Misc -> Options -> Enable High resolution system timer" (try toggling this)

Lastly, I can recommend SysInternals Process Explorer https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer
Open the cpu graph, click the little cpu graph which is directly in the middle of the menu bar and watch it as you play a game, to see if there are any spikes in cpu usage when the crackles occur.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 09:31:17 PM
My fps bounces between 59.96 and 60.8, that's ok, though it's trouble if it dips below 60 for several frames.
Try "Audio -> Select Plugin -> XAudio 2", sometimes this gets a bit better results on some systems.
Another 2 things to try:
"Misc -> Options -> Set application process priority -> Above Normal" (enable this)
And also "Misc -> Options -> Enable High resolution system timer" (try toggling this)

Lastly, I can recommend SysInternals Process Explorer https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer
Open the cpu graph, click the little cpu graph which is directly in the middle of the menu bar and watch it as you play a game, to see if there are any spikes in cpu usage when the crackles occur.


Thanks ! :cool: will try and report

Asteroids Deluxe black screen in-game

The main screen is displayed fine , but after starting to play , the screen is all black (the sound effects keep playing)

The thing is that , I can swear it ran fine last time I played it

I have only changed priority : above normal this morning  (changing it back to normal, changing blitter doesn't help)

I also tried deleting the config files of the game , didn't help :(

(savestate attached for reference)

Any ideas on this ?

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 01, 2021, 02:15:54 AM
@ClessxAlghazanth : it appears this one crashes from its hiscore support i added recently, so i disabled the hiscores in astdelux for now
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on May 01, 2021, 07:00:54 AM
@ClessxAlghazanth : it appears this one crashes from its hiscore support i added recently, so i disabled the hiscores in astdelux for now

Thank you a ton !  :cool:  Working again without issues  :cool:

New one (bug?) I found

New Sinbad 7


You can't enter your initials on highscore screen (fire button doesn't work , which functions perfectly in-game)

Screen and savestate for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: dink on May 01, 2021, 04:02:56 PM
Hi ClessxAlghazanth,
The HS entry bug in New Sinbad 7 has been around for ages, it also happens in mame.  I might have to try to get to the bottom of it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on May 16, 2021, 01:57:57 AM
I found a small graphic bug in "Golden Axe: The Revenge of Death Adder (arcade)"... to be honest, it's not a big issue and it's in MAME counterpart too.
In any case: the potions sprites are always in front of the semi-trasparent background elements, also when they should be behind... it can be seen in the attached snapshots (waterfall).
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 16, 2021, 04:22:55 AM
A little "ghost dog" bug in Hot Rod during attract mode.

It happens only after some cycle of attract mode...

Here screenshots & state.

(https://i.imgur.com/9BKCWUN.png)

(https://i.imgur.com/Z4U7GDj.png)
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 21, 2021, 08:15:04 AM
Crazy Rally (crzrally) needs a tuning with Low Pass Filter activated.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 09:06:12 AM
fastpop72 thanks for the reports, fix is in for crazy rally, though I'm still not sure how to fix the ghost dogs.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 21, 2021, 03:56:11 PM
Roller Jammer (rjammer) need low pass tuning.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: tikman on May 21, 2021, 08:25:47 PM
It seem that FBNeo can't detect games (same rom name) when they're both in sub-directory.....

for example I have 2 contra games...

1. Contra (USA) nes_contra
2. Contra (US / Asia, set 1)

FB neo doesn't detect the other contra.... the work around is to put the other file in the root rom directory....
Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 08:37:46 PM
tikman,
try putting the main roms directory at the last entry in the roms directory dialog (path #20)

as far as I can remember - that's the solution, if you still have trouble please attach your config file :)

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 08:38:03 PM
fastpop72, thanks :)
Title: Re: FB Neo Bugs Reports
Post by: tikman on May 21, 2021, 09:16:16 PM
tikman,
try putting the main roms directory at the last entry in the roms directory dialog (path #20)

as far as I can remember - that's the solution, if you still have trouble please attach your config file :)

best regards,
- dink

yeah! I add the parent rom directory so that it can be detected... it works just fine....  :smilie:


This game doesn't seems to have Fire 1 / 2 Game input  the default should be z / x no bullets coming out (can't shoot the enemy)...

Bullet (FD1094 317-0041)
Bullet (FD1094 317-0041 decrypted)


Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 22, 2021, 12:22:13 AM
This game doesn't seems to have Fire 1 / 2 Game input  the default should be z / x no bullets coming out (can't shoot the enemy)...

Bullet (FD1094 317-0041)
Bullet (FD1094 317-0041 decrypted)

That's a twin stick game, "P1 Up/Down/Left/Right 2" control the bullets
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 04:25:53 AM
In Tough Turf, as you get out of the truck at the beginning of the first stage, there's a long "beeep" sound. It confused me at first, I thought the sound was coming from somewhere else in my house (the fact it sounds exactly like my washing machine does not help). :D
Is that a bug, or is that supposed to be a truck sound, maybe? I cannot find videos of the original cabinet to verify that.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 09:06:18 AM
Stifu, that "beep"-sorta noise is just the squeek of the breaks as the truck stops :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 09:31:20 AM
Thanks for confirming, dink.

Something weird about this game: no matter what, I can't manage to attack while jumping. This is especially weird since you can see the hero jump kick in the intro of stage 7 (https://youtu.be/SVFrKO0ltB8?t=965). Am I missing something?
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 10:12:29 AM
Thanks for confirming, dink.

Something weird about this game: no matter what, I can't manage to attack while jumping. This is especially weird since you can see the hero jump kick in the intro of stage 7 (https://youtu.be/SVFrKO0ltB8?t=965). Am I missing something?

The only attack you can make while jumping in the game is the jumpkick, but it's very fiddly - your timing has to be perfect in going in a direction + jump + kick for it to work.  Keep trying, you'll get it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 03:29:08 PM
Oooh, I see. If I just press jump and kick at the same time, it works every time. I should not try to press kick after jumping. Not very intuitive.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on May 22, 2021, 07:27:21 PM
While you are on the topic of tturf I noticed that player 2 can only join at the very beginning and not throughout. I verified that it?s the same in Mame, so I figure that it is intentional.

It just seems odd. Another tturf oddity?

This was on Retroarch but I believe that I also tried it on stand alone Mame.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 11:07:09 PM
matchew64,
Try setting the "Continues" dip to anything besides "None", it will then allow P2 to buy-in after the game has started. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on May 22, 2021, 11:52:17 PM
@Dink

You are an all-knowing Oracle!

Sorry that I didn't check the dips.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 23, 2021, 01:43:41 AM
I just remembered a similar issue with a game good buddy gamezfan was working on a few years ago, and enabling continues/buy-in was set the same way.  If it weren't for that random memory I would have been clueless :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on May 27, 2021, 11:16:57 PM
I can't seem to get to Unibios settings screen on latest FBN.What I actually want to do is to make the game run in

Mode:Console
Region:Japan

mode , while using Unibios

I know I have to press A B C buttons simultaniously when the Unibios boot screen shows up , but it does nothing

I tried using latest 4.0 and previous 3.3 versions , same result

I can use normal AES Japan bios without issues

best regards,
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 29, 2021, 04:03:01 AM
Dunno if it's a bug but i wanna ask @dink:

About Popeye driver....

On the real Popeye hardware, sprite colour 0 is not transparent with respect to overlapping sprites. It's only transparent with respect to the
background graphics. When two sprites overlap in Popeye, the sprite with the highest priority completely overdraws the sprite underlying it, including
the transparent area (pixel with colour value 0). The result is that instead of proper sprite prioritzing, overlapping sprites are overdrawn like chunky blocks.

In FBNeo the overlap of the sprites has transparent background, in mame not. And it seems the correct visualization is in mame.

FBNeo:
(https://i.imgur.com/xmpyFEb.png)

Mame:
(https://i.imgur.com/g4cZtBB.png)

Surely FBNeo visualization is surely much better but not pcb-accurate... or not?

In this real hardware video you can see behavior at minute 1:43

https://youtu.be/ZT6d8nca3MI

Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 29, 2021, 06:41:09 AM
I have to say, if inaccurate looks better and has no downside, i'm totally fine with it. I'm slightly more interested by the differences in color tones, it seems "darker" in FBNeo.

Edit : that's probably the 2 related changes :
Quote
0.194: Joe Magiera added clone Popeye (bootleg set 2). Caius added clone Popeye (bootleg set 3). Fixed background in Popeye (Japan), Popeye (Japan, Older) and Popeye (bootleg set 1). Popeye (Japan) does not run on the exact same hardware as Sky Skipper & was the basis for the popeyebl set. Fixed horizontal and vertical scroll register behaviour in Popeye. Changed function names from the game name to the hardware id the functionality was first used in. Fixed Popeye background scrolling when screen is flipped. Implemented sprite priority & clipping according to description in MT03725. Note: On the real Popeye hardware, sprite colour 0 is not transparent with respect to overlapping sprites. It's only transparent with respect to the background graphics. When two sprites overlap in Popeye, the sprite with the highest priority completely overdraws the sprite underlying it, including the transparent area (pixel with colour value 0). The result is that instead of proper sprite prioritzing, overlapping sprites are overdrawn like chunky blocks [smf, Oliver_A]. Moved protection save state into driver_start() leaving driver init for decryption, combine sprite proms & invert bootleg proms in the rom load, bank the sprite palette & only update the palette if the bank register changes, draw background directly into bitmap & include the area above the background buffer (although it's not clear exactly where the values are fetched from on real hardware) [smf]. Changed description of clone (bootleg) to 'Popeye (bootleg set 1)', (Japan, Sky Skipper hardware) to 'Popeye (Japan)' and (Japan, Sky Skipper hardware, Older) to 'Popeye (Japan, Older)'.
0.153: Changed Popeye to use palette computed from schematics. Also implemented interlaced field support. This is actually read by the game. Popeye now has netlist filtering and amplification for AY-3-8910A [Couriersud]. Note: On the original Popeye board, sound channel A from AY-3-8910 is run through a discrete filter, producing a smoothed wave form. This only affects sound channel A. Popeye driver cleanups [Alex Jackson]. No more legacy CUSTOM_INPUT on Popeye (emu\ioport.h) [Miodrag Milanovic]. Added 'Netlist Sound Device' (48000 Hz).
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 09:15:35 AM
fastpop72,
I know about that, but, at the same time, I'd rather keep it as it is.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 09:23:45 AM
ClessxAlghazanth,
I just tested on my side, pressing A+B+C at the Unibios boot screen brings me right to the settings,
then I chose Region Setup -> Japan / Console, hit reset(F3), it's now at Japan/Console mode.
Also pressing ABC at the Unibios screen brings me back to the same settings.

So right when the Unibios screen fades in, press A+B+C and hold until the settings come up, if it's not working, check the input settings, see if anything is mapped to autofire (scroll down past the System Macro's), and make sure not to use those buttons to press A+B+C.

best regards,
- dink

I can't seem to get to Unibios settings screen on latest FBN.What I actually want to do is to make the game run in
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 11:44:51 AM
fastpop72,
re: Popeye:
the more I think about it, I might try to emulate it like the pcb but have a dip option to have the old style as well.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on May 29, 2021, 01:46:03 PM

re: Popeye:
the more I think about it, I might try to emulate it like the pcb but have a dip option to have the old style as well.


Good thinking... probably this would be the best solution! ;)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on May 30, 2021, 06:30:45 PM
WWF Wrestlemania Audio: @Dink, The audio goes to mute again but this time after the Undertaker card roll during the full cycle, not sure if it's real arcade behaviour or whether it's the emulation side of it?
Title: Re: FB Neo Bugs Reports
Post by: dink on May 30, 2021, 08:50:41 PM
WWF Wrestlemania Audio: @Dink, The audio goes to mute again but this time after the Undertaker card roll during the full cycle, not sure if it's real arcade behaviour or whether it's the emulation side of it?

I'm not too sure about this one being a bug in the emulation because everything still works fine - just insert a coin or 2 or start the game to see (well, hear).  Previously when we had encountered that other, somewhat similar bug, the sound would be completely screwed up after that happened.

I'll look into it a little deeper to see if anything weird is going on that might have been overlooked, though.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 11, 2021, 02:10:23 AM
I tried the game Snapper. I get a black screen, but the audio and everything else seems to work. Just no display.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on June 11, 2021, 05:12:44 AM
I tried the game Snapper. I get a black screen, but the audio and everything else seems to work. Just no display.

fix is on git, atomicp (same hardware) was affected too, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 08:17:16 AM
Hi,
Loading Battle Bakraid in Fbneo 1.0.0.01, Libretro version and leaving it in attract mode mode for around half an hour makes the screen to start showing garbage, and music will stop sounding as well.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 14, 2021, 09:22:11 AM
Hi Sputnik,
Is it possible you could try with the latest .03 version?  I let it run for about an hour and 10 minutes on the latest standalone fbneo and couldn't see a problem like that.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 09:27:54 AM
Hi Dink,
sure, I'm updating fbneo from source on retropie as we speak, I'll let you know in a while
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 12:31:58 PM
Hi,
Loading Battle Bakraid in Fbneo 1.0.0.01, Libretro version and leaving it in attract mode mode for around half an hour makes the screen to start showing garbage, and music will stop sounding as well.

Using current version, i can't reproduce this. Are you maybe using some non-standard settings like cpu overclock, runahead or whatever ?
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 03:14:57 PM
Tried with .03 and it also happens with that version, although it takes longer. No CPU overclock or runahead set up, just using zfast vertical shader.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 04:19:40 PM
Tried with .03 and it also happens with that version, although it takes longer. No CPU overclock or runahead set up, just using zfast vertical shader.

What's your device ?
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 05:00:31 PM
What's your device ?
A Raspberry Pi 3B+
Title: Re: FB Neo Bugs Reports
Post by: iq_132 on July 14, 2021, 05:46:55 PM
A Raspberry Pi 3B+
How's the temperature after that long? Any heating issues?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 06:09:57 PM
Yeah, i was wondering if it's not some kind of stability issue with your device. Is it overclocked ? Is it properly cooled ? Does it happen too if you set it back to standard clock ? Mine had a lot of failures with just a 50Mhz oc, and it wasn't even that hot actually, so i stopped overclocking it.
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 15, 2021, 02:35:16 AM
How's the temperature after that long? Any heating issues?

Not that I'm aware of, no Rpi's thermometer icon is shown on screen and I can exit the game and continue using the machine normally. Pi is not overclocked, although it doesn't have any cooling system either.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 02:52:43 AM
I managed to break bbakraid, it turns out yesterday the game didn't break because i increased its cpu clock, when you do that you get a "sound error" at boot and the game never seem to stop working, i can't seem to reproduce it after changing samplerate from 48k (libretro core's default) to 44.1k (standalone's default) either (edit: nvm, it finally happened), so i suppose the issue is tightly related to sound board emulation, it happened on both arm and x86_64. The issue i encountered seemed kinda different from what was reported though : the game seemed to keep rebooting while showing garbage for me, the game had some kind of huge slowdown right before that issue. I ran the game for ~15 minutes at x7 speed to get this.

Attaching a screenshot of the garbage screen and a savestate.

Edit : duration before crash seems very random, nothing in asan/ubsan, playing it safer on cflags didn't help either
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 15, 2021, 03:15:15 AM
I managed to break bbakraid, it turns out yesterday the game didn't break because i increased its cpu clock, when you do that you get a "sound error" at boot and the game never seem to stop working, i can't seem to reproduce it after changing samplerate from 48k (libretro core's default) to 44.1k (standalone's default) either (edit: nvm, it finally happened), so i suppose the issue is tightly related to sound board emulation, it happened on both arm and x86_64. The issue i encountered seemed kinda different from what was reported though : the game seemed to keep rebooting while showing garbage for me, the game had some kind of huge slowdown right before that issue. I ran the game for ~15 minutes at x7 speed to get this.

Attaching a screenshot of the garbage screen and a savestate.

@barbudreadmon, that's it, didn't realise game was rebooting though, neither the slowdown but I didn't stay long enough watching the screen to see it anyway.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 15, 2021, 10:56:45 AM
barbudreadmon & pals:
hmm, I can't reproduce it here, maybe I didn't try enough?
Anyhow: another game on libretro that a local friend has been getting:
game: maglord (magician lord), the sound stops working after 10-30 minutes of attract mode.  when coining up, nothing is heard and nothing (no music, sfx, etc) after that.  I can't repro this on standalone, can anyone?  If so, can you record a movie file so I can play it back and see where the bug happens?
Let me clarify: probably the only way either is getting fixed is if someone can record a movie file (Replay -> Record Input.  from power on checked!) for me with the bug happening.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 01:07:52 PM
Hmmm maybe something about interpolation ? libretro port is using 4-point 3rd order as default for both settings, i'll do more tests.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 02:44:21 PM
hmm, I can't reproduce it here, maybe I didn't try enough?

I confirm it happens for me on standalone, i mapped FFWD then pressed it until the issue happened (10-15 minutes)
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 03:28:00 PM
Attached a replay + a savestate right before the crash
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 16, 2021, 03:19:22 AM
game: maglord (magician lord), the sound stops working after 10-30 minutes of attract mode.

Hmmm i couldn't reproduce this one after running the attract for nearly an hour. We'll need to confirm some things :
- is he running maglord or maglordh ? that second one has additional cutscenes so i think it's a popular clone
- which bios is he using ? if he is using unibios, which settings ?
- is he using standard 100% cpu clock ?
- anything else worth mentioning, like runahead ?

I remember years ago we had a report like this on some neogeo game, iirc it was happening when using a combination of overclocking and USA bios, and the bug even persisted in eeprom after setting everything back to normal.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 16, 2021, 10:04:28 AM
Hi,
bbakraid is fine now.

Regarding maglord, the only thing I know for sure is that he has runahead off.  The others I'll have to ask the next time he's around.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 16, 2021, 10:09:32 AM
Hi,
bbakraid is fine now.

Regarding maglord, the only thing I know for sure is that he has runahead off.  The others I'll have to ask the next time he's around.

best regards,
- dink

Awesome Dink! what was the issue with bbakraid, could you elaborate?
Title: Re: FB Neo Bugs Reports
Post by: dink on July 16, 2021, 11:05:56 AM
Sputnik there's a video status register, it's 16bits in length.  The top 8 bits is the status (vblank/hblank/etc) and the bottom 8 is the line#.  The line# goes from 0-262, and it needed to get masked so that it doesn't go over 255.  As it was previously, it went over 255, which caused one of the bits in the top of the register to get flipped.  Out of the many times I've played battle bakraid, I never ran into the bug.  As far as I know it only happens in attract mode, not during the gameplay.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on July 25, 2021, 09:43:02 PM
Hi  :smilie:

I'm not sure if it's a bug with FBNeo , but Galaga (Midway set 1 with fast shoot hack)  freezes on this screen , regardless of any dip switch settings I applied  :S

Other revisions seem to work fine
 
Best regards,
Title: Re: FB Neo Bugs Reports
Post by: dink on July 26, 2021, 12:08:32 AM
Hi ClessxAlghazanth,
thanks for letting us know - problem solved :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 04, 2021, 07:13:18 PM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 12:03:48 AM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?

Please zip and attach config/games/tmnt2.nv and tmnt2.ini so I can investigate

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on August 05, 2021, 12:25:56 AM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?

Are you sure you are not using a wrong ROMset? I tested the game and it seems work correctly...
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 12:39:34 AM
the_maq, gab75: I found out that the RunAhead feature and some drivers' eeprom (nvram) don't mix well, a fix will be available shortly for tmnt2.

EDIT: should be good soon as git builds the new exe :)  just first delete config/games/tmnt2.nv  and load the game as usual.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 05, 2021, 02:04:12 AM
the_maq, gab75: I found out that the RunAhead feature and some drivers' eeprom (nvram) don't mix well, a fix will be available shortly for tmnt2.

EDIT: should be good soon as git builds the new exe :)  just first delete config/games/tmnt2.nv  and load the game as usual.

best regards,
- dink
Cheers :cool:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 05, 2021, 04:30:36 PM
When loading the game Mobile Suit Gundam Final Shooting, my mouse cursor gets hidden, which I thought implied I should play the game with the mouse, but the game is controlled with the keyboard by default. That's a bit weird to me. Is that intended?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 04:52:38 PM
Stifu,
Can you please attach your config file for the game, config\games\gdfs.ini and I'll take a look.  Although, first check that player 2's inputs aren't set to use the mouse.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 05, 2021, 05:42:27 PM
Here you go. Thanks.

Edit: in the game inputs, I see:
Quote
P1 Gun X - Mouse 0 X axis
P1 Gun Y - Mouse 0 Y axis

So I guess P1 is set to use both the keyboard and the mouse?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 08:25:46 PM
Stifu, oh - that's right - I totally forgot about this game's input:  it can accept input from the mouse and (digital)joystick. 
If you'd rather use the joystick - Go into the input editor and right click P1 Gun X/Y, check the "clear lock" checkbox, then press the clear lock button.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 10, 2021, 12:08:06 AM
NES driver Cheats is invalid. It should be the problem after adding Lua scripting
Title: Re: FB Neo Bugs Reports
Post by: dink on August 10, 2021, 09:38:43 AM
KOF2112, nes driver cheats are in a different format, because only way to properly support cheats on NES (with banking, etc) is using by using the Game Genie method.  For example, see attached files:
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 16, 2021, 11:35:21 PM
thank dink

Another problem is the language file error

Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 09:23:28 AM
KOF2112, language file fixed, please try now.  btw: must export template first.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 17, 2021, 11:02:45 AM
thank dink, language file fix :biggrin:



Picture content is not in language file
Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 08:59:42 PM
KOF2112, it's fixed - try now.  need to export template again, some ID's changed for lua window.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 17, 2021, 09:09:34 PM
Metamorphic force: the transparency effect here looks dodgy?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 11:22:26 PM
the_maq, that's one of those issues that me and others have never been able to figure out, hopefully some day we'll get it - though!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 18, 2021, 12:04:20 AM
the_maq, that's one of those issues that me and others have never been able to figure out, hopefully some day we'll get it - though!

best regards,
- dink
@dink - i disabled the runahead and its back to normal - what do you make of it?
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 18, 2021, 12:54:23 AM
thank dink, :biggrin:

"IPS Patch Manager", Below
"Language:", content is not in language file

RTEXT          "Language:", IDC_IPSMAN_LANGUAGE

Change RTEXT to LTEXT

LTEXT           "Language:", IDC_IPSMAN_LANGUAGE

Title: Re: FB Neo Bugs Reports
Post by: dink on August 18, 2021, 09:17:33 AM
@dink - i disabled the runahead and its back to normal - what do you make of it?

