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Final Burn Neo => FBN Development => Topic started by: kev on March 22, 2008, 02:00:25 PM
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I have updated a couple of drivers:
Dec0:
Nothing much, just updated decoding routines to use trebles generic ones
TMNT:
Quite a few changes to the graphics routines. Nowhere near as slow as they were before.
Updated my WIP konami directory to work on the latest FBA. You will need to add a few extra files to your makefiles
If any one can figure out the graphics decoding on MIA, that would be awesome. :)
I plan on updating DEC0 to use the generic graphics rendering routine next.
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Wow! Very nice :) I'm looking forward to seeing the updated dec0 stuff.
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Another dec0 update:
Changed rendering code to use the generic drawing code for the tile and char layers.
Made a first run attempt at adding sound to both games but its incomplete and buggy. Not sure what the hell is going on due to my ignorance of the sound chip emulators and the m6502. If anyone wants to take a look before I have any more free time then please do. :)
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It may also just be that the m6502 stuff is dodgy as hell. :( I need to go back and re-implement a few things (once I figure out how to get microshaft's VC tools to not crash when I'm installing them).
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I am really not sure if the problem is with: the m6502, a missing interrupt, something I have missed from the setup of the sound code, or perhaps something else stupid I am doing or not.
anyway, here is another small update hooking up the oki chip. Still no sound from anything tho. :)
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I have been running a few investigations as to whats going on and it seems that MSVC does something weird to the m6502 core when its building it. Not sure if its a particular instruction that causes problems yet or if its the way the instructions are called. Might have to look into running another m6502 along side and see what the differences are.
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I hacked in Marats m6502 which gets around the problem with the m6502.
http://fms.komkon.org/EMUL8/ (http://fms.komkon.org/EMUL8/)
I have no idea if save states are going to work, that will need looking into.
This got Dec0 making some noise although neither of the YM chips are mixing so the sound is still screwed, although better.
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None of the M6502 games work in VC builds - Mole does something though - might be the best one to look at?
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Yeah, thats where I am going to start. Now that there is another m6502 working in FBA I can probably run them side by side and see which instructions are going wrong.
Marats m6502 does work quite well with FBA tho, and all the m6502 games seem to work ok with it.
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Might be worth switching to that then? Does it work ok with GCC?
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Cool. :) I think it's probably a good idea to use Kev's work.
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After some more experimentation I think I have to say that this core is a bit more complete than the other one. There is no reason why we couldn't use both however, if thats what you want to do.
Here is a small update to clean up a few include statements and move a few files around. You will probably want to remove your m6502 directory and replace it with this one as a few filenames have changed to get around case sensitivity.
I think the things that are left to do on it are:
Check that save states are saving everything thats needed.
Add support to timer.cpp to allow a timer to be driven by this cpu
probably some other stuff to do with run segments etc, that I couldn't be arsed to figure out.
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Nice stuff kev - works fine with GCC and the current drivers work fine too.
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Very excellent. :)
This fixed the problems I was having with my "Scrambled Eggs" driver!
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Cool. :)