Oh, that's a totally different issue than I'm thinking of, thanks for pointing it out.
The problem I was thinking of is that the color-effect should be over the boss-guy, but he's infront of it <- this is the one I can't figure out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on August 18, 2021, 09:26:03 AM
thank dink, :biggrin:

"IPS Patch Manager", Below
"Language:", content is not in language file

RTEXT          "Language:", IDC_IPSMAN_LANGUAGE

Change RTEXT to LTEXT

LTEXT           "Language:", IDC_IPSMAN_LANGUAGE


Thank you :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 18, 2021, 11:50:00 AM
Oh, that's a totally different issue than I'm thinking of, thanks for pointing it out.
The problem I was thinking of is that the color-effect should be over the boss-guy, but he's infront of it <- this is the one I can't figure out.

best regards,
- dink
sh** that is a tricky one !!
Title: Re: FB Neo Bugs Reports
Post by: dink on August 20, 2021, 12:43:35 AM
the_maq, the issue with runahead is fixed now, thanks again for the report! :)

p.s. anything using k056832, k053250, k054338, and gx mixer (xexex, gijoe, mystwarr/metamorphic force/gaiapolis/moo mesa, bucky, asterix, dbz, early/mid-90s konami stuff) has a new state format, so don't load the old states or.. else!  If you're playing a game using states, finish it first before upgrading.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 20, 2021, 03:44:25 AM
the_maq, the issue with runahead is fixed now, thanks again for the report! :)

p.s. anything using k056832, k053250, k054338, and gx mixer (xexex, gijoe, mystwarr/metamorphic force/gaiapolis/moo mesa, bucky, asterix, dbz, early/mid-90s konami stuff) has a new state format, so don't load the old states or.. else!  If you're playing a game using states, finish it first before upgrading.

best regards,
- dink
Thank you for your time and effort :cool:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 20, 2021, 08:06:40 AM
The intro of Big Karnak (with the horses) sounds bad with low-path filter on.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 20, 2021, 09:26:10 AM
Stifu, thanks, it's fixed now.  Also noticed that dips were wrong for lives and coin/credit, so fixed those as well.  After loading bigkarnk, go to dips / hit [defaults] then [ok] and reset to get the correct settings, or delete config/games/bigkarnk.ini before starting.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on August 21, 2021, 01:17:14 AM
RunAhead bugs
Since this feature was added a few weeks back, behind the scenes I've been nonstop fixing drivers for runahead bugs.
state-wise the driver must be 100% perfect in order for runahead to work.  Common problems observed:
Game won't boot, or weird boot-up error
Game missing sprites or sound
Anything weird that fixes itself when you turn RunAhead off

If you run into one of these bugs, there's no need to take pictures and/or make a state file** - just post the rom name here!
** unless its later in the game, or something that is really hard to notice

I've fixed hundreds of games so far, but sure could use some help finding others that slipped past me! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 24, 2021, 09:43:43 PM
@Dink: Sunset Riders (4 Players ver. UDA) EEPROM BAD ?
but no problems with the rest of them..
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on August 25, 2021, 01:40:44 AM
@Dink: Sunset Riders (4 Players ver. UDA) EEPROM BAD ?
but no problems with the rest of them..

I tested the ROM (ssridersuda), it works correctly... are you sure to have the right ROMset and the latest FBN "WIP" version? Moreover, did you delete the related config (old) files in *FBN/config/games folder (ssridersuda.ini and ssridersuda.nv)?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 25, 2021, 01:49:58 AM
the_maq,
do you have a current exe?  I fixed a bug that could cause that very problem a few days back.  try removing config/games/ssridersuda.nv after upgrading :)
If this is infact happening with the latest exe, try deleting the nv file and see if you can re-produce the problem, and let me know how if you can.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 25, 2021, 01:54:17 AM
the_maq,
do you have a current exe?  I fixed a bug that could cause that very problem a few days back.  try removing config/games/ssridersuda.nv after upgrading :)
If this is infact happening with the latest exe, try deleting the nv file and see if you can re-produce the problem, and let me know how if you can.

best regards,
- dink
Yep i deleted them and it's working again as normal - cheers team :cool:
Title: Re: FB Neo Bugs Reports
Post by: JoelH on September 01, 2021, 09:13:34 AM
Ok got a glitch. The YM2151 sounds for Nitro Ball have either gone missing or are being drowned out by PCM. Its very strange.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 01, 2021, 09:35:02 AM
Ok got a glitch. The YM2151 sounds for Nitro Ball have either gone missing or are being drowned out by PCM. Its very strange.

Thanks, I've cranked up the volume a bit on the ym2151, it's really hard to get this game balanced because there are so many things playing at once.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on September 04, 2021, 08:40:41 AM
I think there could be a bug in Jackie Chan - The Kung-Fu Master (rev 3); there's a visible "tiling" effect in the background when the camera moves around, dividing the play area into visible squares. I cross-referenced it against MAME, but the effect didn't occur. I've included a screenshot and save stat; hope this helps  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 09, 2021, 08:49:27 AM
Hang On (Rev A)

The game doesn't go into free play mode even after selecting free play for both coin A and B (I tried restarting several times) :confused:
Title: Re: FB Neo Bugs Reports
Post by: dink on September 09, 2021, 10:14:21 AM
I think the freeplay on hangon never worked, the inputs/dips were probably just copied from outrun back in the day (in fbneo and mame) - sorry about that :(
Title: Re: FB Neo Bugs Reports
Post by: retroFuture on September 13, 2021, 09:10:03 AM
Hi, apologies for the repost, but it appears that there is no activity on the 'dink's FBN Development & Fixes' thread.
Anyway, here is my bug report:

Great 1000 Miles Rally: Evolution Model!!! (gtmre)
[Lakka 3.4 / RetroArch 1.9.9 - FBNeo Core V1.0.0.03]

Vehicle select screen glitches car portraits for about a frame before displaying them correctly.
Initial frames when screen first loads also seem glitchy.
Small vehicle graphics also glitch when their colors automatically change.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 13, 2021, 02:39:44 PM
Wizard Fire (Over Sea v2.1)

During the attract mode, once the actual gameplay starts the mist covering most of the screen is opaque instead of transparent. This seems to occur if you have a SoftFX effect on (I'm using 3xBR Rounded with the Enhanced blitter).

This can be "fixed" by enabling "RGB effects" --> no change, and then choosing "No effects" --> now the mist is transparent like it should be, but there's a problem: "No effects" disables SoftFX algorithms. Enabling 3xBR Rounded (or supposedly any SoftFX algorithm) turns the mist opaque again.

EDIT: The mist looks fine with the AdvanceMAME 2x and 3x filters, but it seems that the mist is opaque when any other filter is enabled.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 03:54:43 PM
retroFuture, thanks, sometimes I get really busy (or life gets crazy) and I forget things - sorry about that!  I'll look into it and see what can be done.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 04:14:24 PM
Agozer, this is actually normal behavior even though it seems crazy, let me try to explain:
Alpha transparency effects on the dataeast deco16 hw require 32bpp, if the video mode is any less than 32bpp, the transparency effects will get disabled and become opaque.

Some SoftFX effects only run at 16bpp, and they switch the video mode to 16bpp if when you select them. 

Hopefully that helps clear things up a little.

best regards,
- dink

Wizard Fire (Over Sea v2.1)

During the attract mode, once the actual gameplay starts the mist covering most of the screen is opaque instead of transparent. This seems to occur if you have a SoftFX effect on (I'm using 3xBR Rounded with the Enhanced blitter).

This can be "fixed" by enabling "RGB effects" --> no change, and then choosing "No effects" --> now the mist is transparent like it should be, but there's a problem: "No effects" disables SoftFX algorithms. Enabling 3xBR Rounded (or supposedly any SoftFX algorithm) turns the mist opaque again.

EDIT: The mist looks fine with the AdvanceMAME 2x and 3x filters, but it seems that the mist is opaque when any other filter is enabled.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 13, 2021, 04:42:03 PM
Ooh, I understand now.

Possibly a stupid follow-up question: Is it possible to "fix" SoftFX to run at 32bpp, or is it too much work (as in, having to rewrite every filter from scratch) or simply impossible due to the original codebase of FBAlpha?

Is the Deco16 the exception with 32bpp transparencies? Does this "problem" affect other drivers/games?
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 09:11:04 PM
The Deco16-based games have a 32bpp requirement for alpha transparencies.  Some don't though, like things running on taitof3 and some konami.  This is not something that can be easily changed.

Each SoftFX filter has its own set of rules and is mostly radically different from the next, also a lot of them are written in assembly so I'd rather not touch them at all.  On the other hand, *xbr does have a 32bit version.  I might be able to get it working.

best regards,
- dink


Ooh, I understand now.

Possibly a stupid follow-up question: Is it possible to "fix" SoftFX to run at 32bpp, or is it too much work (as in, having to rewrite every filter from scratch) or simply impossible due to the original codebase of FBAlpha?

Is the Deco16 the exception with 32bpp transparencies? Does this "problem" affect other drivers/games?
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 14, 2021, 10:58:03 AM
The Deco16-based games have a 32bpp requirement for alpha transparencies.  Some don't though, like things running on taitof3 and some konami.  This is not something that can be easily changed.

Each SoftFX filter has its own set of rules and is mostly radically different from the next, also a lot of them are written in assembly so I'd rather not touch them at all.  On the other hand, *xbr does have a 32bit version.  I might be able to get it working.

best regards,
- dink
I would really like to see this.

Shouldn't there be a note in the Load Game window for Deco16 games along the lines of "Using SoftFX will break transparencies"? I mean, I can't be the only one who has stumbled upon this and have no idea why the game doesn't look like it's supposed to.

I'm not even sure if the user documentation for the old FBAlpha ever mentioned that SoftFX only uses 16bpp and may cause problems with drivers that require 32bpp... or was Deco16 support implemented after FBAlpha?
Title: Re: FB Neo Bugs Reports
Post by: Stifu on September 14, 2021, 03:12:57 PM
The musics in Eight Forces are all extremely short loops (during title screen, player select and stages). Is this an emulation bug, or is the game actually that botched? Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 15, 2021, 09:03:08 AM
Agozer first I'll try to fix some of the effects to work with 32bit, if it can't be done - that will be the next option.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 15, 2021, 09:21:22 AM
The musics in Eight Forces are all extremely short loops (during title screen, player select and stages). Is this an emulation bug, or is the game actually that botched? Thanks.

I've never actually seen an arcade board of this game, so I can't say for sure.  It does sound like it's looping at the wrong point...  Tried a few things to improve this, but, it's still completely weird.  I'm leaning towards "it's probably really that crappy", until I see a pcb recording.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 12:06:06 AM
Agozer, the xbr effect now works @ 32bpp

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 09:57:45 AM
I think there could be a bug in Jackie Chan - The Kung-Fu Master (rev 3); there's a visible "tiling" effect in the background when the camera moves around, dividing the play area into visible squares. I cross-referenced it against MAME, but the effect didn't occur. I've included a screenshot and save stat; hope this helps  :smilie:

Hi Al82,
Thanks for the bug report. I looked into this and even tried to fix it, but...
The fix for this causes some nasty side effects with games on the suprnova system (jchan shares its sprite code with suprnova), so for now I've decided to not break supernova (which has a dozen+ of great games) and leave Jackie Chan as-is until a better fix can be found or made.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 03:48:20 PM
AL82,
I came up with a solution for jchan that won't affect the Supernova system.  Thanks again for your bug report, the problem is solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on September 17, 2021, 09:14:40 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

Title: Re: FB Neo Bugs Reports
Post by: retroFuture on September 17, 2021, 09:21:14 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

I reported this bug a few weeks ago.
Good news! Fixeight is currently working. You may just need to update.
[Lakka 3.4 / RetroArch 1.9.9 - FBNeo Core V1.0.0.03]
Title: Re: FB Neo Bugs Reports
Post by: dink on September 17, 2021, 09:26:40 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

Hi Sputnik,
We had this problem a while back, maybe a month ago.  Try to upgrade to a more current version of the core, it should work OK then :)
It will still be .03, as this is the current development version, but we update it about once a day (more or less)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on September 17, 2021, 02:44:47 PM
AL82,
I came up with a solution for jchan that won't affect the Supernova system.  Thanks again for your bug report, the problem is solved :)

best regards,
- dink

Awesome work as always, much appreciated!  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 17, 2021, 04:44:33 PM
Agozer, the xbr effect now works @ 32bpp

best regards,
- dink
Absolutely wonderful. Thank you so much; now Wizard Fire (and others) look right.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 18, 2021, 09:59:11 PM
Strider (US set 1) gives a black screen after the 'ram rom initializing' screen , game doesn't start :(

Same for Strider Hiryu (Japan)
Title: Re: FB Neo Bugs Reports
Post by: dink on September 19, 2021, 01:19:53 AM
Strider (US set 1) gives a black screen after the 'ram rom initializing' screen , game doesn't start :(

Same for Strider Hiryu (Japan)

Go to dips and hit the [defaults] button, then hit [ok], does that help?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 19, 2021, 01:21:05 AM
Al82,
Agozer,
Glad it worked out :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 19, 2021, 02:56:11 AM
Go to dips and hit the [defaults] button, then hit [ok], does that help?

best regards,
- dink

I'm not sure what was wrong , but that fixed the issue  :cool:

Thank you ! :smilie:
Title: Re: FB Neo Bugs Reports
Post by: Meister on September 22, 2021, 02:54:06 AM
Hello !

I'm using FBNEO with command line.  Yesterday, i played MK2 and MK3.

If you play with mk2 or mk3 to command line, the music of the game seems more faster than if you play with the UI.

Strange, isn't it ?

The version is 1.0.0.3 under Windows 8 and the other version Windows XP.

(Great work anyway)
Title: Re: FB Neo Bugs Reports
Post by: littlebear on October 25, 2021, 04:44:27 PM
Turrican for Pce loaded but only black screen. Thank you
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on October 25, 2021, 04:53:29 PM
ColecoVison Frogger using FBNeo Libretro core has graphic glitches on turtles.
Title: Re: FB Neo Bugs Reports
Post by: dink on October 25, 2021, 05:33:34 PM
Turrican for Pce loaded but only black screen. Thank you

Hi littlebear,
PCEngine/TG-16 is currently under heavy construction.  Sorry about the trouble!
Please use a previous exe from a few days ago until I can merge the new code.  I hope to be done tonight or tomorrow evening.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on October 25, 2021, 06:00:19 PM
ColecoVison Frogger using FBNeo Libretro core has graphic glitches on turtles.

Hi unit3uk,
thanks for your bug report, the problem has been fixed :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on October 27, 2021, 09:13:54 AM
Turrican for Pce loaded but only black screen. Thank you

PCE should be fine now :)
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on October 30, 2021, 05:13:22 PM
Found a bug in Baseball Stars Professional after hitting a homerun.
Title: Re: FB Neo Bugs Reports
Post by: dink on October 30, 2021, 11:21:37 PM
Hi unit3uk,
I tried for about a half hour to hit a homerun, but can't.  Gonna need some help:
could you please do an input recording and hit a homerun and attach it, or attach a state saved when you hit the homerun, but before that screen shows?  An input recording is preferred (Game -> Replay -> Record Input, make sure to select "from power on"), but a savestate will also do as long as it's from before the broken screen shows.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on October 31, 2021, 04:37:14 PM
Here's a savestate from the libretro core. Early versions of MAME had this bug. It was fixed in version 0.116u1. https://mametesters.org/view.php?id=725 (https://mametesters.org/view.php?id=725)
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on November 01, 2021, 05:21:56 AM
Here's a savestate from the libretro core. Early versions of MAME had this bug. It was fixed in version 0.116u1. https://mametesters.org/view.php?id=725 (https://mametesters.org/view.php?id=725)

@dink : here it is after being converted for standalone usage
Title: Re: FB Neo Bugs Reports
Post by: dink on November 01, 2021, 10:25:15 AM
Thanks unit3uk!
Thanks barbudreadmon for converting it!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Martin on November 15, 2021, 08:01:27 AM
Hi, im new here. Thanks for such great forum. I have the following problem, FB NEO or Alpha doesn't work in fullscreen mode since 15 days ago, since the lastest Windows 10 Pro 64 bits updates.

- With SoftFX blitter gives me this error message when i toggle to fullscreen: "Problem setting '8x16x0bpp (0Hz)' display mode", (no matter what resolution in fullscreen), but it works windowed.

- With Enhanced (Direct3D 7) : "Couldn't intialise 'DirectDraw7 / Direct3D7 Enhanced video output' module. Try installing the Direct X End User runtimes (June 2010)" in windowed mode and fullscreen.

- With Experimental or DirectX Alt (DirectX 9 Graphics) the system gets stucked when i toggle to fullscreen (no matter what resolution) but it responds to ctr+alt+supr andi must close windows session for handling windows 10 normaly (i see a DDE server process that seems stucked in the closing session screen). However Experimental or DirectX Alt work fine in windowed mode.


I have tried diferent version of FB Alpha or Neo, 32 or 64, debugged and not debugged, and i always get the same errors. It happened from a short time ago to nowaday (15 days ago) with the most recent Windows 10 updates. I have tried to reinstall (Direct X End User runtimes (June 2010)) but it doesn't work either. No problem toggle fullscreen or window with blitter Basic (DirectDraw 7)

My PC : Ryzen 2700X ASUS ROG STRIX X370-I GTX 1080 Ti
My SO: Windows 10 PRO 64 bits (original) with all the updates (includes DirectX) 21H1 build 19043.1348
Title: Re: FB Neo Bugs Reports
Post by: dink on November 15, 2021, 08:52:46 PM
Martin,
after a bit of googling, I found this, it's worth a try:
    Right Click on the Executable File (fbneo.exe) and Select Properties
    Select the Compatibility Tab
    Under Settings Select "Disable Fullscreen Optimizations"
    Click Apply


I read that MS broke fullscreen in a lot of apps, which is unfortunate.  Hopefully this workaround will help.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Martin on November 16, 2021, 11:40:05 AM
Martin,
after a bit of googling, I found this, it's worth a try:
    Right Click on the Executable File (fbneo.exe) and Select Properties
    Select the Compatibility Tab
    Under Settings Select "Disable Fullscreen Optimizations"
    Click Apply


I read that MS broke fullscreen in a lot of apps, which is unfortunate.  Hopefully this workaround will help.

best regards,
- dink

THANK YOU VERY MUCH, THAT WAS THE SOLUTION!!!

BEST REGARDS AND CONGRATULATIONS FOR SUCH A GREAT WORK!
Title: Re: FB Neo Bugs Reports
Post by: dink on November 16, 2021, 03:18:49 PM
Martin,
That's great news!  Glad things worked out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on November 23, 2021, 02:43:21 AM
Hi  :cool:

Guardian Storm (Afega - 1998)

The game has a free play switch in the dip switches menu , but the game still displays 'insert coin' even after changing the dip

Its Japanese version (Sen Jing - Guardian Storm) also shows the same behavior

Not a masterpiece of a shmup by any means , but had some memories playing this one at a local arcade back in the day :p

Best regards  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on November 23, 2021, 04:44:35 AM
Hi  :cool:

Guardian Storm (Afega - 1998)

The game has a free play switch in the dip switches menu , but the game still displays 'insert coin' even after changing the dip

Its Japanese version (Sen Jing - Guardian Storm) also shows the same behavior

Not a masterpiece of a shmup by any means , but had some memories playing this one at a local arcade back in the day :p

Best regards  :smilie:

Hmm, it seems the 2 dips address are reversed, i'll push a fix after checking other games from the driver, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 25, 2021, 04:35:08 PM
Heya.

Dark Planet seems somewhat buggy, but I cannot find a video of the real game to confirm it.
There are apparently invisible obstacles in that game (maybe a rendering problem?). Just move around to reproduce it.

See the attached screenshot.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 25, 2021, 09:09:46 PM
Stifu, it's one of those "3d" games with mirrors and overlays, and a plastic molded rocky terrain.  I think there's a volcano at that spot, and some bridges.   I'd like to hook up the overlay to this sometime, it doesn't support it at this time though.

best regards,
- dink


Title: Re: FB Neo Bugs Reports
Post by: dink on November 26, 2021, 12:19:05 AM
Here's a savestate from the libretro core. Early versions of MAME had this bug. It was fixed in version 0.116u1. https://mametesters.org/view.php?id=725 (https://mametesters.org/view.php?id=725)

I'm afraid this one can't be fixed at the time, I spent many days on it.  a half hour ago I loaded up MAME (0.236) and hit a homerun well, MAME has the same bug.
The HOMERUN sprite at 0x137 is after all of the other sprites, which gives it higher priority.  that means it's placed ontop of the other sprites (guy running, crowd in the bleachers, which are much lower on the list of sprites)
If we're lucky, Haze will chime in with some info on this mysterious issue. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 26, 2021, 04:11:37 PM
Thanks for the answer, dink.

By the way, Pisces is listed as being from 19?? in FBN, but sites like GameFAQs or Arcade Museum say it's from 1982.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 26, 2021, 08:38:35 PM
Thanks for the answer, dink.

By the way, Pisces is listed as being from 19?? in FBN, but sites like GameFAQs or Arcade Museum say it's from 1982.

Thanks for the tip, I'll update the info asap

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on December 06, 2021, 05:39:14 PM
Dipswitch settings for Sega System 32 games (I tried ga2, arescue, and spidman) appear to have gone missing. I have tried on both Retroarch and the WIP build on Windows 10.

I used to be able to change DIP settings on ga2 to change the cabinet to a 2 player, as well as other stuff.

Is something going on with System 32 games?
Title: Re: FB Neo Bugs Reports
Post by: dink on December 06, 2021, 08:38:23 PM
Hi matchew64,
The System32 games use the Service Mode to change these settings, press F2 once the game boots up, then navigate using the "Service 1" button then select with "Service Mode" button.  You might have to define the button for Service 1 in the input config.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on December 06, 2021, 09:54:24 PM
Bah. Thanks, Dink. I must have forgotten how I did it before.

Thanks for everything you do. And your patience.
Title: Re: FB Neo Bugs Reports
Post by: Al82 on December 16, 2021, 03:17:14 PM
I think there's a problem with the end cutscene in Japanese version of Denjin Makai - the graphics look scrambled in this scene to me.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 16, 2021, 08:46:13 PM
Al82, thanks for the report, is there any chance you have a state from before this screen shows?
edit, should be fixed - you'd have to load a state from an unbroken scene before the ending to see it as it should be.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on December 17, 2021, 02:17:35 PM
Al82, thanks for the report, is there any chance you have a state from before this screen shows?
edit, should be fixed - you'd have to load a state from an unbroken scene before the ending to see it as it should be.

best regards,
- dink

Awesome - confirmed as fixed! Thanks for your help!  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 22, 2021, 02:52:19 PM
The sound in 4in1boot is pretty bad, it's ear grating (too loud?). With or without low-pass filter. 3in1semi is a pretty similar game, but the sound is fine in that one (like, compare Hyper Man in both games, the Stage Clear fanfare for example). Is that a game issue or an emulation issue?
Title: Re: FB Neo Bugs Reports
Post by: dink on December 22, 2021, 05:48:41 PM
Awesome - confirmed as fixed! Thanks for your help!  :biggrin:

Great :) thanks again for the bug report!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on December 22, 2021, 05:53:27 PM
The sound in 4in1boot is pretty bad, it's ear grating (too loud?). With or without low-pass filter. 3in1semi is a pretty similar game, but the sound is fine in that one (like, compare Hyper Man in both games, the Stage Clear fanfare for example). Is that a game issue or an emulation issue?

Yikes, it's really bad with headphones on!  After a little volume tweaking it's now much nicer!  Thanks for bringing this one to our attention :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on December 27, 2021, 07:01:52 AM
Bubble Bobble (for Bobble Bobble PCB)
Bubble Bobble: Lost Cave V1.2 (for Bobble Bobble PCB)
both of these had only black screen after loaded.
thank you
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on December 27, 2021, 08:07:10 AM
Bubble Bobble (for Bobble Bobble PCB)
Bubble Bobble: Lost Cave V1.2 (for Bobble Bobble PCB)
both of these had only black screen after loaded.
thank you

The fix is on git, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: littlebear on December 27, 2021, 09:02:08 AM
The fix is on git, thanks for the report !
Thank you Very much for fixing them . I had to delete the game config for them to work.
Title: Re: FB Neo Bugs Reports
Post by: Al82 on December 27, 2021, 02:04:53 PM
I think there's a possible issue with the output resolution of Mortal Kombat (rev 5.0 T-Unit 03/19/93). The official specs say the game has a resolution of 400 x 254, but FB Neo seems to be outputting 400 x 256.

At various points in the game, there's a visible black bar at the bottom of the screen, and there seems to be a single line of pixels missing from the output. By comparison, MAME outputs at 400 x 254 and there's no black bar at the bottom of the screen. You can also see the line of pixels visible in MAME, but FB Neo seems to have cut them off/replaced them with the black bar.

I've also encountered random issues with garbled background graphics during the "Test your Might" bonus stages, although it doesn't always occur.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 27, 2021, 03:52:45 PM
Hi Al82,
Regarding Midway MK games - due to some technical reasons, we have to leave the height at 256px.  If sometime a workaround can be made, I'll let you know.

I'm not good at this game, so I need a little help here, if possible:
Regarding the test your might stage problem, the next time(s) you play this game, please make a savestate at the end of the level before it comes on, then if the background gets corrupted, please post the savestate.  The savestate really has to be from before the bad background gets drawn.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 27, 2021, 04:35:06 PM
For more information on the Mortal Kombat resolution issue, check this out: https://github.com/finalburnneo/FBNeo/issues/869

My own humble opinion on this is that the team probably has more fun or useful things to work on. There's an endless list of things to be done, I don't think it's worth spending time on this. But of course, anyone who really cares about this can submit patches for it.
Title: Re: FB Neo Bugs Reports
Post by: Al82 on December 27, 2021, 06:12:30 PM
Regarding the test your might stage problem, the next time(s) you play this game, please make a savestate at the end of the level before it comes on, then if the background gets corrupted, please post the savestate.  The savestate really has to be from before the bad background gets drawn.

Thanks, Dink - if I can reproduce it consistently I'll attach a save state. The problem is getting that to happen  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 12, 2022, 03:33:01 AM
Hello. I tried loading gseeker. Result:
Quote
There was a problem starting 'Grid Seeker: Project Storm Hammer (Ver 1.3O)'.

Due to this, I thought I'd update my FBN to the latest version, just in case. I got "Windows.x32.zip" from: https://github.com/finalburnneo/FBNeo/releases/tag/latest
Result: it seems to have lost my settings (no recently loaded games, etc) despite the fact I put the files in my old FBN folder, and even after redefining my ROM path and scanning for ROMs, it still can't find any ROMs. When I just check "Show available", it shows nothing. I tried starting fresh from a new folder, same result.

Any idea? Thanks.

Edit: more info, after defining it, my ROM path looks like this: D:\blabla\fbn\
If I press OK, close FBN then reopen it, then the ROM path is just D
So it seems my ROM path is not properly saved.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 12, 2022, 09:47:36 AM
Our github builds are completely messed up right now,
they will totally f* your ini file, and for that, I'm very sorry.

Been trying toget this fixed for 3 solid days now, of course, barbudreadmon has been doing great work.  Hopefully we'll find a solution.

for now, please don't use github builds, and stay with a previous working exe until we post that everything is OK.

Here's a current non-debug exe, attached to this message.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on January 12, 2022, 12:00:14 PM
After spending my day on this, i managed to find a way to downgrade gcc, it should fix all buildbot issues including this one. Testers welcome.
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on January 12, 2022, 12:19:59 PM
I post on Retroroms the Jan 8, 2022 version both debug.  :wink:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 12, 2022, 03:15:45 PM
After spending my day on this, i managed to find a way to downgrade gcc, it should fix all buildbot issues including this one. Testers welcome.

It works. Thank you! I could run R-Type just now.
However, some of my games are no longer recognized, although they are valid and match what FBN expects according to RomCenter.

For example, I get errors such as:
Quote
There was a problem starting 'Rainbow Islands (new version)'.
Quote
There was a problem starting 'Rainbow Islands (Extra)'.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 12, 2022, 03:47:39 PM
It works. Thank you! I could run R-Type just now.
However, some of my games are no longer recognized, although they are valid and match what FBN expects according to RomCenter.

For example, I get errors such as:

That's strange, they're working fine here.  To find out more info why they aren't working, find the game in the list and click the [ Game Info ] button, then click the [ Rescan Romset ] button, it'll then say which file(s) are missing, if any.

If it still doesn't work, please see PM :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 12, 2022, 03:59:17 PM
Hmm... Now they work. Just now I've been cleaning other games in my ROM folder (replacing / fixing bad dumps), I wonder if other games might have affected those?

About Grid Seeker, I see through Game Info that my ROM is missing "gseeker.nv". RomCenter confirms that. No big deal.

Thanks dink!
Title: Re: FB Neo Bugs Reports
Post by: dink on January 12, 2022, 05:41:05 PM
Stifu, that's good, glad they work now!
Regarding Grid Seeker, back in july 2021 the romset was updated to match mame, I see they (mame guys) added the .nv file.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on January 14, 2022, 07:55:08 AM
Hi friends  :smilie:

Coming back online after a few days of hiatus (due to work stuff) and wonder if the github issue has been sorted ?

Where can I get the latest 'safe' devbuilds atm ?

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 14, 2022, 08:07:28 AM
Yes, the automatic builds work again. You can find the link in the sticky thread (https://neo-source.com/index.php?topic=3509.0): https://github.com/finalburnneo/FBNeo/releases/tag/latest
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on January 15, 2022, 11:11:50 AM
Thank you guys, please make always a backup before it is too late to prevent errors in the future.
Always Fork the website too.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 15, 2022, 11:37:32 AM
Thank you guys, please make always a backup before it is too late to prevent errors in the future.
Always Fork the website too.

They're automatic builds, not official releases, so it's fair if they break, IMO. Making automatic backups is not cheap and adds complexity. I'd say it's much simpler if users back things up on their side.
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on January 17, 2022, 06:50:06 AM
They're automatic builds, not official releases, so it's fair if they break, IMO. Making automatic backups is not cheap and adds complexity. I'd say it's much simpler if users back things up on their side.

I mean backup the updates in your computer before they screw up again.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on January 17, 2022, 02:26:12 PM
They're automatic builds, not official releases, so it's fair if they break, IMO. Making automatic backups is not cheap and adds complexity. I'd say it's much simpler if users back things up on their side.

 :confused:
Title: Re: FB Neo Bugs Reports
Post by: dink on January 17, 2022, 03:33:47 PM
To clarify:
We have no control over if github changes their compiler/tools and it breaks something, all we can do is fix it (as we did).

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Loggan on January 17, 2022, 06:42:25 PM
Zx spectrum game got updated: TJ's Cavern Capers CRC is 2749ECC9

Was told to speak to gab
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on January 18, 2022, 01:24:38 AM
Zx spectrum game got updated: TJ's Cavern Capers CRC is 2749ECC9

The support to the latest revision is on github! ;)
Title: Re: FB Neo Bugs Reports
Post by: Stifu on February 12, 2022, 02:32:35 PM
Last Striker has a couple of visual bugs, but it seems like such a cheap / rushed game that I suspect they're not emulation bugs but actual game bugs. Reporting anyway, just in case...

For example, the shadows are not properly centered under the characters, they're shifted to the right (and I think they're even more misaligned during PK). The score points are also not centered.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 14, 2022, 04:10:55 PM
@dink: the current cheat dat doesn't work for turtles in time arcade, and it's been the case for the last few months, didn't bother mentioning it before, thought i should let u know anyway - thanks mate.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2022, 08:16:25 PM
Last Striker has a couple of visual bugs, but it seems like such a cheap / rushed game that I suspect they're not emulation bugs but actual game bugs. Reporting anyway, just in case...

For example, the shadows are not properly centered under the characters, they're shifted to the right (and I think they're even more misaligned during PK). The score points are also not centered.

(un)fortunately it looks the same on pcb, It's certainly in need of some polishing.  I also think they were in a rush to release it.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2022, 08:17:23 PM
@dink: the current cheat dat doesn't work for turtles in time arcade, and it's been the case for the last few months, didn't bother mentioning it before, thought i should let u know anyway - thanks mate.

thanks for letting me know, I'll try to fix those after I finish with the last bug in tmnt2.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on February 16, 2022, 02:18:23 AM
(un)fortunately it looks the same on pcb, It's certainly in need of some polishing.  I also think they were in a rush to release it.

I figured as much. Thanks for confirming, dink.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 16, 2022, 06:06:13 PM
the_maq, I fixed the starting level cheat, but all the player 1 cheats work fine.  Please let me know any in particular that need to be fixed.

To use the starting level cheat fix, grab a new exe from github and use this new cheat.dat file attached here:
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 16, 2022, 11:17:45 PM
the_maq, I fixed the starting level cheat, but all the player 1 cheats work fine.  Please let me know any in particular that need to be fixed.

To use the starting level cheat fix, grab a new exe from github and use this new cheat.dat file attached here:
All cheats work perfect now - thanks again for your time and hard work buddy.. :smilie:
Title: Re: FB Neo Bugs Reports
Post by: chicoaaron on February 20, 2022, 03:56:07 PM
Hi unit3uk,
I tried for about a half hour to hit a homerun, but can't.  Gonna need some help:
could you please do an input recording and hit a homerun and attach it, or attach a state saved when you hit the homerun, but before that screen shows?  An input recording is preferred (Game -> Replay -> Record Input, make sure to select "from power on"), but a savestate will also do as long as it's from before the broken screen shows.

best regards,
- dink

This is the holy grail of bugs for me. I've attached a save state. It was made on a Win10 PC running Retroarch 1.10.0 with Unibios set to Console USA. The glitch exists regardless of bios settings. The first time I noticed this bug fixed on any platform was on Mame 2016 but I don't know the exact version of Mame that fixed it.

Sorry if I messed this post up. I've literally never posted in a forum in my life but this bug haunts me.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 20, 2022, 08:21:28 PM
hi chicoaaron,
I worked on this bug a few months back and havn't been able to come to a good conclusion yet.  It even has come back to haunt mame as well in recent versions.  I'll post back here or on my thread if I can come up with something!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on February 24, 2022, 10:00:22 PM
Hey guys, after some updates, some games no longer support ips patches.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 25, 2022, 12:00:59 AM
hi xerf84,
did you click the "IPS Manager" button and check the patches to apply?  after doing that, the Apply Patches checkbox should light up.
if it doesn't, please zip and attach your ips patches and I'll see what's the problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on February 25, 2022, 12:42:41 AM
An apology Dink, my mistake, had an error in the directory of the folders when updating. Best regards.
Title: Re: FB Neo Bugs Reports
Post by: littlebear on February 26, 2022, 09:39:42 AM
played Major Havoc today and notice it runs a bit faster compare to MAME.

thank you
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 10, 2022, 04:36:01 PM
I had a weird bug when playing Dynamite Duke. I'm on a recent FBN WIP build but not the latest.
I was playing the game normally, still near the beginning of the first stage, when suddenly I was sent back to the title screen instantly. I think it happened while getting shot, but I can't repro. I don't know if it's a game bug or emulation bug.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 11, 2022, 08:03:20 PM
Hi Stifu,
thanks for letting us know,
I tried a few times to reproduce it, but also failed.  Hopefully someday the bug becomes more apparent so we can fix it.
If someone else would like to help find the trigger to this bug, that would be nice :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: weirdh on March 13, 2022, 12:34:48 PM
Hi dink, I posted the message below on the RetroPie forum and barbudreadmon said I should let you know. Could very much be my setup, so I really don't know if this is even a bug, but it was a remarkable observation nonetheless.

~~~
WeirdH
WeirdH
a day ago

I noticed something weird. Still not sure if it's an emulation thing or if it's my setup: in donpachi, the sound will start fading out with some static in stage 3. It sounds like a radio losing a signal. But after a few seconds or when releasing the autofire, the sound is back to normal. I've never seen this in any game before, so it might be tied to the game, or my setup is just now starting to fail when I'm playing this particular game.

I'm on a Pi 3B+ with audio going through the 3,5mm jack. So if anybody knows: is this hardware or software related?

EDIT: disabling low pass filter seems to make it better. The music in stage 3 appears to have some fading effect that apparently doesn't play well with LPF and my tiny speakers...
~~~
Title: Re: FB Neo Bugs Reports
Post by: dink on March 13, 2022, 11:16:15 PM
Hi weirdh,
I can't reproduce the issue you're having with the lpf enabled & using my budget headphones, so I wonder if a little tweaking will help..
Are your speakers amplified?  If so, try reducing the volume on your pc and up the volume on the speakers amp.
In your soundcard's mixer, can you check if the bass is up more than normal, and see if reducing that fixes it?
If still nothing helps, let me know and I'll see about tweaking the volumes in the game a little lower.

barbudreadmon, are you around?  can you also try level 3 with the lpf on and see (hear) if there's any static when the music fades out (before it loops again)?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on March 14, 2022, 04:14:09 AM
Hi  :smilie:

I'm not sure if it's a bug or normal behavior but I can not change dip switch settings in Space Dungeon

I can get to dip settings screen by pressing the advance button , similar to Defender and Joust , but no keys function in that menu  :confused:

Anyone have any info on this one ?

Best regards and thanks for great work  :cool:
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 14, 2022, 06:50:07 AM
barbudreadmon, are you around?  can you also try level 3 with the lpf on and see (hear) if there's any static when the music fades out (before it loops again)?

I don't notice anything, but my ears probably aren't that much trustworthy.
Also wondering if it could be something related to settings (samplerate, interpolation, samples dipswitch, ...).

@weirdh could you give us a list of all your core options ?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 14, 2022, 06:53:45 AM
I can get to dip settings screen by pressing the advance button , similar to Defender and Joust , but no keys function in that menu  :confused:

There are 4 "Test Something" keys you need to map for service menu navigation on qix hardware.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on March 14, 2022, 08:15:58 AM
There are 4 "Test Something" keys you need to map for service menu navigation on qix hardware.

Thanks a lot , I have somehow missed it  :wink:
Title: Re: FB Neo Bugs Reports
Post by: SirHenrythe5th on March 15, 2022, 03:58:01 AM
concerning DonPachi: i also played it yesterday to Level 3.
I did not reach the Boss, but played about 80% of the stage.
No Sound-Issues  :S (using a Pi4 on Retropie 4.8, lr-FBNEO-Core updated from source yesterday).
If this matters: i dont have the lowpass-filter activated.
Title: Re: FB Neo Bugs Reports
Post by: weirdh on March 16, 2022, 01:57:29 PM
Are your speakers amplified?  If so, try reducing the volume on your pc and up the volume on the speakers amp.
In your soundcard's mixer, can you check if the bass is up more than normal, and see if reducing that fixes it?

Yeah, there's a cheap amplifier pcb between the Pi and the speakers. I don't know where to tweak bass levels on a Pi3, is it in alsamixer?


@weirdh could you give us a list of all your core options ?

Sure.

Use 32-bits color depth - ON
Vertical mode - OFF
Hiscores - ON
Allow patched romsets - ON
Analog speed - 100%
No crosshair w lightgun - ON
Enable cyclone - OFF
Diag input - Hold start+L+R
CPU clock - 100%
Fixed frameskip - No
Samplerate - 44100
Sample interpolation - 4-point 3rd order skipping
FM interpolation - 4-point 3rd order
LowPass filter - OFF (just changed that, improves the issue a fair bit)
[dipswitch] enable high-quality music - OFF


EDIT: did some more testing, it's definitely LPF related. With LPF off, there is no more 'radio losing a signal' effect, just some muddled sound (which can also be attributed to everything is exploding all the time). That, coupled with the cheap speakers I have, just doesn't gel well with the weird fluctuating volume effect the music seems to have in stage 3.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 17, 2022, 03:29:35 AM

Samplerate - 44100
Sample interpolation - 4-point 3rd order skipping
FM interpolation - 4-point 3rd order
[dipswitch] enable high-quality music - OFF


I just tested those settings (with LPF on) and couldn't notice anything wrong, yet again my ears are probably not trustworthy.

I don't know where to tweak bass levels on a Pi3, is it in alsamixer?

Probably, not 100% sure since i haven't used retropie for a long time, and it can also be setup related (whether you installed pulseaudio or not).
Title: Re: FB Neo Bugs Reports
Post by: weirdh on March 17, 2022, 07:51:00 AM
I just tested those settings (with LPF on) and couldn't notice anything wrong, yet again my ears are probably not trustworthy.

I don't think your ears would be that bad. It is actually the music fading away as if on a car radio when you drive into a tunnel. With LPF off, this does not happen at all, the sound is just a little drowned out by all the sound effects. Doesn't seem this is a bug then, but something on my end. Oh well, I can live with the odd game not having LPF on, so no big deal. Thanks for looking into it nonetheless.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 17, 2022, 09:11:54 AM
I don't think your ears would be that bad. It is actually the music fading away as if on a car radio when you drive into a tunnel. With LPF off, this does not happen at all, the sound is just a little drowned out by all the sound effects. Doesn't seem this is a bug then, but something on my end. Oh well, I can live with the odd game not having LPF on, so no big deal. Thanks for looking into it nonetheless.

EDIT:
problem should be solved now, it was happening with the game's internal music - but I had the high quality music enabled & forgot about it.

Check out the high quality music samples for donpachi, it's a nice touch for this game. 

p.s. thanks barbudreadmon & SirHenrythe5th for helping!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 18, 2022, 03:20:24 AM
I don't think your ears would be that bad.

Supposedly, my ears aren't great, i can't tell how it evolved since the last time they were examined though.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 19, 2022, 04:14:45 AM
In Egg Hunt, once you finish a level, you can see a bird chase after you. That bird looks buggy (misplaced tiles).
That said, that game is so shitty I bet it's not an emulation bug but a game bug.
But just in case, I'm attaching a save state just before the bug. Thanks.
Title: Re: FB Neo Bugs Reports
Post by: weirdh on March 19, 2022, 10:13:27 AM
EDIT:
problem should be solved now, it was happening with the game's internal music - but I had the high quality music enabled & forgot about it.

Check out the high quality music samples for donpachi, it's a nice touch for this game. 

p.s. thanks barbudreadmon & SirHenrythe5th for helping!

best regards,
- dink

Just updated from source, but the problem is still there for me. Is there a delay for fixes on the Pi? I also tried the high quality music (easy enough to find and install) and that is leaps and bounds better! It also doesn't exhibit the fading/crackling problem at all. I will probably just keep that as standard from now on, so problem solved either way, kind of. Thanks all, for your time and effort.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 19, 2022, 10:40:43 AM
Is there a delay for fixes on the Pi?

I usually sync the libretro fork every day, the fix is there already.
Title: Re: FB Neo Bugs Reports
Post by: weirdh on March 19, 2022, 12:44:34 PM
Well, then it's most definitely an issue with my setup as well. But as I said, the high quality music works perfectly and sounds much better with no issues, so all is well.
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on March 20, 2022, 08:14:42 AM
Hi Good morning ha you Good Sunday, I have the roms of another street fighter 2 bootleg not present on final burn neo?
Could you put it in addition?
Title: Re: FB Neo Bugs Reports
Post by: JacKc on March 20, 2022, 08:25:19 AM
I will check it and see if can be added.

Anyway thanks for the dump.
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on March 20, 2022, 08:32:47 AM
of anything, thanks for the Availability :smilie: :smilie:🤚
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on March 20, 2022, 12:23:06 PM
another street fighter 2 champion edition usa bootleg not present in Final Burn Neo
Title: Re: FB Neo Bugs Reports
Post by: JacKc on March 20, 2022, 01:26:57 PM
another street fighter 2 champion edition usa bootleg not present in Final Burn Neo

Already added to FB Neo  ;p

Code: [Select]
static struct BurnRomInfo Sf2ceuab11RomDesc[] = {
// PCB is marked: "STF REV.3" on component side
// PCB is labeled: "STREET FIGHTER III" on component side
// f205v id 1615
{ "7.bin",          0x080000, 0x74803532, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_BYTESWAP },
{ "5.bin",          0x080000, 0x66c91972, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_BYTESWAP },
{ "6.bin",          0x020000, 0x1073b7b6, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_BYTESWAP },
{ "4.bin",          0x020000, 0x924c6ce2, BRF_ESS | BRF_PRG | CPS1_68K_PROGRAM_BYTESWAP },

{ "a-se168.07", 0x100000, 0xa258de13, BRF_GRA | CPS1_TILES },
{ "c-se005.12", 0x100000, 0xc781bf87, BRF_GRA | CPS1_TILES },
{ "b-se194.02", 0x100000, 0x5726cab8, BRF_GRA | CPS1_TILES },
{ "d-se064.05", 0x100000, 0x4dd24197, BRF_GRA | CPS1_TILES },
{ "e-sf004.09", 0x100000, 0x187667cc, BRF_GRA | CPS1_TILES },
{ "f-sf001.01", 0x100000, 0x5b585071, BRF_GRA | CPS1_TILES },

{ "3.bin",          0x010000, 0xa4823a1b, BRF_PRG | CPS1_Z80_PROGRAM },

{ "2.18",          0x020000, 0x7f162009, BRF_SND | CPS1_OKIM6295_SAMPLES },
{ "1.19",          0x020000, 0xbeade53f, BRF_SND | CPS1_OKIM6295_SAMPLES },

{ "10.09",        0x020000, 0x84427d1b, BRF_GRA | CPS1_EXTRA_TILES_400000 },
{ "12.11",        0x020000, 0x55bc790c, BRF_GRA | CPS1_EXTRA_TILES_400000 },
{ "9.03",          0x020000, 0xf8725add, BRF_GRA | CPS1_EXTRA_TILES_400000 },
{ "11.06",      0x020000, 0xc2a5373e, BRF_GRA | CPS1_EXTRA_TILES_400000 },

{ "8.bin",          0x010000, 0x13ea1c44, BRF_OPT }, // unknown
};

STD_ROM_PICK(Sf2ceuab11)
STD_ROM_FN(Sf2ceuab11)
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on March 20, 2022, 01:47:19 PM
Hello everyone in the forum.

can I add Street Fighter 2 magic delta turbo files?

He gave them to me a certain mark maverick.

Whether you can upgrade on final burn neo?

I only have 10 files the others are already common on final burn neo here they are: Check and evaluate.

street fighter 2 magic delta turbo matches as mark on (sf2amf2) told me to swell the Eprooms and adapt them to Final Burn Neo.
Thanks for collaboration.
good evening
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 23, 2022, 12:42:42 AM
@Dink - Just been playing a bit off Mystic warriors as of recent and i noticed this fading into white transition problem in the intro right after the "You are the only one that can stop this armageddon" bit, mind you the fade out to black effect works correctly..regards
Title: Re: FB Neo Bugs Reports
Post by: dink on March 23, 2022, 01:14:00 AM
the_maq,
the issue you mentioned and the intro part where sprites get stuck have been quite challenging to fix, and I havn't found a route to a fix yet.  I'll let you know when it happens :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 23, 2022, 01:51:58 AM
the_maq,
the issue you mentioned and the intro part where sprites get stuck have been quite challenging to fix, and I havn't found a route to a fix yet.  I'll let you know when it happens :)

best regards,
- dink
Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 27, 2022, 12:32:42 AM
Just updated from source, but the problem is still there for me. Is there a delay for fixes on the Pi? I also tried the high quality music (easy enough to find and install) and that is leaps and bounds better! It also doesn't exhibit the fading/crackling problem at all. I will probably just keep that as standard from now on, so problem solved either way, kind of. Thanks all, for your time and effort.

Hi weirdh,
Just wanted to let you know that I came up with a better fix for this problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 27, 2022, 04:40:25 PM
In Hot Mind, it seems the "Game Over" text is written behind the game elements.
Screenshot attached (that red stuff at the bottom).
In this video (Mame?), the text is properly displayed over the game elements: https://youtu.be/pnVwhgUgVdc?t=121
Title: Re: FB Neo Bugs Reports
Post by: dink on March 27, 2022, 05:53:28 PM
Thanks for the bug report Stifu, it's been fixed :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 28, 2022, 03:08:27 AM
Thanks, dink!

Not sure if you missed my other report, but just in case, here it is (https://neo-source.com/index.php?topic=3647.msg33765#msg33765).
Title: Re: FB Neo Bugs Reports
Post by: dink on March 28, 2022, 09:40:47 AM
Thanks, dink!

Not sure if you missed my other report, but just in case, here it is (https://neo-source.com/index.php?topic=3647.msg33765#msg33765).

Oops!  That's fixed now as well, hopefully :)  the bird changed to a chicken after I corrected the gfx banking.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: robwill80 on March 29, 2022, 12:42:39 PM
Namco's Xevious works, but the version manufactured for the US by Atari does not. MAME lists 3 different versions of this as clones - xeviousa, xeviousb and xeviousc.
Title: Re: FB Neo Bugs Reports
Post by: Tegrah on April 02, 2022, 06:45:58 AM
Just like to thank the continued effort to improve this core, I've reported twice before (problems which were fixed :) )
Always appreciate the controls of games using fbneo, good example Zektor, terrible and almost unplayable with Mame yet works a treat with FBNeo

Reason for bug report, BIGRUN doesn't seem to have a working Accelerator, tried touch screen and joypad.
Other buttons, stearing, gear, brake, even Horn work.

Inside the control panel (I/O) the accelator is giving a feedback display when R2 is pressed, yet during game no forward thrust

Only found this issue due to MAME not displaying the graphics right (can see objects through hills), so thought I'd try with FBNeo..
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 02, 2022, 09:41:25 AM
Reason for bug report, BIGRUN doesn't seem to have a working Accelerator, tried touch screen and joypad.
Other buttons, stearing, gear, brake, even Horn work.

I fixed an input issue on bigrun 3 months ago, maybe your core isn't up-to-date ?

Edit: i just checked and can confirm everything is fine on my side.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 02, 2022, 09:50:06 AM
Regarding gfx issues in BigRun - it's not emulated right anywhere, I'm afraid.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Tegrah on April 02, 2022, 11:47:39 AM
^^ sorry seems its on my end.

Its confusing as my phone (s9) doesnt work, whereas my tablet (s4) does. Both devices are running the exact version of retroarch (1.8.9_git), FBNeo core (v1.0.0.03) and rom.

As mentioned though the gfx are rubbish, even worse on the bigger screen, so no great loss.
Not worth looking into it anymore.
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on April 06, 2022, 03:04:32 PM
Not emulated final burn neo
Street Fighter 2 (another bootleg 2)
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on April 06, 2022, 03:11:57 PM
Street Fighter 2 Bootleg
http://www.citylan.it/wiki/index.php/Street_Fighter_II%27:_Champion_Edition_(another_bootleg_2)
Title: Re: FB Neo Bugs Reports
Post by: Supergun on April 09, 2022, 09:38:35 AM
Hello FBNeo team,
 :wink:

"Ultimate mortal kombat 3" :
During match the "energy life bar" shows flickering flashing when it fills with red color,
I think it's a bug, mame does not show this anomaly.

it is present in the stable release 1.0.0.2 and ultimate "git build"
thanks.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 09, 2022, 11:11:11 PM
@dink - On the real pcb during the intro you'll see the bottom part of the enemy explosions are positioned higher just above there mini hover boards where as on the emu after the broken explosion fix they're positioned lower which are incorrect if you get what i mean, what do you think? I've provided a video link for comparisons. https://youtu.be/nCrSgJe41Ww?t=46
Title: Re: FB Neo Bugs Reports
Post by: dink on April 10, 2022, 09:43:07 AM
the_maq, the zoom sprites in tmnt2 are very difficult to get right, they're controlled by a mcu which hasn't been dump yet due to protection inside the chip.  I don't think we'll ever have it 100% perfect without the chip, but this is as close as I can get it without breaking anything else.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 10, 2022, 11:21:06 PM
the_maq, the zoom sprites in tmnt2 are very difficult to get right, they're controlled by a mcu which hasn't been dumped yet due to protection inside the chip.  I don't think we'll ever have it 100% perfect without the chip, but this is as close as I can get it without breaking anything else.

best regards,
- dink
No bother mate the difference now and before all the fixes were made is night and day thanks again for clarifying.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on April 12, 2022, 06:03:48 PM
Getting some weird glitches with the Sega System 32 driver on Nvidia Shield. The screen is being filled with pulsating ghosting artifacts like an improperly deinterlaced video transfer. does it with GL AND Vulkan. Any idea what might be happening here?

EDIT - Looks like its entirely due to graphics filters.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 13, 2022, 12:43:33 AM
Getting some weird glitches with the Sega System 32 driver on Nvidia Shield. The screen is being filled with pulsating ghosting artifacts like an improperly deinterlaced video transfer. does it with GL AND Vulkan. Any idea what might be happening here?

EDIT - Looks like its entirely due to graphics filters.

Do you mean retroarch filters ? That's not a FBNeo bug then.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on April 24, 2022, 08:06:36 AM
Weird thing in Varia Metal: at the beginning of the first stage, your ship is briefly visible at the bottom of the screen, before instantly disappearing, then coming back into view from the bottom of the screen. Same as in this video (https://youtu.be/UzBQSu10snI?t=81).

Game bug or emulation bug? Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 24, 2022, 09:46:10 AM
Stifu, it's a bug in our emulation, the code for it has aged badly.  Lets see..

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 09, 2022, 05:28:09 PM
As always, I'm not sure whether this is an emulation or game bug... because again, it's a loosy game I'm about to bring up: Super Ranger.
Insert a coin, watch the two bad guys abduct the woman, then you'll see the game's map, with part of a yellow rectangle blinking at the bottom.
Exactly like in this video (https://youtu.be/Ip6MfSM8_2U?t=60). Emulation bug or game bug? Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 09, 2022, 08:17:47 PM
As always, I'm not sure whether this is an emulation or game bug... because again, it's a loosy game I'm about to bring up: Super Ranger.
Insert a coin, watch the two bad guys abduct the woman, then you'll see the game's map, with part of a yellow rectangle blinking at the bottom.
Exactly like in this video (https://youtu.be/Ip6MfSM8_2U?t=60). Emulation bug or game bug? Thanks.

Hi Stifu,
This bug is definitely a bug in the emulation, thanks for your report :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on May 12, 2022, 11:22:23 AM
Hello, in Aero Fighters 1 something strange happens, as soon as you start the rom the startup music plays, but then it doesn't change, it stays during the game, even if you start playing, without hearing anything else. It didn't happen before. I have downloaded the latest version of the emulator. a greeting :S
Title: Re: FB Neo Bugs Reports
Post by: dink on May 12, 2022, 12:09:38 PM
Hello, in Aero Fighters 1 something strange happens, as soon as you start the rom the startup music plays, but then it doesn't change, it stays during the game, even if you start playing, without hearing anything else. It didn't happen before. I have downloaded the latest version of the emulator. a greeting :S

Hi Neildark,
thanks for reporting this - I think something changed with the dips, please see if this works for you:
1: load game
2: input -> set dipsw. (or ctrl-f5), click [Defaults] button, then [OK]
3: load game again, should be OK now?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on May 12, 2022, 01:15:53 PM
Hi dink. Yes, the same thing still happens after doing that. I have downloaded another rom, but the same thing happens to me, with the latest version of the emulator.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on May 12, 2022, 04:54:31 PM
Hi dink. Yes, the same thing still happens after doing that. I have downloaded another rom, but the same thing happens to me, with the latest version of the emulator.

Tested now and works fine.
Fbneo 1.0.0.3 build may/09
Title: Re: FB Neo Bugs Reports
Post by: dink on May 12, 2022, 08:06:17 PM
Hello, in Aero Fighters 1 something strange happens, as soon as you start the rom the startup music plays, but then it doesn't change, it stays during the game, even if you start playing, without hearing anything else. It didn't happen before. I have downloaded the latest version of the emulator. a greeting :S

Could you please send your ini files so I can try to reproduce the problem here?
config/fbn*.ini and config/games/aerofgt.ini ?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on May 13, 2022, 04:55:52 AM
Hi there. There I leave you attached with the two .ini files, to see if you can find out what happens. I am using the FBA Neo version from May 13th. Thank you very much!. :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on May 13, 2022, 08:54:12 AM
Thanks Neildark, your config helped me pinpoint the problem - it's fixed :)

It's one of those pesky runahead bugs.  After adding the runahead feature, it took several months to runahead fix every driver in the pre90's section..
I never got to the post-90's section.  I'll have to get back on that as soon as this cave stuff is finished.  Luckily the post90's section is all that's left, all the other sections are OK.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on May 13, 2022, 09:15:54 AM
Brilliant! Thank you for your work and for always being so effective, greetings!  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on May 16, 2022, 12:29:01 PM
Hi all of the Forum, I have recovered another Roms of Sf2.
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on May 16, 2022, 12:33:47 PM
Sf2
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on May 19, 2022, 12:13:43 PM
I think it's Street Fighter 2 'Champion Edition (Magic Delta Turbo).
Title: Re: FB Neo Bugs Reports
Post by: dink on May 19, 2022, 12:32:02 PM
Thanks Marco79!
Title: Re: FB Neo Bugs Reports
Post by: Marco79 on May 19, 2022, 12:38:59 PM
😊😊👌👌We Update Good Evening!!!
Title: Re: FB Neo Bugs Reports
Post by: Versus on May 19, 2022, 05:20:25 PM
Hello there. New around these parts. Blazing Star second level background graphics flickering badly.
After messing around with my settings for two days to no avail, I loaded up the same rom in an older version of FBNeo in Retroarch and it worked fine. After updating said older version to new version flickering started again. I can simply set core to MAME-Current and its all fine again.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 19, 2022, 08:22:53 PM
Thanks for the bug report Versus, recently a fellow developer is doing some improvements to the neogeo emulation - it looks like this one might be an unintentional side-effect, I'll let them know :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on May 24, 2022, 09:37:48 AM
Versus, blazing star is fixed, thanks again for the report!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on May 24, 2022, 02:42:09 PM
Hi, at the ending of Power Instinct 2 (USA, ver. 04/94/08) the images overlap, I don't know if it also happens in MAME, but I'm attaching a screenshot and also a recording. Another thing I've noticed is that when I replay a recorded game the 'replay input' always goes out of sync. I've tried more than five times and the same thing always happens, it's weird, because with other games (SNK, Capcom) it doesn't usually happen to me .

A greeting.
Title: Re: FB Neo Bugs Reports
Post by: el_rika on June 05, 2022, 11:37:30 AM
Hy guys,

Mushihimesama (played on Retroarch64 android version) has a sound issue when using savestates.

After loading a savestate, after a few minutes (i consistently get the glitch ~ the 2nd half of level 3, after loading a savestate at the begining of level 3) the music stops for a second or two, then begins again (just the music), it does this a few times then the sound stops completely for a split second and it behaves like this as long as i stay on that savestate.

If i play normally, without loading a save, the issue does not appear, and it also seems that 32 bits version does not have this issue at all, but i need to test more.

I have not encountered this issue in other cv1000 games, at least not so far.

Have a nice sunday everyone!

Edit: Had the issue in Futari BL as well. Just as described above. Probably not relevant, but also in level 3 (after loading a level 2 save).
Tested 32 bits a few rounds and i haven't encountered the issue there.
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 05, 2022, 11:37:26 PM
Hello,

I checked out Wally o Sagase again, and it seems that in addition to not having analog controls that work with a mouse, like in MAME, the 3 player version of the game does not work. I checked the service menu, and the start button and directions don't do anything for player 3. Pressing right on the player 1 controller causes the select button to get pressed on the player 3 controls, for unknown reasons. I checked to make sure that my own controls were set properly when testing.

Nick
Title: Re: FB Neo Bugs Reports
Post by: dink on June 06, 2022, 01:00:58 AM
Hi, at the ending of Power Instinct 2 (USA, ver. 04/94/08) the images overlap, I don't know if it also happens in MAME, but I'm attaching a screenshot and also a recording. Another thing I've noticed is that when I replay a recorded game the 'replay input' always goes out of sync. I've tried more than five times and the same thing always happens, it's weird, because with other games (SNK, Capcom) it doesn't usually happen to me .

A greeting.

Hi Neildark,
Thanks for letting us know, it's funny - mame suffers from the same ending gfx bug, and fb's cave 68k era gfx emulation was emulated from scratch / without any reference to mame.  This makes me wonder if it's a bug in the game or did both emu's get it wrong?

Can you please try recording again?  I did some modifications to the driver (and a bunch of other similar cave drivers) to help improve sync w/recordings.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 06, 2022, 01:40:07 AM
Hi Nick,
Wwally 3p version isn't working in fbneo yet, also the trackball controller isn't hooked up to either wwally version yet, I'll reply here when there's some good news.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neildark on June 06, 2022, 07:19:23 AM
Hello! I've done several recordings of 'Gouketsuji Gaiden Legends' and 'Power Instinct 2' and this time it hasn't gotten out of sync. Also, I've noticed that both games run much smoother, play better, at 60fps almost all the time. Congratulations and thanks for your work. :biggrin: :biggrin:

Title: Re: FB Neo Bugs Reports
Post by: dink on June 06, 2022, 09:13:09 AM
Neildark,
Thanks for testing & your feedback :)

best regards,
- dink
Title: Megadrive: missing video modes?
Post by: eye2eye on June 06, 2022, 09:54:30 AM
hi everyone,

while learning to code for cave/neogeo/nes/megadrive I had problems to adjust
the following video modes for megadrive:
256x240
256x480i
320x240
320x480i

Well, 320x224 is ok:
(https://i.ibb.co/4YkQ6c6/320x224.png)

Ok, looked in the fbn-code and made some additions:
(https://i.ibb.co/7RXP3LS/320x240.png)

Accoding to this, the M2-bit is responsible for the y-resolution
// VDP[$01] - Mode Register 2
// When V30 is used on NTSC hardware, the picture is unstable and will roll upwards.
//
// Register 01 - Mode Register 02
// BIT-No    7     6  5     4  3  2  1  0
// BIT-VAL  128 64 32  16  8  4  2  1
// NAME    VRAM DE IE0 M1 M2 M5  0  0
//
// - VRAM allows use of an additional 64 KB of external VRAM. [2]
//   DE decides if the display is enabled (1) or disabled (0).
//   This is useful to perform quick art loading.
// - IE0 enables the vertical blank interrupt, or VBI. This is a Level 6 interrupt to the M68k.
// - M1 allows DMA to be performed when set, while it disables any sort of DMA when it is not set.
//   This bit also masks CD5 in the VDP control word if cleared.
// - M2 sets the vertical display mode/resolution. When set to 1, 30 cell (240 pixel) mode is enabled,
//   which is exclusive to PAL. When set to 0, 28 cell (224 pixel) mode is enabled, which is always
//   the case on NTSC. Enabling 30 cell mode on an NTSC Mega Drive will cause the image to roll upwards
//   and be unstable, as well as causing vertical interrupts to happen at 30 Hz, and no vertical sync
//   pulse to be output on the video connector.
// - M5 selects between Master System (Mode 4) and Mega Drive (Mode 5) video modes.
//   Should always be set to 1 when programming Mega Drive software.

In megadrive.cpp INT32 res_check() I added:
   
Code: [Select]
UINT16 max_y = 240;
wchar_t szTEMP[100];

if (~RamVReg->reg[0x01] & 0b00001000) max_y = 224;
if (screen_width != 320 || screen_height != max_y) {
screen_width = 320;
screen_height = max_y;
swprintf(szTEMP, L"switching to 320 x %d mode: v30=%d\n", max_y, RamVReg->reg[0x01]);
bprintf(0, szTEMP);
BurnDrvSetVisibleSize(320, max_y);
Reinitialise();
return 1;
}

In the debug-log:
...
SRAM detected in header: start 200000 - end 20ffff
Emulating Europe PAL Machine
*** Using BUFFERED SN76496-mode.
*** Initialising DirectX9 Experimental blitter.
  * Allocated a 320 x 240 (32-bit xRGB 8888) surface.
  * Allocated a 512 x 256 (32-bit xRGB 8888) image texture.
  * Initialisation complete: 4087,00MB texture memory free (total).
    Displaying and rendering in 32-bit mode, emulation running in 32-bit mode.
    Running in windowed mode, using D3DSWAPEFFECT_COPY to present the image.
[Win7+] Sync to DWM is enabled (if available).
SuperWaitVBlankInit() on \\.\DISPLAY1
switching to 320 x 224 mode: v30=4
*** Initialising DirectX9 Experimental blitter.
  * Allocated a 320 x 224 (32-bit xRGB 8888) surface.
  * Allocated a 512 x 256 (32-bit xRGB 8888) image texture.
  * Initialisation complete: 4087,00MB texture memory free (total).
    Displaying and rendering in 32-bit mode, emulation running in 32-bit mode.
    Running in windowed mode, using D3DSWAPEFFECT_COPY to present the image.
[Win7+] Sync to DWM is enabled (if available).
SuperWaitVBlankInit() on \\.\DISPLAY1
SRam Status: Disabled Read/Write
switching to 320 x 240 mode: v30=124
*** Initialising DirectX9 Experimental blitter.
  * Allocated a 320 x 240 (32-bit xRGB 8888) surface.
  * Allocated a 512 x 256 (32-bit xRGB 8888) image texture.
  * Initialisation complete: 4087,00MB texture memory free (total).
    Displaying and rendering in 32-bit mode, emulation running in 32-bit mode.
    Running in windowed mode, using D3DSWAPEFFECT_COPY to present the image.
[Win7+] Sync to DWM is enabled (if available).
SuperWaitVBlankInit() on \\.\DISPLAY1
...


Now my questions:
- is it possiblbe to add the missing video modes to fbn?
- how to suppress the 2. res-switch (224) which causes the 3. res-switch back to 240

This said, the 240p Test Suite for megadrive has the same problems with fbn
(blastem, fusion, regen, gens etc.) work fine:
https://junkerhq.net/xrgb/index.php?title=240p_test_suite (https://junkerhq.net/xrgb/index.php?title=240p_test_suite)


Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 06, 2022, 10:52:57 AM
Hi Nick,
Wwally 3p version isn't working in fbneo yet, also the trackball controller isn't hooked up to either wwally version yet, I'll reply here when there's some good news.

best regards,
- dink
Thank you. I guess I should have known better than to think p3 not working wasn't already known.
I posted images about a minor graphics problem in Zero Team on the development and fixes topic, although I had edited a previous post making it less likely to be noticed.
Thanks for the help and I (probably) won't be posting about anything else for a little while.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 06, 2022, 06:22:16 PM
Hi Nick,
honestly it's good that you mentioned the 3p version having problems because I had completely forgotton about it! :)

Hopefully I should have some good results within the next couple days.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 07, 2022, 12:56:59 AM
Hi Nick Reynolds,
Trackball is now hooked up to wally and the 3p version, please give them a try when you get a chance.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 08, 2022, 08:58:01 AM
Weird thing in Varia Metal: at the beginning of the first stage, your ship is briefly visible at the bottom of the screen, before instantly disappearing, then coming back into view from the bottom of the screen. Same as in this video (https://youtu.be/UzBQSu10snI?t=81).

Game bug or emulation bug? Thanks.

Hi Stifu,
This one is now up to speed, iq_132 & dink had to do a little tag-team jobby to get this one right. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 08, 2022, 10:21:36 AM
Thank you guys! :)
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 08, 2022, 05:28:44 PM
I tried Kangaroo. The window size is tiny (x1, as if stuck in "Single size"), no matter what I pick (Auto, Double size, Triple size...).
Is this known?

Edit: ah, it seems linked to the blitter "SoftFX". If I try something else, it works as expected.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 08, 2022, 08:20:46 PM
Stifu,
The SoftFX blitter has a [not the greatest] mind of its own, and probably should only be used as a last resort :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 10, 2022, 02:30:27 PM
There is a problem with SoftFx blitter display ..
Title: Re: FB Neo Bugs Reports
Post by: dink on June 10, 2022, 08:38:38 PM
Silence4life,
Hi, check to see if Fullscreen Resolution (horiz/vertical) are OK and Fullscreen bitdepth is the same as your desktop.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on June 10, 2022, 10:05:34 PM
Alright, I asked about this at r/retroarch and didn't get any response so I've reached wits end more or less. For whatever reason when running the FBN core on my Nvidia Shield it will completely crash and kick me be back to the menu after about five seconds. The thing is most of the games that cause this are in Tate orientation. And I know its just the core because running these games through Mame Current causes no problem whatsoever. Is there some setting I have wrong here? I deleted my config and it still didn't fix the problem one bit.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on June 11, 2022, 01:19:37 AM
Alright, I asked about this at r/retroarch and didn't get any response so I've reached wits end more or less. For whatever reason when running the FBN core on my Nvidia Shield it will completely crash and kick me be back to the menu after about five seconds. The thing is most of the games that cause this are in Tate orientation. And I know its just the core because running these games through Mame Current causes no problem whatsoever. Is there some setting I have wrong here? I deleted my config and it still didn't fix the problem one bit.

Android is a trash OS closing apps on a whim. The other day i was talking with a user crashing the same way on MAME, fwiw he got past those crashes after cleaning up his device with avast. Cleaning up your device, maybe even resetting it to factory default, is sadly the only advice i can give. Users are playing cv1k games on their smartphone so this is clearly not an emulator bug.
Title: Re: Megadrive: missing video modes?
Post by: dink on June 11, 2022, 01:22:17 AM
hi everyone,

while learning to code for cave/neogeo/nes/megadrive I had problems to adjust
the following video modes for megadrive:
256x240
256x480i
320x240
320x480i
...

Hi eye2eye,
I added the missing 240p modes.  As for the 'i' modes, we only support LSMx=3 (double resolution) mode that Sonic 2 uses in 2-player mode.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 11, 2022, 01:37:18 AM
Alright, I asked about this at r/retroarch and didn't get any response so I've reached wits end more or less. For whatever reason when running the FBN core on my Nvidia Shield it will completely crash and kick me be back to the menu after about five seconds. The thing is most of the games that cause this are in Tate orientation. And I know its just the core because running these games through Mame Current causes no problem whatsoever. Is there some setting I have wrong here? I deleted my config and it still didn't fix the problem one bit.

JoelH is there any information about what's going on, maybe in the log file?  Which games cause this every time?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 11, 2022, 04:54:10 AM
Silence4life,
Hi, check to see if Fullscreen Resolution (horiz/vertical) are OK and Fullscreen bitdepth is the same as your desktop.

best regards,
- dink

I tried different bit options, I checked 16/24/32 horizontally and vertically, but the result did not change, the problem of not being full screen continues.
operating system Windows 10/ screen full hd 1920X1080
Title: Re: Megadrive: missing video modes?
Post by: eye2eye on June 11, 2022, 05:48:06 AM
Hi eye2eye,
I added the missing 240p modes.  As for the 'i' modes, we only support LSMx=3 (double resolution) mode that Sonic 2 uses in 2-player mode.

best regards,
- dink

hi,

thx for the additions. the background of all this is that i found several mysterious roms, different plattforms, not really working,
partially with source, during my nightly forays thru the (dark-)net. those games are nowhere mentioned and i wonder if they are
fakes or prototypes or whatever. so i started exploring the code.
for one of these roms i am now a few steps further.
the initial res-warning screen is now gone but i am stuck at the title:
(https://i.ibb.co/F7qBCL9/wrong-res.png)

(https://i.ibb.co/Dgkr8wh/title-scr.png)

i'll keep on the topic...
Title: Re: FB Neo Bugs Reports
Post by: dink on June 11, 2022, 09:09:18 AM
I tried different bit options, I checked 16/24/32 horizontally and vertically, but the result did not change, the problem of not being full screen continues.
operating system Windows 10/ screen full hd 1920X1080

Would you try the Directx9 blitter?  I don't think the old directdraw (softfx & basic blitter) is capable of hd resolutions.

best regards,
- dink
Title: Re: Megadrive: missing video modes?
Post by: dink on June 11, 2022, 09:14:43 AM
eye2eye, I've found stuff like this are mostly homebrews in various prototype states which are shared on a forum somewhere for feedback.
if it's working in another emu but not fbneo, please pm me the rom and d_megadrive.cpp BurnDriver entry - I'll take a look.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 11, 2022, 11:40:43 AM
Would you try the Directx9 blitter?  I don't think the old directdraw (softfx & basic blitter) is capable of hd resolutions.

best regards,
- dink

Basic blitter/experimental/directx 9 alt don't have any fullscreen issues with these I just want to work and do that because it almost bugs out. I am using experimental blitter thanks.
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 11, 2022, 08:18:14 PM
Hi Nick Reynolds,
Trackball is now hooked up to wally and the 3p version, please give them a try when you get a chance.

best regards,
- dink
Awesome work. Thank you! Not only did the trackball controls work, I was also able to play the game online with two friends. Despite some unusual issues getting the game in sync at the start, I was able to play through the entire game.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 11, 2022, 08:32:29 PM
Nick, That's good :)
Can you explain the sync issues, maybe I can fix them!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 11, 2022, 10:25:58 PM
Nick, That's good :)
Can you explain the sync issues, maybe I can fix them!

best regards,
- dink
It may be tricky to replicate. The idea was that one of my two friends would always be out of sync when starting up online, and it wasn't consistently the same player, so I don't think anyone had incorrect settings. Also, the other games I recently played online all worked correctly. Before posting this, I ran 3 copies of the game on the same PC on a Kaillera server, and I wasn't able to see any desync.

I had recently compiled a build which doesn't disable "restore full state on load" when using Kaillera, so I used a state at the start of the game to get past the sync problem. I find that the feature has around a 50% chance of loading the state in sync online for all players, but if it doesn't load correctly the first time, I can just start up the game again.
Title: Re: FB Neo Bugs Reports
Post by: Al82 on June 12, 2022, 12:04:10 PM
Came across what could be a bug in Power Instinct 2 (USA, ver. 94/04/08) - the girl's face is obscured by the character portraits, with her mouth clipping in and out.

Save state attached  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on June 12, 2022, 12:23:15 PM
Came across what could be a bug in Power Instinct 2 (USA, ver. 94/04/08) - the girl's face is obscured by the character portraits, with her mouth clipping in and out.

Save state attached  :smilie:

If i'm not mistaken, this issue was reported and fixed just the other day, please make sure you are using our latest build from https://github.com/finalburnneo/FBNeo/releases/tag/latest.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 12, 2022, 08:06:10 PM
al82 thanks for the bug report, please refer to this message from a few days back:
https://neo-source.com/index.php?topic=3647.msg34119#msg34119
Basically at this point we're not sure if it isn't a bug in the actual pcb version of the game, because we can't find any footage of the game running from pcb at the ending scene.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 13, 2022, 01:27:59 AM
It may be tricky to replicate. The idea was that one of my two friends would always be out of sync when starting up online, and it wasn't consistently the same player, so I don't think anyone had incorrect settings. Also, the other games I recently played online all worked correctly. Before posting this, I ran 3 copies of the game on the same PC on a Kaillera server, and I wasn't able to see any desync.

I had recently compiled a build which doesn't disable "restore full state on load" when using Kaillera, so I used a state at the start of the game to get past the sync problem. I find that the feature has around a 50% chance of loading the state in sync online for all players, but if it doesn't load correctly the first time, I can just start up the game again.

Hi Nick Reynolds,
After doing a bit of debugging I found the sources of the desync issue. 
If you find other games that have this issue with Kaillera, please let me know and I'll try my best to make a fix for them.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on June 13, 2022, 04:11:52 PM
A lots of system 16a games are not working since the last2 update.

Thank you.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 13, 2022, 05:40:44 PM
littlebear, thanks, it's a work-in-progress, should be back to normal in a few minutes! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on June 13, 2022, 06:20:22 PM
JoelH is there any information about what's going on, maybe in the log file?  Which games cause this every time?

best regards,
- dink

Sorry about the wait, I've been busy with other things.

Games that have crashed the most often (like literally every time I've tried them) are Raiden II/DX, 99 The Last War, and Labyrinth Runner. There may be more out there as Pac-Man did it to me once too.

Nothing in the logs at all.
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 13, 2022, 08:14:54 PM
Hi Nick Reynolds,
After doing a bit of debugging I found the sources of the desync issue. 
If you find other games that have this issue with Kaillera, please let me know and I'll try my best to make a fix for them.

best regards,
- dink
Wow, I really didn't expect a fix for that particular issue. Thanks for fixing it. I don't anticipate running into desyncs in other games, but I will let you know if I find anything.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 13, 2022, 09:09:42 PM
Wow, I really didn't expect a fix for that particular issue. Thanks for fixing it. I don't anticipate running into desyncs in other games, but I will let you know if I find anything.

You're welcome!

The thing is, if it desyncs in Kaillera it will also desync with the input recording feature (Game -> Replay).  I know how frustrating it can be using either feature and it goes out of sync, so now a-days I put a high priority on fixing this kind of problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: sjy96525 on June 20, 2022, 11:11:54 AM
I play the Wolf Fang -Kuhga 2001- (Japan) has a Japanese Text at attract mode is cropped.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 20, 2022, 11:59:38 PM
I play the Wolf Fang -Kuhga 2001- (Japan) has a Japanese Text at attract mode is cropped.

Thanks for your bug report, problem is fixed! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on June 21, 2022, 02:09:13 PM
Update on my little problem, looks like it was just bad roms at least in the case of Raiden II. That's a relief.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 22, 2022, 08:26:14 PM
JoelH that's good to hear! :)
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 23, 2022, 06:59:45 AM
Neo Geo. Aero fighters 2 sound problems.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on June 23, 2022, 08:18:03 AM
Hi  :smilie:

I just noticed that in arcade games Pooyan and Time Pilot 84 autofire doesn't function properly

It just shoots once as if the fire button is pressed and then stops firing

I7d be glad if you can check it

Thanks and have a great day :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on June 23, 2022, 09:16:34 AM
Hi ClessxAlghazanth,
Try setting the autofire rate lower, to "Fast" (middle option).  A general rule is, if autofire doesn't work just try going down a notch or 2 until it starts fireing.

best regards,
- dink

Hi  :smilie:

I just noticed that in arcade games Pooyan and Time Pilot 84 autofire doesn't function properly

It just shoots once as if the fire button is pressed and then stops firing

I7d be glad if you can check it

Thanks and have a great day :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on June 23, 2022, 09:26:15 AM
Neo Geo. Aero fighters 2 sound problems.

Silence4life, I started a new game and sound seems OK, where is the problem at?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 23, 2022, 11:18:37 AM
Silence4life, I started a new game and sound seems OK, where is the problem at?

best regards,
- dink
This situation generally comes a little further from how far the game comes from 7. And after 8 spaces the first extended sound to this day is gone. Could it be the rom I'm using?

Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on June 24, 2022, 10:08:29 AM
Hi ClessxAlghazanth,
Try setting the autofire rate lower, to "Fast" (middle option).  A general rule is, if autofire doesn't work just try going down a notch or 2 until it starts fireing.

best regards,
- dink

Thanks a bunch, dink , that did the trick  :cool:

I have 2 small issues , which I'm not sureif they are bugs or not , decided to share in case :wink:

First one is that in Fixeight , I cannot access the dipswitch settings (or the service mode)
There is only one option  in the dipswitch settings, to turn on/off the service mode , but when I turn it on , it just goes to color check screen and sits there. I can't change the difficulty or set it to free play mode

The second one is that in Outzone , I can't set the region to anything other than Europe , there is the option in the ds settings but it comes out blank (I tried all the sets)

Thanks and best regards  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on June 24, 2022, 08:25:37 PM
This situation generally comes a little further from how far the game comes from 7. And after 8 spaces the first extended sound to this day is gone. Could it be the rom I'm using?

I need to reproduce it on my side in order to fix it - Will you post a savestate from right before the problem happens?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 24, 2022, 08:34:55 PM
I have 2 small issues , which I'm not sureif they are bugs or not , decided to share in case :wink:

First one is that in Fixeight , I cannot access the dipswitch settings (or the service mode)
There is only one option  in the dipswitch settings, to turn on/off the service mode , but when I turn it on , it just goes to color check screen and sits there. I can't change the difficulty or set it to free play mode

The second one is that in Outzone , I can't set the region to anything other than Europe , there is the option in the ds settings but it comes out blank (I tried all the sets)

Thanks and best regards  :smilie:

Hi ClessxAlghazanth,
Thanks for reporting these issues!
FixEight service mode and Outzone region are fixed now, please get an updated exe and try :)
FixEight service mode is a button (F2).  When it boots, press it then press again to advance to other service mode screens - after a couple screens you'll get to the configuration screen.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on June 25, 2022, 01:54:53 AM
Hi ClessxAlghazanth,
Thanks for reporting these issues!
FixEight service mode and Outzone region are fixed now, please get an updated exe and try :)
FixEight service mode is a button (F2).  When it boots, press it then press again to advance to other service mode screens - after a couple screens you'll get to the configuration screen.

best regards,
- dink

Heads up for the quick fix , dink  :wink:

Will grab the latest exe and try it tonight  :smilie:

Thanks for all your great work on this excellent emulator  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 25, 2022, 05:32:57 AM
I need to reproduce it on my side in order to fix it - Will you post a savestate from right before the problem happens?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on June 25, 2022, 06:58:21 AM
Hi  :smilie:

Here's another minor one I noticed:

In Fire Barrel (Japan) , it still needs you to insert coins even if you set it to free play mode in ds settings

And it is completely silent in attract mode , even with demo sound : on in the settings

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Al82 on June 25, 2022, 09:46:54 AM
Hi all - just got to the end of Super Chase - Criminal Termination (World), and there appears to be some graphical corruption in the centre of the screen during the ending sequence.

I've attached a savestate from just before the ending sequence.

Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 25, 2022, 03:07:42 PM
Cps-1 street fighter 2 turbo-hyper fighting
    (921209 japan) Character disappearing
     while playing the game..
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 25, 2022, 03:34:27 PM
Cps-3 Street fighter 3 2nd impact giant attack
USA - japan - Asia.. roms same in all boss Character.
Title: Re: FB Neo Bugs Reports
Post by: dink on June 25, 2022, 09:00:28 PM
Cps-3 Street fighter 3 2nd impact giant attack
USA - japan - Asia.. roms same in all boss Character.

Please link IPS files

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 25, 2022, 11:12:05 PM
Please link IPS files

best regards,
- dink

https://mega.nz/file/sdYS3YBb#bUobcNNxzeY1YYmIzhAGrsK2k3IERmoIPcKfGlI0PgE
Title: Re: FB Neo Bugs Reports
Post by: dink on June 25, 2022, 11:31:08 PM
Silence4life, its old ips patch mixed with new.  delete "support/ips/sfiii2/3-hchar1.dat" and try again
also rename 3-hchar1.png to 3-EnHiCharV1.png

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on June 25, 2022, 11:38:26 PM
Hi all - just got to the end of Super Chase - Criminal Termination (World), and there appears to be some graphical corruption in the centre of the screen during the ending sequence.

I've attached a savestate from just before the ending sequence.

Hi Al82.
This is an unfortunate glitch in the game, it sometimes leaves bad sprites behind in the sprite vram when they shouldn't be, the same bug happens in Grid Seeker near the level 5 boss.  I was lucky and ended up coming up with a hack to stop displaying the bad sprites, but couldn't make the same method work with Super Chase :(    The problems also happen in mame as well.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Silence4life on June 26, 2022, 12:46:29 AM
Silence4life, its old ips patch mixed with new.  delete "support/ips/sfiii2/3-hchar1.dat" and try again
also rename 3-hchar1.png to 3-EnHiCharV1.png

best regards,
- dink
Nothing has changed, thank you for your interest.dink. Do you have an ips file that you use?
Title: Re: FB Neo Bugs Reports
Post by: Al82 on June 26, 2022, 08:19:22 AM
Hi Al82.
This is an unfortunate glitch in the game, it sometimes leaves bad sprites behind in the sprite vram when they shouldn't be, the same bug happens in Grid Seeker near the level 5 boss.  I was lucky and ended up coming up with a hack to stop displaying the bad sprites, but couldn't make the same method work with Super Chase :(    The problems also happen in mame as well.

best regards,
- dink

No worries - thanks for the explanation and response as always!  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on June 26, 2022, 08:02:26 PM
Hi ClessxAlghazanth,
Problems with Fire Barrel are fixed - thank you for the bug report!
p.s. the attract mode sounds don't start until it goes into game demo mode

best regards,
- dink

Hi  :smilie:

Here's another minor one I noticed:

In Fire Barrel (Japan) , it still needs you to insert coins even if you set it to free play mode in ds settings

And it is completely silent in attract mode , even with demo sound : on in the settings

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on June 27, 2022, 07:04:25 AM
Hi ClessxAlghazanth,
Problems with Fire Barrel are fixed - thank you for the bug report!
p.s. the attract mode sounds don't start until it goes into game demo mode

best regards,
- dink

Thanks again for the speedy fix , dink  :wink:

Thanks for all the great wiork  :cool:
Title: Re: FB Neo Bugs Reports
Post by: sjy96525 on June 28, 2022, 08:29:52 AM
I play the Metamorphic Force has a Graphics Problem for titlescreen and Score Ranking screen
Title: Re: FB Neo Bugs Reports
Post by: sjy96525 on June 28, 2022, 09:54:37 AM
I play the Xexex has a Priority problem in ending screen.

PCB Video:https://www.youtube.com/watch?v=VsxYWswx10M
Title: Re: FB Neo Bugs Reports
Post by: dink on June 29, 2022, 12:49:24 AM
sjy96525, the konami pre-gx hw (xexex, metamorphic force) bugs are very difficult, after a few hours today I again realize why they aren't fixed yet.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 30, 2022, 05:17:53 PM
Navarone has no colors in FBN, it is black and white. However, when looking at Navarone videos on YouTube, I see it has colors. Is it an FBN limitation?
Title: Re: FB Neo Bugs Reports
Post by: dink on June 30, 2022, 11:56:57 PM
Stifu,
Navarone's colors are faked using colored plastic over the crt, some machines had this, some didn't.  I didn't really see a need for it at the time of writing the driver several years ago, so I left it out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on July 01, 2022, 04:05:25 AM
Makes sense. Thank you.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on July 02, 2022, 09:43:32 PM
Just noticed another minor one

Task Force Harrier (Arcade) still asks for coins even if it's set to Free Play mode in dip switch settings

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on July 03, 2022, 09:55:49 AM
Navarone has no colors in FBN, it is black and white. However, when looking at Navarone videos on YouTube, I see it has colors. Is it an FBN limitation?

Now it has colors :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on July 03, 2022, 11:02:17 PM
Just noticed another minor one

Task Force Harrier (Arcade) still asks for coins even if it's set to Free Play mode in dip switch settings

Best regards  :cool:

Hi ClessxAlghazanth,
It turns out that this game's coinage doesn't work due to undumped/unemulated protection mcu.  The only thing we can do is hope that someday the protection mcu is dumped so it can be properly emulated.  It's the same reason the player's ship looks a bit weird when going to the next level - though, besides that, the game is fully playable.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on July 04, 2022, 08:59:34 AM

Thanks for the explanation , dink  :cool:

Please keep up the great work and best regards  :wink:
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on July 05, 2022, 07:22:39 PM
Michael Jackson's Moonwalker (Arcade) is stuck on free play. Is there a way to switch it to back to coin-op, or is it a bug in FBNeo?
Title: Re: FB Neo Bugs Reports
Post by: dink on July 05, 2022, 08:12:11 PM
Michael Jackson's Moonwalker (Arcade) is stuck on free play. Is there a way to switch it to back to coin-op, or is it a bug in FBNeo?

Hi unit3uk,
EDIT: oops, it really was a bug in the dips, but for some reason didn't show up on my side.  fix is on git, after upgrading load game, go to dips & hit defaults button & OK.

(original message just for reference)
unit3uk, mwalk and a lot of system16-system18 games save the coins inserted into eeprom incase the power goes out.  Maybe you inserted several coins and turned it off (closed emulation), then when you loaded it again it's still remembering the games that didn't get started.  Just delete the nvram (config/games/mwalk.fs) to start with no coins from previous time.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on July 09, 2022, 08:48:59 PM
I can now insert coins, but the game doesn't start unless I press player 3. The libretro core still has the free play bug. Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 10, 2022, 01:03:08 AM
I can now insert coins, but the game doesn't start unless I press player 3. The libretro core still has the free play bug. Thanks.

unit3uk, oops, I made a little mistake - re-download and it should be OK now :)

let's see what barbudreadmon says about the libretro core.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 10, 2022, 02:56:02 AM
The libretro core still has the free play bug. Thanks.

The fix has been included in the libretro core 2 days ago, you'll need to make sure you are using the latest version.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 10, 2022, 06:36:20 AM
The bug still exists after reinstalling the latest Retroarch and downloading the latest version through Retroarch's online updater.

Maybe their buildbot is dead or something ? What's the version you get through online updater exactly ? Open RA menu, look at the bottom left, what i need is the weird letters/numbers between parenthesis.
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on July 10, 2022, 06:48:06 AM
Maybe their buildbot is dead or something ? What's the version you get through online updater exactly ? Open RA menu, look at the bottom left, what i need is the weird letters/numbers between parenthesis.

It works now after deleting the nvram. Thanks.
Title: Re: FB Neo Bugs Reports
Post by: retroFuture on July 13, 2022, 02:45:36 PM
Missing sound fx.

Neither Columns (columns) nor Columns II: The Voyage Through Time (colums2) trigger the relevant sound fx when X3 matching gems disappear.

(bug found on a Raspberry Pi 4 running Lakka 4.2 with FBNeo v1.0.0.03 01bf2e1)
Title: Re: FB Neo Bugs Reports
Post by: retroFuture on July 13, 2022, 03:04:45 PM
Background gfx glitch

Tokio (tokio)
Starting/ending cloud segments are disconnected from the main cloud layer creating solid edges and disconnected edge pieces.

(bug found on a Raspberry Pi 4 running Lakka 4.2 with FBNeo v1.0.0.03 01bf2e1)
Title: Re: FB Neo Bugs Reports
Post by: dink on July 13, 2022, 08:29:19 PM
Hi retroFuture,
The problem w/Columns and Columns II & Tokio has been fixed, thanks for letting us know! :)
(Tokio was fixed a few days ago.)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on July 15, 2022, 10:21:15 PM
@Dink: Some of the neo geo cd games got hit with the guru meditation for example Super side kicks 2 and big tournament golf but metal slug 2 is running normal without issues - i haven't checked the other titles yet?
Title: Re: FB Neo Bugs Reports
Post by: dink on July 15, 2022, 11:27:24 PM
the_maq,
I just played a game of super sidekicks 2 on ngcd without issue, it's possible your cd image is either defective or in an unsupported format.  Make sure the cd images you get are in the trurip and/or bin/cue format.  If you don't feel like procuring new images, there is a little easy to use/freeware tool that will convert to the proper format - check this message: https://neo-source.com/index.php?topic=2487.msg26465#msg26465

EDIT:
Just realized that I broke fastforward w/neogeo under some circumstatances - it's fixed now, and I'm thinking this might be where the crash was coming from.  Oops :)  It happened the other day while fixing another problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on July 16, 2022, 09:19:08 PM
It's working again with the new update cheers :cool:
P.S. the images i use consist of four files
CCD
CUE
IMG
and SUB

thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 17, 2022, 01:27:06 AM
the_maq thanks for confirming :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 08, 2022, 10:22:18 PM
@Dink: the select stage cheat doesn't work for turtles in time? but there's no problem with the rest of them.
Title: Re: FB Neo Bugs Reports
Post by: ben.shinobi on August 09, 2022, 03:13:33 AM
I've noticed a strange bug with FBN on Retroarch. When I load legend of hero Tonma (jap version, lohtj.zip), I got the World version ??
The rom is correct because when I load the same lohtj.zip with mame core (current), I got the japan version, so I think FBN is reponsible ?
Another question, why there are no warning japan copyright text at start for Irem M72 roms ? (R-Type is the only exception)
Title: Re: FB Neo Bugs Reports
Post by: dink on August 09, 2022, 09:26:16 AM
@Dink: the select stage cheat doesn't work for turtles in time? but there's no problem with the rest of them.

grab the new cheat.dat - it fixes the entry for the stage select cheat: https://neo-source.com/index.php?topic=139.msg34387#msg34387
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on August 09, 2022, 10:34:41 AM
I've noticed a strange bug with FBN on Retroarch. When I load legend of hero Tonma (jap version, lohtj.zip), I got the World version ??

The loaded romset is clearly the japan version. Why do you think it is actually the world version ?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 09, 2022, 12:24:52 PM
I've noticed a strange bug with FBN on Retroarch. When I load legend of hero Tonma (jap version, lohtj.zip), I got the World version ??
The rom is correct because when I load the same lohtj.zip with mame core (current), I got the japan version, so I think FBN is reponsible ?
Another question, why there are no warning japan copyright text at start for Irem M72 roms ? (R-Type is the only exception)

I didn't hook up the protection MCU yet for IREM M72, and its this mcu which stuffs the warning into vram.  This mcu isn't very important, which is why emulating it has a really low priority.  It doesn't control game logic, it just gets the game to boot and a couple tiny other things & that's it.  The "simulation/hack" which we use now does that just fine.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ben.shinobi on August 09, 2022, 01:03:54 PM
The loaded romset is clearly the japan version. Why do you think it is actually the world version ?

Difficulty is lower on the japan version. There are more enemies in the world revision (which is very rare because most of the western arcade revision have lower difficulty, but not for Tonma).
I've made 2 replays with both counter stop (on pcb and on mame), so I know really well both versions : https://www.youtube.com/playlist?list=PLqZUIyT8c0OImPBeGJhGJcfClWc0ZYg6w
I recognise that the differences between the two versions are subtle for the average player.
Also, why I can see the differences when I load the same jap rom with mame ? (and not with FBN)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 10, 2022, 07:17:54 PM
grab the new cheat.dat - it fixes the entry for the stage select cheat: https://neo-source.com/index.php?topic=139.msg34387#msg34387
Sorted, thanks a bunch.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 10, 2022, 08:49:28 PM
Difficulty is lower on the japan version. There are more enemies in the world revision (which is very rare because most of the western arcade revision have lower difficulty, but not for Tonma).
I've made 2 replays with both counter stop (on pcb and on mame), so I know really well both versions : https://www.youtube.com/playlist?list=PLqZUIyT8c0OImPBeGJhGJcfClWc0ZYg6w
I recognise that the differences between the two versions are subtle for the average player.
Also, why I can see the differences when I load the same jap rom with mame ? (and not with FBN)

Can you please tell me exactly how - like, the easiest way to tell the differences?  I loaded up loht and lohtj with mame and played the games side-by-side and couldn't notice a difference.  Once I can do this, I will be able to look into the problem in fbneo :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 11, 2022, 03:20:26 AM
I just tried Ninja Emaki, and I'm quite confused. Just moving around (using a keyboard) will randomly teleport you from time to time.
Is that supposed to happen? Or maybe the game reacts poorly to direction inputs that were not possible on the original cabinet? Thank you.
Title: Re: FB Neo Bugs Reports
Post by: Tatsuya79 on August 11, 2022, 05:14:52 AM
Probably the usual simultaneously pressed down opposite directions bug.
It's not happening with a gamepad/joystick.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 11, 2022, 08:49:24 PM
I just tried Ninja Emaki, and I'm quite confused. Just moving around (using a keyboard) will randomly teleport you from time to time.
Is that supposed to happen? Or maybe the game reacts poorly to direction inputs that were not possible on the original cabinet? Thank you.

Hi Stifu,
As Tatsuya79 said, some games don't like opposing directions pressed (even accidentally).  Driver has been fixed, thanks for your bug report :)

p.s. did you see this update - added the color filter to Navarone a few weeks back :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 12, 2022, 02:32:58 AM
Driver has been fixed, thanks for your bug report :)

Thanks!

p.s. did you see this update - added the color filter to Navarone a few weeks back :)

Yes, I did, thank you!
I just thought it'd be bad to spam thank you comments every time (and so I just use that "applaud" link thing thinking maybe you get a notification or something), but I am grateful for all of your work.
Title: Re: FB Neo Bugs Reports
Post by: ben.shinobi on August 12, 2022, 02:39:22 AM
Can you please tell me exactly how - like, the easiest way to tell the differences?  I loaded up loht and lohtj with mame and played the games side-by-side and couldn't notice a difference.  Once I can do this, I will be able to look into the problem in fbneo :)

I must admit it's not easy to see if you're lambda Tonma player. All the differences during the first 4 stages are very subtles.
In stage 1, the respawn vampire enemies is higher in world version (maybe 20/30% faster than the jap version)
In stage 2, at start, all the first enemies shoot at you quicker and their bullets are faster. The boss shoot also more bullets.
In stage 3 & 4, there are little more enemies but it's not easy to see. (both boss seems to have identical pattern)
In stage 5, enemies (blue soldiers) respawn much more faster and they're more resistant (boss have identical pattern)
In stage 6, there are more ghosts and flying skeletons. The boss pattern is more difficult. You can easly see it.
In Final boss stage 7, There are 3 big birds (for every pattern) in world revision while there are only 2 in Japan version.
I will try to study other differences between both version.
I share here 2 run on both version with mame (INP file to playback) to help you. I can made video if you want ?
https://we.tl/t-tvVgvFD6UZ
Thanks & best regards !!
Title: Re: FB Neo Bugs Reports
Post by: dink on August 12, 2022, 09:01:55 PM
Thanks!

Yes, I did, thank you!
I just thought it'd be bad to spam thank you comments every time (and so I just use that "applaud" link thing thinking maybe you get a notification or something), but I am grateful for all of your work.

Thanks for your feedback & bug reports!
Feedback is very motivating, keep in mind :)
(The applaud link just adds a point to my karma-counter, nothing else)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on August 19, 2022, 10:40:58 PM
Hello again,

I'm not an expert on this type of thing, so I could be very mistaken about this, but it seems to me as if the internal volume is somehow too high.
https://i.imgur.com/D7KWTCe.png
This is a picture showing the audio from the first Ninja Turtles arcade game when you attack the robot in the first stage before the boss area.
The top part shows the audio from FB Neo taken from a video capture program, while the bottom part shows audio from FB Neo's sound logging feature. The middle one shows audio from MAME's avi capture, although I had turned down the volume to 60%. The difference here is that MAME seems to output it properly, while FB Neo seems to have clipping, even when the volume is turned down.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 20, 2022, 09:45:41 AM
Hi ben.shinobi,
Update of m72 has been finished, loht and lohtj are both using the protection mcu.  loht might be a little different than from what you're used to, as the protection mcu was just recently dumped on this one.

best regards,
- dink

I must admit it's not easy to see if you're lambda Tonma player. All the differences during the first 4 stages are very subtles.
In stage 1, the respawn vampire enemies is higher in world version (maybe 20/30% faster than the jap version)
In stage 2, at start, all the first enemies shoot at you quicker and their bullets are faster. The boss shoot also more bullets.
In stage 3 & 4, there are little more enemies but it's not easy to see. (both boss seems to have identical pattern)
In stage 5, enemies (blue soldiers) respawn much more faster and they're more resistant (boss have identical pattern)
In stage 6, there are more ghosts and flying skeletons. The boss pattern is more difficult. You can easly see it.
In Final boss stage 7, There are 3 big birds (for every pattern) in world revision while there are only 2 in Japan version.
I will try to study other differences between both version.
I share here 2 run on both version with mame (INP file to playback) to help you. I can made video if you want ?
https://we.tl/t-tvVgvFD6UZ
Thanks & best regards !!
Title: Re: FB Neo Bugs Reports
Post by: dink on August 21, 2022, 01:41:17 AM
Hello again,

I'm not an expert on this type of thing, so I could be very mistaken about this, but it seems to me as if the internal volume is somehow too high.
https://i.imgur.com/D7KWTCe.png
This is a picture showing the audio from the first Ninja Turtles arcade game when you attack the robot in the first stage before the boss area.
The top part shows the audio from FB Neo taken from a video capture program, while the bottom part shows audio from FB Neo's sound logging feature. The middle one shows audio from MAME's avi capture, although I had turned down the volume to 60%. The difference here is that MAME seems to output it properly, while FB Neo seems to have clipping, even when the volume is turned down.

Hi Nick,
I added a soft-limiter to bring that sfx down a bit, see if that helps on your side?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ben.shinobi on August 21, 2022, 01:59:55 PM
Hi ben.shinobi,
Update of m72 has been finished, loht and lohtj are both using the protection mcu.  loht might be a little different than from what you're used to, as the protection mcu was just recently dumped on this one.

Thanks a lot for your hard work !! I've checked with the github update FBN and the jap rom corresponds now to the correct jap gameplay version.
Is it possible to get the update FBN core DLL on RetroArch ? Or must we wait the next retroarch update ?
I'm going to check other M72 jap gameplay rom. I've seen that Ninja spirit jap rom doesn't have copyright text on the boot but the jap gameplay is correct. I will check Image Fight who also have differences between world and jap version.
Thanks & best regards
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on August 21, 2022, 04:13:25 PM
Hi Nick,
I added a soft-limiter to bring that sfx down a bit, see if that helps on your side?

best regards,
- dink
Thank you for looking into it. Now it doesn't show red when I'm logging the audio at that area, yet it still seems to be clipping for some reason. https://imgur.com/GVXFjP3
Title: Re: FB Neo Bugs Reports
Post by: dink on August 21, 2022, 06:13:02 PM
Thank you for looking into it. Now it doesn't show red when I'm logging the audio at that area, yet it still seems to be clipping for some reason. https://imgur.com/GVXFjP3

Does it sound distorted or bad on your side?  I'll try to improve the waveform tonight using some ideas that were flying around in my head.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on August 21, 2022, 06:19:57 PM
Thanks a lot for your hard work !! I've checked with the github update FBN and the jap rom corresponds now to the correct jap gameplay version.
Is it possible to get the update FBN core DLL on RetroArch ? Or must we wait the next retroarch update ?
I'm going to check other M72 jap gameplay rom. I've seen that Ninja spirit jap rom doesn't have copyright text on the boot but the jap gameplay is correct. I will check Image Fight who also have differences between world and jap version.
Thanks & best regards

You're welcome :)
I'm glad to hear it's working properly.
The Japanese Ninja Spirit needs to have a current rom (containing the dumped mcu) for the boot text.
I'm not too familiar with RetroArch, but if you tell it to get updated core, it should grab the fbneo core with the new code.  Good luck!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on August 22, 2022, 05:18:27 AM
Is it possible to get the update FBN core DLL on RetroArch ?

It should be available through their online updater.
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on August 22, 2022, 02:54:33 PM
Does it sound distorted or bad on your side?  I'll try to improve the waveform tonight using some ideas that were flying around in my head.

best regards,
- dink
I wouldn't say that it's noticeable in this particular instance, but it still is clipped, whether or not it can be heard. If it was just this one game, I wouldn't think it matters at all, but I believe that this could affect certain games in a way where it would be noticeable. I could check out a few other games to see if I can find a better demonstration of my concern.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 23, 2022, 01:53:08 AM
Nick,
I just updated tmnt w/ a different mixing technique and added an attack stage to the limiter to improve it's effectiveness a little, the waveform looks pretty now, at least.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ben.shinobi on August 24, 2022, 02:45:29 PM
It should be available through their online updater.

In fact, the updated dll is available here : https://buildbot.libretro.com/nightly/windows/x86_64/latest/
And it works fine with the M72 roms now.
Thanks again !!
Title: Re: FB Neo Bugs Reports
Post by: dink on August 24, 2022, 08:13:21 PM
In fact, the updated dll is available here : https://buildbot.libretro.com/nightly/windows/x86_64/latest/
And it works fine with the M72 roms now.
Thanks again !!

That's good news :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on August 26, 2022, 09:53:09 PM
Nick,
I just updated tmnt w/ a different mixing technique and added an attack stage to the limiter to improve it's effectiveness a little, the waveform looks pretty now, at least.

best regards,
- dink
Thank you!
Title: Re: FB Neo Bugs Reports
Post by: the_maq on September 06, 2022, 08:08:13 PM
@Dink - Revolution x cheats are not working?
Title: Re: FB Neo Bugs Reports
Post by: dink on September 06, 2022, 08:36:07 PM
@Dink - Revolution x cheats are not working?

Hi the_maq, here's an updated cheat.dat to solve that problem, thanks for letting us know!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on September 06, 2022, 09:05:30 PM
Hi the_maq, here's an updated cheat.dat to solve that problem, thanks for letting us know!

best regards,
- dink
It's working, thanks for fixing it.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on September 07, 2022, 02:29:26 AM
@dink apparently i forgot sharing some cheat updates with you, so i merged everything together and uploaded the new file at https://github.com/finalburnneo/FBNeo-cheats/blob/master/cheats/cheat.dat
Title: Re: FB Neo Bugs Reports
Post by: Stifu on October 13, 2022, 03:28:09 AM
Hello. Not a bug, but a question.

Game samples are only loaded if they're in the samples folder, right? You can't just make a single zip with all of the files (ROM files + wav files), as FBN will simply ignore the wav files in that case, correct? It's just a bit confusing because Romcenter seems to encourage you to do that.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on October 13, 2022, 08:17:40 AM
Game samples are only loaded if they're in the samples folder, right?

Yes
Title: Re: FB Neo Bugs Reports
Post by: JoelH on October 13, 2022, 01:35:25 PM
So am I to understand if I leave the Force 60hz option on the Midway MCR-68k they will all run 2x as fast as they are supposed to?
Title: Re: FB Neo Bugs Reports
Post by: dink on October 13, 2022, 02:31:12 PM
JoelH, yes, though that's kinda an undesirable outcome with the feature.  Ideally this feature is to run like games which use 58hz or 59.2hz run at 60hz to get a good fluidic response on monitors which also run at 60hz.  Though, for 30hz games, they become unusable at 60hz.
I'm trying to think of a good way to solve this problem.  Perhaps, have it not act at all on games which are more than 20hz away from 60, when the option is on?  Or just leave it alone / as-is?  (leave it up the the user to toggle it off/on)?  Your thoughts? :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on October 13, 2022, 03:27:53 PM
JoelH, yes, though that's kinda an undesirable outcome with the feature.  Ideally this feature is to run like games which use 58hz or 59.2hz run at 60hz to get a good fluidic response on monitors which also run at 60hz.  Though, for 30hz games, they become unusable at 60hz.
I'm trying to think of a good way to solve this problem.  Perhaps, have it not act at all on games which are more than 20hz away from 60, when the option is on?  Or just leave it alone / as-is?  (leave it up the the user to toggle it off/on)?  Your thoughts? :)

best regards,
- dink

Yeah I was trying to run Xenophobe and was wondering why it was completely unplayable, then I remembered that setting was still on. Now I'm just creating custom options with the Force off for those games because I don't have a problem with it on anything else so far.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on October 14, 2022, 12:58:30 AM
@dink - invincibility cheat for vendetta and spiderman the video game don't work? Both games end up freezing?
Title: Re: FB Neo Bugs Reports
Post by: dink on October 15, 2022, 01:57:38 AM
@dink - invincibility cheat for vendetta and spiderman the video game don't work? Both games end up freezing?

These 2 cheats used modes which were unhandled by fbn, support has been added - please give a try w/latest exe's.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on October 15, 2022, 08:52:57 AM
Hi   :smilie:

In Contra (Japan) , a  gray pixel (or sometimes a single letter) stays on the screen when entering high scores , and sometimes present in the demo mode afterwards

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on October 15, 2022, 09:07:03 AM
Hi ClessxAlghazanth,
Thanks for the bug report,
Unfortunately this is one of those known problems that nobody can seem to figure out.  Hopefully someday we'll get it!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on October 15, 2022, 09:21:28 AM
Thanks , dink  :cool:

Wasn't aware of it till today  :S

I used to play Contra all the time on NES , and then on Nesticle and Fceux for years , but for some reason never got to sit down and play the arcade original seriously

Feels much different than the NES port for sure
Title: Re: FB Neo Bugs Reports
Post by: the_maq on October 16, 2022, 02:12:12 AM
These 2 cheats used modes which were unhandled by fbn, support has been added - please give a try w/latest exe's.

best regards,
- dink
Thanks mate, its properly working now👍
Title: Re: FB Neo Bugs Reports
Post by: the_maq on October 17, 2022, 12:36:05 AM
@Dink - None of the raiden 2 cheats are working anymore with the current exe ?
Title: Re: FB Neo Bugs Reports
Post by: dink on October 17, 2022, 12:49:33 AM
Thanks , dink  :cool:

Wasn't aware of it till today  :S

I used to play Contra all the time on NES , and then on Nesticle and Fceux for years , but for some reason never got to sit down and play the arcade original seriously

Feels much different than the NES port for sure

Well, it is, I think, the only thing wrong with the emulation, and goes away when starting a new game, so its not too bad. :)
Don't forget to check out Super Contra, and Contra: the hard corps - for a good rush! (both in fbneo, if you wish)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on October 17, 2022, 12:50:56 AM
@Dink - None of the raiden 2 cheats are working anymore with the current exe ?

uhoh, i knew there would be some collateral damage with this new code, I just didn't know where it was hiding.  Stay tuned..

EDIT: actually, the new code seems fine, the problem is with the raiden2 cheat: the extend field was ill-formed. 
Title: Re: FB Neo Bugs Reports
Post by: dink on October 17, 2022, 01:28:46 AM
the_maq, this updated cheat.dat will fix the problem w/raiden2.  Thanks for the bug report! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on October 17, 2022, 03:48:24 AM
the extend field was ill-formed.

Oops !

I uploaded the new cheat.dat to github
Title: Re: FB Neo Bugs Reports
Post by: the_maq on October 17, 2022, 08:40:03 PM
the_maq, this updated cheat.dat will fix the problem w/raiden2.  Thanks for the bug report! :)

best regards,
- dink
Excellent work, thank you..
Title: Re: FB Neo Bugs Reports
Post by: unit3uk on October 29, 2022, 06:14:14 PM
In Mario Bros (Arcade), I can hear slight pauses in the sound when Mario is running. This doesn't happen playing the game in older versions of MAME that use the same sound samples.
Title: Re: FB Neo Bugs Reports
Post by: dink on October 30, 2022, 01:10:11 AM
hi unit3uk,
thanks for your bug report, the problem has been fixed!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on November 27, 2022, 08:18:34 AM
Hi  :smilie:

I noticed setting to free play in dip switch menu in Space Harrier doesn't work properly , the game still says 'insert coin'

Thanks and have a nice one  :wink:
Title: Re: FB Neo Bugs Reports
Post by: dink on November 27, 2022, 09:15:42 AM
Hi  :smilie:

I noticed setting to free play in dip switch menu in Space Harrier doesn't work properly , the game still says 'insert coin'

Thanks and have a nice one  :wink:

Hi ClessxAlghazanth,
As it turns out, Space Harrier doesn't actually have a freeplay mode - it was a leftover from earlier emulation code and I guess never tested until now :)
Thanks for letting us know!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on November 28, 2022, 07:22:14 AM
Hi ClessxAlghazanth,
As it turns out, Space Harrier doesn't actually have a freeplay mode - it was a leftover from earlier emulation code and I guess never tested until now :)
Thanks for letting us know!

best regards,
- dink

Thanks for the clarification , dink  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Xulle on December 11, 2022, 04:06:28 AM
Bug:
The tempo of in-game Music is slower than intended.

Game observed:
Super Spacefortress Macross - very noticible in the opening cutscenes.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 11, 2022, 09:53:47 AM
Xulle,
Problem is solved, Thanks for the bug report!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: TaiToaplan on December 25, 2022, 10:41:51 AM
Hi guys

It's possible to fix the bad graphics in Bishi Bashi Champ Mini Game Senshuken? (bishi.zip)
Title: Re: FB Neo Bugs Reports
Post by: dink on December 25, 2022, 01:33:54 PM
Hi guys

It's possible to fix the bad graphics in Bishi Bashi Champ Mini Game Senshuken? (bishi.zip)

Hi TaiToaplan,
Regarding bishi: the game had corrupted graphics roms, and the board owner/dumper did their best to get what they could.  The only way it can be fixed is if someone were to get/find a pcb and dump the gfx roms - unfortunately.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: TaiToaplan on December 25, 2022, 02:00:14 PM
Hi TaiToaplan,
Regarding bishi: the game had corrupted graphics roms, and the board owner/dumper did their best to get what they could.  The only way it can be fixed is if someone were to get/find a pcb and dump the gfx roms - unfortunately.

best regards,
- dink

I assumed so, thanks anyway
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on January 10, 2023, 12:16:50 PM
I compiled fbneo (commit 10a361d) using tutorial (VS) from fba old site.
in normal and debug version shows games from neogeo (461 normal / 462 debug) with or without marking "neogeo" in hardware filters.



Using VS17 IDE shows error (LNK2001 unresolved external symbol) in softx filters
hq3x_32, hq4x_32, hq2x_32, 2xScaline, superscale_line_75, eagle_mmx16, 2xSalSuper2xSalLine, 2xSalSuperEagleLine, superscale_line, init_2xSalMMX

I don't know since what version these bugs occurs.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 10, 2023, 06:14:01 PM
Hi Igor,
Did you put nasm.exe somewhere in path?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on January 10, 2023, 09:15:28 PM
Yes. for both cases.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 11, 2023, 12:05:01 AM
I use only gcc in bash (mingw) for compilation, so I can only guess at the problem..
Perhaps taoenwen (on github) can help, he use VS and does a good job at keeping it up-to-date.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on January 16, 2023, 08:57:53 PM
@Dink - Raiden 2 just got guru'ed with the latest exe during load state?
Title: Re: FB Neo Bugs Reports
Post by: dink on January 16, 2023, 09:14:30 PM
the_maq, if this happens, it unfortunately is no longer compatible with current fbneo code.
Basically: that state will still load fine on the version of fbneo you saved it with.

some day I would like to figure out a good way to do proper versioning on the states - so problems like this won't happen

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: taoenwen on January 16, 2023, 11:38:27 PM
I compiled fbneo (commit 10a361d) using tutorial (VS) from fba old site.
in normal and debug version shows games from neogeo (461 normal / 462 debug) with or without marking "neogeo" in hardware filters.



Using VS17 IDE shows error (LNK2001 unresolved external symbol) in softx filters
hq3x_32, hq4x_32, hq2x_32, 2xScaline, superscale_line_75, eagle_mmx16, 2xSalSuper2xSalLine, 2xSalSuperEagleLine, superscale_line, init_2xSalMMX

I don't know since what version these bugs occurs.

hi Igor_Arabe,
nasm is not configured in projects prior to vs2022, so if you want to use nasm, it is recommended that you use the vs2022 project files.
How to quickly configure nasm, you can find it at https://github.com/ShiftMediaProject/VSNASM, and the above is explicitly stated in building.txt in the vs2022 project.
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on January 19, 2023, 10:20:52 AM
Thanks, i did testes with:
-fbneo src commit 71c0fc6

compiled with the three project files (vs2015/vs2019/vs2022)... And have the same bug too.

Shows neogeo games with or without marking hardware filters (see image).
Games affected have this tag: HARDWARE_PREFIX_CARTRIDGE


In old fba this bug don't occurs (i used tutorial for vs in old fba site).
Title: Re: FB Neo Bugs Reports
Post by: dink on January 19, 2023, 11:47:14 AM
Igor_Arabe,
Hi, please zip your fbneo/config directory and pm a link to me, so I can investigate

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: taoenwen on January 20, 2023, 02:44:47 AM
Thanks, i did testes with:
-fbneo src commit 71c0fc6

compiled with the three project files (vs2015/vs2019/vs2022)... And have the same bug too.

Shows neogeo games with or without marking hardware filters (see image).
Games affected have this tag: HARDWARE_PREFIX_CARTRIDGE


In old fba this bug don't occurs (i used tutorial for vs in old fba site).

For msvc use another method to check if the treeview is selected & if the game is neogeo.
https://github.com/finalburnneo/FBNeo/pull/1312
Title: Re: FB Neo Bugs Reports
Post by: dink on January 20, 2023, 08:37:23 PM
Igor_Arabe, today I installed vs 2022, and compiled [Debug] version - it doesn't have this bug.
Next I will compile non-[Debug] and let's see if I can find the problem!

Funny thing:
vs 2022 compiling fbneo and chkdsk on a very broken hdd are the only times I've ever seen out of memory on this 8gigabyte machine!

hmm, it will compile x64 debug or release no problem, but when compiling x86 (win32), it says the custom build has succeded, but generated file was not created errors.. hrmf.  any ideas?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on January 21, 2023, 06:35:28 PM
I never tried to compile in x64, Always in x86. I never seen these errors. I got only errors as related above (unresolved external symbol in softx filters).
Now all is ok. Thank you guys.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 22, 2023, 10:58:56 AM
I'm done with vs (it's de-installed) - it ran out of memory on my 8gigabyte machine while compiling fbneo and corrupted itself.  How handy!
*hugs gcc compiler*

luckily taoenwen figured out the real cause of the problem with the NeoGeo games showing up and solved it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on January 24, 2023, 05:15:22 AM
Hi  :cool:

I'm not sure if it's an issue or just my memory being false but

I can't find the 'Difficulty' option in the dip switch settings of Armored Police Batrider

Playing version B which has guest fighters etc unlocked but it's same for A version too

I can vaguely remember having the difficulty setting in ds settings while playing this game on mame years ago (mame 0.130 or sth  :biggrin:) and turning the difficulty to easy because as much as I love Raizing games I suck at them badly  :p

Thanks and have a good one  ;p
Title: Re: FB Neo Bugs Reports
Post by: dink on January 24, 2023, 09:15:58 AM
Hi ClessxAlghazanth,
In this one the difficulty is "Start Rank", and with most Toaplan (+Raizing/8ing/Cave) games [especially Battle Garegge], rank increases with how well you play.  Some games, like Batrider, have hidden dips that appear when you have certain settings set - try putting the Coin 1 to free play to see what I mean.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on January 24, 2023, 09:19:50 PM
Thanks for the clarification , dink  :smilie:

Set the start rank to 'easy' and practicing my way through Batrider , that skull boss with helicopters around always gives me hard time :p

The thing with Raizing/8ing games is that after playing them for a while , it takes time to get back / adapt into more classic style shmups like Raiden , Strikers series , Toaplan games etc . Probably due to different score mechanic and playstyle , i think

By the way Sengeki Striker by Kaneko seems to have random little slow downs/speed ups and audio glitches , is it a know issue ?

Another game by same developer , Cyvern , runs without issues
Title: Re: FB Neo Bugs Reports
Post by: dink on January 25, 2023, 09:12:44 AM
Hi ClessxAlghazanth,
Yea, the cave/toaplan style is certainly a different breed of shooter - have you ever tried Guwange, it's like Ghosts'n Goblins meets shooter game, set in feudal Japan, with a very fun chain mechanic.  It's a really easy game, too.  I've managed to keep the chain from beginning to end once or twice.

The thing about Sengeki is, it's by Warashi.  Cyvern is by Kaneko, and such a fine game.  Sengeki is written poorly, and it shows - you've found that out :)
The problem isn't emulation - it's the same in MAME..  it's just an all-around bad game.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 25, 2023, 02:54:48 PM
I've stumbled upon this video of N-Sub running on the actual cabinet: https://youtu.be/Lqq4ZKyh3UA
We can see there are glittering pixels at the surface of the sea, which are missing in FBN. Sorry if that's a known issue.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on January 27, 2023, 07:20:56 AM
Hi ClessxAlghazanth,
Yea, the cave/toaplan style is certainly a different breed of shooter - have you ever tried Guwange, it's like Ghosts'n Goblins meets shooter game, set in feudal Japan, with a very fun chain mechanic.  It's a really easy game, too.  I've managed to keep the chain from beginning to end once or twice.

The thing about Sengeki is, it's by Warashi.  Cyvern is by Kaneko, and such a fine game.  Sengeki is written poorly, and it shows - you've found that out :)
The problem isn't emulation - it's the same in MAME..  it's just an all-around bad game.

best regards,
- dink

Oh , my bad , thanks for the info , dink  :smilie:

I've always been curious about Guwange , but never given it a try till now

The gfx , sound and atmosphere all are top notch , certainly has that Cave vibe of 90's , which i love

Btw the socring seems to consist of blocking bullets temporarily by the sirit and turn them into coins , is it right ?
Title: Re: FB Neo Bugs Reports
Post by: dink on January 27, 2023, 09:11:31 AM
That's right, here's a strategy guide for Guwange, it's helped me a lot - I remember referring to this exact page over 10 years ago :)
http://world-of-arcades.net/Cave/Guwange/mode7/index.htm

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on February 01, 2023, 09:12:45 AM
New errors in game list filters, gcc builds (nightly builds) is affected  too.

Tested in:
'windows.x32' dowlodaded in nightly builds (commit b4a208e and af048ee);
vs2017 debug ver. (commit a3927cc + Pull request #-1327);

If i mark...
Filter - CPS1
-shows all cps1 roms
-shows all channelf roms

Filter - CPS2
-No problems

Filter - CPS3
-No problems

Filter - Capcom other
-No problems

Filter - Cave
-No problems

Filter - Data East
-No problems

Filter - Galaxian
-No problems

Filter - Irem
-No problems

Filter - Kaneko
-No problems

Filter - Konami
-No problems

Filter - Midway
-No problems

Filter - Neo Geo
-No problems

Filter - Pacman
-No problems

Filter - PGM
-No problems

Filter - Psikyo
-No problems

Filters - Sega {
  Sg 1000
  -No problems

  SMS
  -No problems

  Megadrive
  -No problems

  Game gear
  -No problems

  Sega arcade
  -No problems
}

Filter - Seta
-No problems`

Filter - Taito
-No problems

Filter - Technos
-No problems

Filter - Toaplan
-No problems

Filter - PCE
-No problems

Filter - MSX
-No problems

Filter - Spectrum
-No problems

Filter - NES
-No problems

Filter - FDS
-don't work, appears only with all filters marked
Or
-mark fds+ngp+channelf

Filter - NG-Pocket
-Don't shows anything, appears only with Pre90s filter marked

Filter - Channel-F
-Don't shows anything, appears only with CPS1 filter marked

Filter - Pre90s
-Shows all pre90s roms
-Shows all ng-pocket roms

Filter - Post90s
-No problems
Title: Re: FB Neo Bugs Reports
Post by: dink on February 01, 2023, 09:56:17 AM
Hi Igor_Arabe,
I've committed a fix for gcc, can you please test with VS and see if the previous bug (NeoGeo shows when no hw selected) comes back?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on February 01, 2023, 10:23:39 AM
Unfortunately the neogeo bug reappears with this commit
Title: Re: FB Neo Bugs Reports
Post by: dink on February 01, 2023, 10:29:35 AM
Igor_Arabe, thanks for confirming, will try to investigate a better fix :)
Title: Re: FB Neo Bugs Reports
Post by: dink on February 01, 2023, 09:01:30 PM
I've stumbled upon this video of N-Sub running on the actual cabinet: https://youtu.be/Lqq4ZKyh3UA
We can see there are glittering pixels at the surface of the sea, which are missing in FBN. Sorry if that's a known issue.

Unfortunately it's a missing feature in fbn and mame, I think it wouldn't be too difficult to add, though!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 03, 2023, 04:21:01 PM
dink, can you check again golden axe arcade voices in windows build?
It seems like a "low quality", little different from mame and retroarch ports...i dont know if mame or fbneo is more accurate.

After Burner 2 - airplane smoke continues to show after a landing (at the end and you can see - in the middle of the games exists this stages too -).
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 03, 2023, 04:48:54 PM
It seems like a "low quality", little different from mame and retroarch ports...i dont know if mame or fbneo is more accurate.

Standalone and the libretro port use different default audio settings, the libretro port has 48k samplerate and both interpolations enabled.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 03, 2023, 05:05:14 PM
Standalone and the libretro port use different default audio settings, the libretro port has 48k samplerate and both interpolations enabled.

And mame windows?
Its related only about voices.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 03, 2023, 08:57:26 PM
dink, can you check again golden axe arcade voices in windows build?
It seems like a "low quality", little different from mame and retroarch ports...i dont know if mame or fbneo is more accurate.

After Burner 2 - airplane smoke continues to show after a landing (at the end and you can see - in the middle of the games exists this stages too -).

Hi geese howard,
Recently they (MAME) added a filter to the upd7759 (pcm/voice chip) which softens the sound a little, it certainly sounds nicer and less harsh.  I'll try to add something similar.

I played the first stage of Afterburner II, at the end & after I land, the jet powers down its engines and a big puff of smoke appears, but then it goes away as it should.  Is it happening somewhere else?  Can you attach some savestates from right before it happens?  Are you using a current version from the usual place?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 04, 2023, 01:47:53 AM
geese howard,
I managed to match the filters on the pcm chip (golden axe), thanks in part to audacity and my biquad-filter device (1xlowpass 1xhigh shelf), please give it a try when you get a chance.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 04, 2023, 09:32:56 PM
Hi geese howard,
Recently they (MAME) added a filter to the upd7759 (pcm/voice chip) which softens the sound a little, it certainly sounds nicer and less harsh.  I'll try to add something similar.

I played the first stage of Afterburner II, at the end & after I land, the jet powers down its engines and a big puff of smoke appears, but then it goes away as it should.  Is it happening somewhere else?  Can you attach some savestates from right before it happens?  Are you using a current version from the usual place?

best regards,
- dink

I ll try golden axe soon, thanks!!

After burner 2 - it happens in other stages that the airplane land , like ending scene.
I can send you save states tomorrow, and i m using latest builds.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 05, 2023, 02:33:41 PM
geese howard,
I managed to match the filters on the pcm chip (golden axe), thanks in part to audacity and my biquad-filter device (1xlowpass 1xhigh shelf), please give it a try when you get a chance.

best regards,
- dink

Golden axe - It?s almost perfect, however i think that voices must be little louder to match other game effects.
After Burner 2 - Attached 2 save states.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 05, 2023, 06:16:58 PM
geese howard,
I've tweaked the volume a little on Golden Axe, please give another try

With the 2 afterburner II states you've attached, it appears to be working fine: the puff of smoke appears when it powers down engine on landing, then it goes away.  You're saying the smoke never goes away on your screen?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 06, 2023, 12:02:09 AM
Igor_Arabe,
Problem with VS 32bit is fixed,
big thanks to taoenwen for testing and ideas!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on February 06, 2023, 08:19:04 AM
Tested in vs'17. works perfectly
Thank you guys.
Title: Re: FB Neo Bugs Reports
Post by: Joni422 on February 11, 2023, 05:14:26 PM
In the latest nightly build it's not possible to integer scale the image.

I tried "DirectX9 Alt" and "Experimental" blitters with no luck. "Correct aspect ratio" stretches the image to the edge of the screen, but I would like to have an option to have a black border around the games' screen unless running at a resolution, that is a whole multiple of the games original resolution.
Also tried setting Fullscreen Resolution (Horizontal/Vertical) to "Double size" and "Triple size", but the image unfortunately still gets stretched to the edge of the screen.
Is it possible to fix or add an "integer scale" stretch option to the UI?

Otherwise keep up the good work! :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on February 11, 2023, 06:11:20 PM
Hi Joni422,
"Video -> Stretch -> Normal Stretch" is the option to do integer scaling

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joni422 on February 12, 2023, 03:08:22 PM
Hi dink,

thank you for the exceptionally fast reply. Unfortunately, the "Normal strech" setting has not led to success with today's build. I found an older September 2022 build, where everything worked as expected, but with the "Correct aspect ratio" setting. "Correct aspect ratio" was implemented as the integer scaling method.

I made screenshots of the current and the older build for comparison (on two different displays 4:3 & 16:9). Used the "CRT Easy Mode" shader, it has a strong reddish undertone.
In both versions I used the Stretch -> "Correct aspect ratio" setting, not the "Normal strech"!

(http://43_Feb_12_2023.png)
(http://43_Sep_17_2022.png)
(http://169_Feb_12_2023.png)
(http://169_Sep_17_2022.png)

You can clearly see the black borders in the older build. Could you please fix this issue?
Thank you
Title: Re: FB Neo Bugs Reports
Post by: dink on February 12, 2023, 08:19:38 PM
Joni422, when did this problem start happening? I need to try to track down what was changed & when in order to fix it.

edit:
I looked through the code history and can't find anything that would have changed anything related to the screen sizing or aspect ratio since before Sept.2022.  Can you try copying your fbneo.ini from the sept.22 version over to the new one and see if that helps?  It sounds like it might be a monitor configuration issue.  Or if you'd rather do it through settings, check that the "Video -> Monitor Properties" and Fullscreen Resolution for vertical and horizontal are the same as the sept.22 installation.


best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joni422 on February 13, 2023, 06:49:04 AM
Hi dink,

I copied the fbneo.ini from the Sep. 22 version over to the new one and surprisingly it worked!

When I tried setting up the Sep. 22 version with completely fresh config settings, the aspect ratio was flawed again. It is a configuration issue or bug.

After deeply comparing all blitter settings, I found out that the old Sep. 22 version had in Select blitter -> "Basic", Blitter options -> "Scanlines 50%" activated, which logically should have no impact on the "DirectX9 Alt" blitter, but it does. Without this setting activated, the integer scaling with "DirectX9 Alt" blitter does not work.

Conclusion: With the newest build, setting up blitter -> "Basic", Blitter options -> "Scanlines 50%", then changing to "DirectX9 Alt" blitter and selecting Stretch -> "Correct aspect ratio", I get perfect integer scaling. 

Please let me know if you would like to look at the fbneo.ini files to compare (or an excerpt of code).
Thank you for your time.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 13, 2023, 09:22:29 AM
geese howard,
I've tweaked the volume a little on Golden Axe, please give another try

With the 2 afterburner II states you've attached, it appears to be working fine: the puff of smoke appears when it powers down engine on landing, then it goes away.  You're saying the smoke never goes away on your screen?

best regards,
- dink

Sorry for later response.
Golden axe - volume is ok, however in my opinion it voices needs more treble to match arcade and mame...can you try it?

After Burner II - smoke goes away after a time...actually i dont know if its a bug, but its strange for me.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 13, 2023, 09:32:04 AM
Joni422, the scanlines option adds scanlines with a direct-x 9 shadow-texture overlaying the main window.  In order to use a texture, the surface must be a multiple of 256px, so it upscales the surface a bit if its below 256 (in either direction), thus changing the dimensions a little.  In another words, it's not something we can change or fix.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 13, 2023, 09:51:11 AM
Sorry for later response.
Golden axe - volume is ok, however in my opinion it voices needs more treble to match arcade and mame...can you try it?

After Burner II - smoke goes away after a time...actually i dont know if its a bug, but its strange for me.

Golden Axe, the voices are 100% the same on my side between mame 0.250 and fbneo, try turning off the low pass filter, if you have it enabled?

After Burner II: This is exactly how a turbine engine works.  after they leave the power band -- it just produces smoke.  For example, landing and powering down the engines.  Powering up can be a little smokey as well :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 13, 2023, 02:44:26 PM
Golden Axe, the voices are 100% the same on my side between mame 0.250 and fbneo, try turning off the low pass filter, if you have it enabled?

After Burner II: This is exactly how a turbine engine works.  after they leave the power band -- it just produces smoke.  For example, landing and powering down the engines.  Powering up can be a little smokey as well :)

best regards,
- dink

I ve disabled low filter pass and i still hear the difference, mainly in dwarf voices...

After Burner II - ok, thanks for explanation
Title: Re: FB Neo Bugs Reports
Post by: Joni422 on February 13, 2023, 03:27:19 PM
Joni422, the scanlines option adds scanlines with a direct-x 9 shadow-texture overlaying the main window.  In order to use a texture, the surface must be a multiple of 256px, so it upscales the surface a bit if its below 256 (in either direction), thus changing the dimensions a little.  In another words, it's not something we can change or fix.

best regards,
- dink

Hi dink,

thanks for the explanation. I just find it strange that even with any blitter/scanline setting set to default/none, I still can't get the scaling right (with "DirectX9 Alt").
But as I described in my conclusion above I found an unusual workaround to get it working at last.

Title: Re: FB Neo Bugs Reports
Post by: dink on February 14, 2023, 12:05:19 AM
I ve disabled low filter pass and i still hear the difference, mainly in dwarf voices...

I've made another tweak to the filters, please give it a try now

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 14, 2023, 08:13:30 AM
I've made another tweak to the filters, please give it a try now

best regards,
- dink

Sounds good to me dink!!
Thanks for your work and dedication.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2023, 08:07:49 PM
Hi dink,

thanks for the explanation. I just find it strange that even with any blitter/scanline setting set to default/none, I still can't get the scaling right (with "DirectX9 Alt").
But as I described in my conclusion above I found an unusual workaround to get it working at last.

Glad ya at least found a work-around.  The blitters do have their gremlins, and they are one (of many) things I'm not particularly good at dealing with. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2023, 08:08:08 PM
Sounds good to me dink!!
Thanks for your work and dedication.

Thanks for your feedback, as well! :)
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 07, 2023, 08:57:33 PM
i notice the game kicker the bottom of the screen has the score and hi score line. it look like screen moved up a couple lines. it doesn't happen in Mame.

thank you
Title: Re: FB Neo Bugs Reports
Post by: dink on March 08, 2023, 09:13:01 AM
i notice the game kicker the bottom of the screen has the score and hi score line. it look like screen moved up a couple lines. it doesn't happen in Mame.

thank you

Hi littlebear,
Is this the one?
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 08, 2023, 04:18:46 PM
it didn't happen to you but it happened to all my pc desktops  to and laptops.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2023, 12:53:57 AM
it didn't happen to you but it happened to all my pc desktops  to and laptops.

I don't understand the problem?  Please explain more.
What happens if you resize the MAME window to same size as FBNeo window?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 09, 2023, 04:35:40 AM
I don't understand the problem?  Please explain more.

He talks about the line at the bottom, you can see white stuff that might indeed be the top of the hiscores.
It's probably related to some blitter setting since i can't reproduce it on my side.

@littlebear this is an official build downloaded from https://github.com/finalburnneo/FBNeo/releases/tag/latest ?
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 09, 2023, 05:45:27 AM
He talks about the line at the bottom, you can see white stuff that might indeed be the top of the hiscores.
It's probably related to some blitter setting since i can't reproduce it on my side.

i switched to blitter setting to Basic . it does not show anymore . Thank you
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2023, 09:13:43 AM
i switched to blitter setting to Basic . it does not show anymore . Thank you

I see it now, this is a bug in one of the filters, could you please attach your fbneo.ini file from the config subdirectory?  I'll try to fix it.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 09, 2023, 04:18:14 PM
config sent
Title: Re: FB Neo Bugs Reports
Post by: dink on March 10, 2023, 09:31:59 AM
littlebear, thanks - I found the problem.  It's actually a bug in the scalers (eagle, 2xsai variants & crt by Kannagichan).  The top and bottom of a vertical screen is actually the sides of a horizontal screen, which can wrap to the other side if one goes past the right-side (which is the top of a vertical screen).  These specific scalers make a shadow around pixels.  It won't be easy to fix - especially the mmx/assembler scalers like 2xsai/eagle, but, I will try.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 10, 2023, 04:05:21 PM
Thank You for trying to fix it and your fast respond and plus all the works and times you put on this Great emulator for us.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 25, 2023, 05:55:39 PM
Hello. Not sure if this is a bug or not, as always...

In Boomer Rang'r, when any stage background element overlaps you (like totems or mountains), your character disappears completely. I thought this was just how the game was supposed to be, considering it is very old, that would be an understandable technical limitation. However, looking at videos on YouTube (like this one (https://youtu.be/dH9cBF1Suu8) at 2:54, for example), it is not the case, and your character is still visible behind the stage element. From what I understand, those videos show the game running on MAME. I could not find a video of the game running on the actual arcade cabinet.

So... which one is correct here, FBN or MAME? Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 26, 2023, 01:43:10 AM
Hi Stifu,
thanks for the bug report, that's no doubt a bug :)  A fix is in!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 26, 2023, 02:45:51 AM
Awesome, thanks dink! It works nicely now. :cool:
That should help make this brutal game a tiny bit less hard.
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 31, 2023, 05:33:01 PM
Waku Waku Anpanman (Rev A) does not work . screen flashs once a while. Thank
Title: Re: FB Neo Bugs Reports
Post by: dink on March 31, 2023, 08:22:56 PM
Awesome, thanks dink! It works nicely now. :cool:
That should help make this brutal game a tiny bit less hard.

It sure is a hard one, the constant re-respawing of enemies really makes it insanely unfair IMO.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on March 31, 2023, 08:23:44 PM
Waku Waku Anpanman (Rev A) does not work . screen flashs once a while. Thank

Hi littlebear,
It will work now, updated romset is needed.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 31, 2023, 09:24:45 PM
Thank Dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on April 04, 2023, 04:22:39 AM
Not a bug, but is it actually possible to play as 2 players in Chase Bombers?
I assume it's one of those games that required 2 cabinets to play as 2 players, but I don't know. Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 04, 2023, 09:11:14 AM
Stifu,
Chase Bombers is unfortunately one of those games that needs a cabinet per player, it can't be linked via emulation.

It's also one of those games, similar to the racers on Namco System 2, which are no fun in 1 player mode.. the computer players are useless :(

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on April 04, 2023, 02:23:52 PM
Yeah, I assumed as much. Thanks for confirming!
Title: Re: FB Neo Bugs Reports
Post by: volvox on April 10, 2023, 11:57:01 PM
Ninja Baseball Batman (US) not working properly ips patches

Ninja Baseball Batman (US)  ips pack

https://anonfiles.com/o8M339kczc/nbbatmanu_zip

in previous revisions it worked
Title: Re: FB Neo Bugs Reports
Post by: taoenwen on April 11, 2023, 09:41:20 AM
Ninja Baseball Batman (US) not working properly ips patches

Ninja Baseball Batman (US)  ips pack

https://anonfiles.com/o8M339kczc/nbbatmanu_zip

in previous revisions it worked

Because of the m92 update, some rom labels have changed.
Here you can find the ips dat that have been updated.
https://drive.google.com/drive/folders/1qqk2cNlE5ecb6wMGjJmAqTef2xVgshyJ?usp=share_link
Title: Re: FB Neo Bugs Reports
Post by: SirHenrythe5th on May 17, 2023, 02:20:11 AM
I just noticed that "Saint Dragon" (Jaleco MegaSystem) doesn?t run anymore, the rom keeps hanging in the boot-up-sequence.
Has anyone else this issue?, i am pretty sure that it worked in the past.
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on May 17, 2023, 03:07:02 AM
I just noticed that "Saint Dragon" (Jaleco MegaSystem) doesn?t run anymore, the rom keeps hanging in the boot-up-sequence.
Has anyone else this issue?, i am pretty sure that it worked in the past.

The game seems work fine... are you sure to use the latest FBN revision? In this case, maybe you're using outdated/wrong game "ROMs" versions!
Title: Re: FB Neo Bugs Reports
Post by: SirHenrythe5th on May 17, 2023, 03:28:49 AM
thanks for confirming that the game runs well gab75!
I will have a closer look later whats wrong with my rom...propably it is outdated indeed.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 17, 2023, 04:35:10 AM
I doubt an outdated romset could be the problem, that driver didn't change much recently.

That kind of issues where games suddenly stop working seems to happen a lot because of bad hiscore entries in hiscore.dat, does your game work again if you disable hiscores ?
Title: Re: FB Neo Bugs Reports
Post by: SirHenrythe5th on May 17, 2023, 06:04:43 AM
That is what i wanted to do first, badudreadmon: delete all created subfiles of this game (highscore and/or *.nv-files and so on) and give it a test run.
Thank you for your answer, i will do that in the evening when i am back home again.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 17, 2023, 09:41:12 AM
Hi SirHenrythe5th,
The main St Dragon rom (stdragon.zip) hasn't changed in years, perhaps try re-downloading the rom.  If it still doesn't work, go into the dips, click the Defaults button, OK, then re-load or reset the game.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: sljs1976 on May 27, 2023, 11:37:55 PM
md_chaojimah
md_chaojipok

both games have problem. they don't work
Title: Re: FB Neo Bugs Reports
Post by: dink on June 02, 2023, 12:08:21 AM
Hi sljs1976,
Thanks for the bug report, problem is solved!

best regards,
- dink

md_chaojimah
md_chaojipok

both games have problem. they don't work
Title: Re: FB Neo Bugs Reports
Post by: Nick Reynolds on June 05, 2023, 09:28:15 PM
Hello,

I had recently tried Pasha Pasha 2 on the latest version of FB Neo and there seems to be a problem with the color in two of the minigames.
The image looks correct on MAME, and here are some pictures comparing them. Note that for the second minigame here, the problem doesn't necessarily show up right away. This game has a minigame select, so it is easy to select the correct minigame.
https://imgur.com/5AfbTQD
https://imgur.com/a/8Zdg5jQ
https://imgur.com/a/vsvqnOy
https://imgur.com/a/OExiBAU
Title: Re: FB Neo Bugs Reports
Post by: dink on June 06, 2023, 09:53:41 AM
Hello,

I had recently tried Pasha Pasha 2 on the latest version of FB Neo and there seems to be a problem with the color in two of the minigames.
The image looks correct on MAME, and here are some pictures comparing them. Note that for the second minigame here, the problem doesn't necessarily show up right away. This game has a minigame select, so it is easy to select the correct minigame.
https://imgur.com/5AfbTQD
https://imgur.com/a/8Zdg5jQ
https://imgur.com/a/vsvqnOy
https://imgur.com/a/OExiBAU

Hi Nick,
Thank you for the bug report!
Problem is fixed now :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 15, 2023, 09:34:08 PM
Looking at the game list, it seems kf2k3pcb is specified as being a child of kof2002. That is wrong, isn't it?
Title: Re: FB Neo Bugs Reports
Post by: dink on June 16, 2023, 02:00:24 AM
Hi Stifu,
I think the romset for pcb is just missing, and it just shows in the list after kof2002. Try collapsing kof2002's clones w/ the [-]  button and see

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 16, 2023, 02:20:09 AM
Oh, you're right. It's just the UI that confused me. Thanks.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 01, 2023, 02:24:13 AM
(Reposting this in the right thread)
When you reach the Game Over screen in King of Boxer, the tile map seems to be shifted, splitting the background in two. See screenshot.
Make sure to lose while on the left or on the right of the ring, as it seems the bug won't be visible if you lose in the middle.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 01, 2023, 10:03:14 AM
Hi Stifu,
I'm afraid there is no working around this one, I think it might actually be how the game was designed - but can't be 100% sure as no pcb video exists w/a game over on the sides :(  Luckily, the more popular version Ring King doesn't exhibit this issue.

EDIT: for reference, this bug also exists in MAME

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 01, 2023, 01:01:53 PM
Thanks for confirming, dink.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 03, 2023, 07:56:33 PM
Super sidekicks 2 for neocd missing textures on the pitch? :S
Title: Re: FB Neo Bugs Reports
Post by: dink on August 03, 2023, 11:50:42 PM
Hi the_maq,
sorry about that, it's fixed now!

best regards,
- dink

Super sidekicks 2 for neocd missing textures on the pitch? :S
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 04, 2023, 06:57:14 PM
Hi the_maq,
sorry about that, it's fixed now!

best regards,
- dinkhttps://neo-source.com/Smileys/default/smiley.gif
Thanks  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 07, 2023, 08:53:14 PM
@Dink - I'm using the Uni bios 3.3 for neo cd metal slug 2 (japanese region) and you get white blood on display instead of red but if i revert to the standard neo cd bios the red blood returns to normal, we all know to enable red blood for the majority neo cd titles u need to select the japanese version of the rom and that's it, without the use of a code or enabling it with a cheat option, what do you make of it? and btw I haven't checked the rest of the games regarding this issue..
Title: Re: FB Neo Bugs Reports
Post by: dink on August 08, 2023, 09:19:30 AM
@Dink - I'm using the Uni bios 3.3 for neo cd metal slug 2 (japanese region) and you get white blood on display instead of red but if i revert to the standard neo cd bios the red blood returns to normal, we all know to enable red blood for the majority neo cd titles u need to select the japanese version of the rom and that's it, without the use of a code or enabling it with a cheat option, what do you make of it? and btw I haven't checked the rest of the games regarding this issue..

Hi the_maq,
In the DIP's menu select Japan as the region, is all that's needed with regular bios

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 23, 2023, 09:01:34 PM
Hi  :cool:

I've launched Asteroids Deluxe (parent version) on the latest devbuild and while the games starts and the first screen with highscores etc appears normally but when I press start (I've set in to freeplay btw) the screen turn completely black

I can hear the sound firing etc so that the game seems to be in progress but the screen is pitch black , nothing displayed

I remember it running without issues when I played it last time , which was a few months before I believe

I have the correct romset I think

Best regards  :wink:
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on September 24, 2023, 03:26:10 AM
Thanks for the report.

I added hiscore support for this game back in 2021, and removed it later after discovering that bug you mention, but it seems a contributor added it back.
For now you can play this game normally if you disable hiscore.

@dink i think there was a reason we decided to disable hiscore for this game instead of fixing that black screen, like maybe the hiscore.dat entry looked wrong ?
Edit: i found our earlier discussion about it, the entry in hiscore.dat seems to save game timers, which seems extremely fishy
Edit2: and that game actually doesn't need hiscore.dat support, they are already saved through nvram, i'll remove the hiscore flag again (with a note this time)
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on October 08, 2023, 08:27:44 AM
Thank you , can enjoy Asteroids Deluxe once again :cool:

One thing I noticed that in Itazura tenshi (japan) dip switch settings one can not change the difficulty anything except 'Easy' , the selection diaglo comes up empty

Can you check it if possible ?

Thanks and have a good one  :wink:
Title: Re: FB Neo Bugs Reports
Post by: dink on October 08, 2023, 05:55:43 PM
Hi ClessxAlghazanth,
The dips are fixed for Itazura Tenshi, thanks for letting us know! :)

best regards,
- dink

Thank you , can enjoy Asteroids Deluxe once again :cool:

One thing I noticed that in Itazura tenshi (japan) dip switch settings one can not change the difficulty anything except 'Easy' , the selection diaglo comes up empty

Can you check it if possible ?

Thanks and have a good one  :wink:
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on October 09, 2023, 07:33:04 AM
Wow , thanks for the quick fix , dink :)
Title: Re: FB Neo Bugs Reports
Post by: geese howard on October 10, 2023, 02:16:30 PM
After generate an arcade dat with only parents, i see games like kf2k3pcb and svcpcb.
Why the games arent considered clones of kof2003 and svc, respectively?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on October 11, 2023, 12:44:13 AM
Probably because those 2 don't run on neogeo MVS/AES hardware. They are also not part of the neogeo-only dat file.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on October 15, 2023, 03:39:35 AM
Greetings once again  :smilie:

Arcade game B-Wings (Data East) has scrambled gfx on the upper side of main menu screen , and no music plays durig gameplay , just sound effects

I remember the nes port having awesome music  ;p

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on October 15, 2023, 09:19:54 AM
Hi ClessxAlghazanth,
This is actually how the real arcade game is - without music.  I guess it's best to stick with the NES version. :)
There is some gfx issue, but, we won't know how to fix it would a video of the real pcb unfortunately.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on October 18, 2023, 04:59:17 AM
Hello. Clearly not a game I care about at all, but I just randomly tested Lotto Fun and it seems buggy to me.
I picked the "Choose 3" mode, and managed to get 2 winning numbers out of 3, but then it seems the game got stuck as it displayed I won 10 tickets.
Saved state attached.
Title: Re: FB Neo Bugs Reports
Post by: dink on October 18, 2023, 09:55:24 AM
Thanks Stifu, it should be OK now.  Had to fake giving out tickets :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on October 18, 2023, 12:27:06 PM
Thanks dink! Now we can all just avoid this game because it's boring as hell, and not because it's buggy. :p
Title: Re: FB Neo Bugs Reports
Post by: dink on October 18, 2023, 01:01:23 PM
Thanks dink! Now we can all just avoid this game because it's boring as hell, and not because it's buggy. :p

haha, good call :)
Title: Re: FB Neo Bugs Reports
Post by: dink on October 19, 2023, 12:26:43 AM
As a hidden bonus: to artificially make the game feel like its more fun - you could turn on the debug console and watch the game give out tickets :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on November 05, 2023, 06:56:34 AM
Hi  :smilie:

In Wiping (Nichibutsu) (1983) , free play mode doesn't seem to work

Best regards  :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on November 05, 2023, 09:06:24 AM
Hi  :smilie:

In Wiping (Nichibutsu) (1983) , free play mode doesn't seem to work

Best regards  :cool:

Hi,
According to the service mode, the freeplay option is actually "0 coin / 1 credit".  d'oh!  I guess this game doesn't have freeplay..

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on November 05, 2023, 11:51:41 PM
Hi,
According to the service mode, the freeplay option is actually "0 coin / 1 credit".  d'oh!  I guess this game doesn't have freeplay..

best regards,
- dink

I see ! Thanks for the clarification , dink  :cool:
Title: Re: FB Neo Bugs Reports
Post by: TaiToaplan on January 07, 2024, 05:04:43 AM
Hi guys and happy new year!

in Mighty Guy, the hero's power aura remains visible throughout the game. In Arcade Archives Mighty Guy for Nintendo Switch, the aura does not appear after the start.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 07, 2024, 08:41:25 PM
Hi TaiToaplan,
Regarding the aura, is it only supposed to happen as the hero enters the screen?  Are there any other cases where it might appear during the game?

best regards,
- dink

Hi guys and happy new year!

in Mighty Guy, the hero's power aura remains visible throughout the game. In Arcade Archives Mighty Guy for Nintendo Switch, the aura does not appear after the start.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 08, 2024, 12:59:17 AM
TaiToaplan,
Mighty Guy should be fixed now, please give it a try :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: TaiToaplan on January 08, 2024, 09:20:43 AM
TaiToaplan,
Mighty Guy should be fixed now, please give it a try :)

best regards,
- dink

well done, perfect!
Title: Re: FB Neo Bugs Reports
Post by: dink on January 08, 2024, 08:59:54 PM
Thanks for testing!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: zeroco on January 12, 2024, 09:19:48 AM
When shooting a blaster with XEVIOUS' SOLVALOU, the aim remains black.

Sorry I'm not good at English^^;
Title: Re: FB Neo Bugs Reports
Post by: dink on January 12, 2024, 10:26:49 AM
Hi zeroco,
bug is fixed, thank you! :)

When shooting a blaster with XEVIOUS' SOLVALOU, the aim remains black.

Sorry I'm not good at English^^;
Title: Re: FB Neo Bugs Reports
Post by: zeroco on January 12, 2024, 11:57:52 AM
Thank you for fixing it.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 13, 2024, 09:02:38 AM
Mighty Guy aura fix also made it into MAME :)
Title: Re: FB Neo Bugs Reports
Post by: TaiToaplan on January 13, 2024, 09:58:15 AM
Mighty Guy aura fix also made it into MAME :)

Nice
Title: Re: FB Neo Bugs Reports
Post by: Al82 on January 14, 2024, 12:03:12 PM
The "Congratulations" completion screen on Avengers (Capcom 1987) appears to be garbled - save state attached :)

*Edit*
MAME seems to have exactly the same problem - considering how bad the game is, it's possible it was made this way.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 14, 2024, 08:57:35 PM
Hi Al82,
Nice find!
Funny thing about this one: it's actually a bug in the US version of the game, they overwrote the ending graphics with the English titlescreen logo, and probably never playtested it to the end before selling the pcb's.

Well, that's the theory at least :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on January 15, 2024, 12:02:52 PM
Hello Good evening, I wanted to let you know that I have another street fighter 2' jamma that is not emulated and to know if it can be added to Final Burn Neo??
you have the answer Thank you.
Greetings Marco 🤚
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 15, 2024, 12:35:43 PM
Hello Good evening, I wanted to let you know that I have another street fighter 2' jamma that is not emulated and to know if it can be added to Final Burn Neo??
you have the answer Thank you.
Greetings Marco 🤚

If you tell us more about that version, you'll increase your chances of getting a positive answer. :wink:
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on January 15, 2024, 04:15:04 PM
Hello Here is the Dumper from Street Fighter 2' Not emulated
Would it be possible to release it in Final Burn Neo?
Waiting for reply Thank you,
Greetings Marco
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on January 15, 2024, 04:30:52 PM
here are the photos of the Street Fighter 2 jamma board
Title: Re: FB Neo Bugs Reports
Post by: p4blo.ac on January 15, 2024, 07:28:53 PM
On the FBNeo Select game screen, if the Use zipname option is selected, the zipname name and the game name are superimposed. It happens in several games where the zipname is long.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 15, 2024, 08:37:32 PM
p4blo.ac,
Thanks for letting us know!
There's a couple of issues with the fbn ui which I'm slowly trying to fix.  I mean slowly, because I don't know UI programming, so its challenging, to say the least.   :S

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on January 16, 2024, 11:48:59 AM
here's another street fighter 2' bootleg
Title: Re: FB Neo Bugs Reports
Post by: p4blo.ac on January 16, 2024, 02:46:54 PM
p4blo.ac,
Thanks for letting us know!
There's a couple of issues with the fbn ui which I'm slowly trying to fix.  I mean slowly, because I don't know UI programming, so its challenging, to say the least.   :S

best regards,
- dink

Dink, I think a good solution to this problem would be to copy the NeoGeoCD game selection screen. Where there is a separation by column, which can be resized. I don't know if it's easy to implement on the game selection screen, but it would be a place where you could base your UI programming. Best regards.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on January 17, 2024, 02:36:42 PM
street fighter 2' turbo bootleg
can you add about Final Burn Neo?? I await your response. Thanks Infinite. Greetings Marco

You should not post ROMs here. Someone from the staff is going to remove that attachment on sight. Maybe just give us enough info about the games you want to see supported, or DM a dev who's shown interest for this.
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on January 20, 2024, 07:10:00 PM
I have problems to compile using vs17. since 'd_ambush' update, i guess.
commit 891390c.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 21, 2024, 12:51:04 AM
Thanks, it's fixed now!

best regards,
- dink

I have problems to compile using vs17. since 'd_ambush' update, i guess.
commit 891390c.
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on February 18, 2024, 11:43:59 AM
Hello Good evening Mr. Dink.
I wanted to know if possible, the question is a bit complex street fighter 2 champion edition (m5)
can it become street fighter 2 magic delta turbo??
that it has the same chrome plating??
Obviously by modifying the components of the card or by modifying the game itself on street fighter 2 (m5)??
From thus to Thus
the audio is obviously 5205 on street fighter 2 magic delta turbo.
Title: Re: FB Neo Bugs Reports
Post by: yoshi200213 on February 18, 2024, 12:30:27 PM
Hello I find a Pcb Of the Japanese version of Night slashers as Reference
https://youtu.be/GsuicSOOk30?si=L2ocMKgJ5P_Bmlo1

Title: Re: FB Neo Bugs Reports
Post by: Stifu on February 18, 2024, 05:20:04 PM
Hi. Just thought I'd bring up the fact that the audio in Land Sea Air Squad sounds broken (https://youtu.be/d9te5jVJvAA), even though the game dump seems correct and I did not notice any warning in the game's info.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 18, 2024, 06:08:07 PM
Hello Good evening Mr. Dink.
I wanted to know if possible, the question is a bit complex street fighter 2 champion edition (m5)
can it become street fighter 2 magic delta turbo??
that it has the same chrome plating??
Obviously by modifying the components of the card or by modifying the game itself on street fighter 2 (m5)??
From thus to Thus
the audio is obviously 5205 on street fighter 2 magic delta turbo.

Yes, its usually just the program roms which make the difference, the graphics roms are almost always the same.
Sometimes a small patch the graphics roms, but, usually the words at the bottom of the titlescreen are in
program roms.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 19, 2024, 12:26:10 AM
Hi. Just thought I'd bring up the fact that the audio in Land Sea Air Squad sounds broken (https://youtu.be/d9te5jVJvAA), even though the game dump seems correct and I did not notice any warning in the game's info.

I was curious about this as well back when we did the driver, so I asked around,
and the general consensus is that the original pcb actually sounds that way

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: gomarco79 on February 19, 2024, 12:11:10 PM
Hello Mr. Dink, however, can we work on it regarding street fighter 2 m5 to make it street fighter 2 magic delta turbo??
because if it can be done I can contribute.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on February 19, 2024, 02:34:03 PM
I was curious about this as well back when we did the driver, so I asked around,
and the general consensus is that the original pcb actually sounds that way

best regards,
- dink

That's both funny and interesting, thanks for the info. If I had to guess, they could not afford or find an audio guy. I tried looking for videos of the actual cabinet, but could not find any. The funny thing with emulation is that, in the end, most players will experience games through emulation and not on real hardware, especially with arcade systems. So we may never know how certain games were supposed to run.
Title: Re: FB Neo Bugs Reports
Post by: yoshi200213 on February 23, 2024, 10:07:10 AM
Hello, the video game the game paradise game tengoku suffers from many graphical problems such as sprite priorities in the backgrounds or graphic glitches in the sprites when they are scaled.  here I have a video to prove it
https://youtu.be/wFogf-DDUX8?si=I4smpeiKnj9GPguT
here is the pcb to verify that this does not happen on original hardware
https://youtu.be/GCWV1hdBEBc?si=vpZjIATBHArfGh3F

Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on March 18, 2024, 11:18:09 AM
I received an alert after downloading x86 version "windows.x32.zip" (i tried two times).
version: 'nightly builds' b673066.

chrome: didn't allow download.
firefox: allowed download but when i try to open, windows defender says this (screenshot):

windows.x64.zip: no problems
Title: Re: FB Neo Bugs Reports
Post by: taoenwen on March 18, 2024, 12:15:10 PM
I received an alert after downloading x86 version "windows.x32.zip" (i tried two times).
version: 'nightly builds' b673066.

chrome: didn't allow download.
firefox: allowed download but when i try to open, windows defender says this (screenshot):

windows.x64.zip: no problems

I had a similar situation but it didn't happen today, I think it's a Windows Defender issue and the only one who should be able to stop these error reports is Microsoft.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 20, 2024, 08:58:33 PM
Hi Igor Arabe,
These are false-positive.  Some anti virus scanners have a link to upload programs that are marked erroneously as false-positive, and they will fix the problem if you send it to them after analysis.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 21, 2024, 05:12:31 AM
I had a similar situation but it didn't happen today, I think it's a Windows Defender issue and the only one who should be able to stop these error reports is Microsoft.

It's not limited to windows defender, i have seen those false positives happening with avaast too (or was it avira ?).