pSoundBuf[x] += n[l/r]Sample; is now pSoundBuf[x] = BURN_SND_CLIP(pSoundBuf[x] + n[l/r]Sample);
Thanks Treble Winner, I sent you a PM.
Now, I'm back to figuring out what the deal is with Samurai Aces.... :S
static INT32 M62Scan(INT32 nAction, INT32 *pnMin)
{
struct BurnArea ba;
if (pnMin != NULL) {
*pnMin = 0x029709;
}
if (nAction & ACB_MEMORY_RAM) {
memset(&ba, 0, sizeof(ba));
ba.Data = RamStart;
ba.nLen = RamEnd-RamStart;
ba.szName = "All Ram";
BurnAcb(&ba);
}
if (nAction & ACB_DRIVER_DATA) {
ZetScan(nAction);
M6803Scan(nAction);
AY8910Scan(nAction, pnMin);
MSM5205Scan(nAction, pnMin));
SCAN_VAR(M62BackgroundHScroll);
SCAN_VAR(M62BackgroundVScroll);
SCAN_VAR(M62CharHScroll);
SCAN_VAR(M62CharVScroll);
SCAN_VAR(M62FlipScreen);
SCAN_VAR(M62SoundLatch);
SCAN_VAR(M62Port1);
SCAN_VAR(M62Port2);
SCAN_VAR(M62SlaveMSM5205VClckReset);
SCAN_VAR(M62BankControl[0]);
SCAN_VAR(M62BankControl[1]);
SCAN_VAR(Ldrun2BankSwap);
SCAN_VAR(Ldrun3TopBottomMask);
SCAN_VAR(KidnikiBackgroundBank);
SCAN_VAR(SpelunkrPaletteBank);
}
return 0;
}
case 0x85: {
INT32 BankAddress = 0x8000 + ((d & 0x0f) * 0x2000);
ZetMapArea(0x8000, 0x9fff, 0, M62Z80Rom + BankAddress);
ZetMapArea(0x8000, 0x9fff, 2, M62Z80Rom + BankAddress);
return;
}
static void KidnikiBankswitch(int bank)
{
M62BankAddress0 = 0x8000 + ((bank & 0x0f) * 0x2000);
ZetMapArea(0x8000, 0x9fff, 0, M62Z80Rom + M62BankAddress0);
ZetMapArea(0x8000, 0x9fff, 2, M62Z80Rom + M62BankAddress0);
}
...
case 0x85: {
KidnikiBankswitch(d);
return;
}
Hi guys,Nice!
Here's what I've been up to yesterday and today regarding FB Alpha:
The good:
* Fixed the ability to uncheck the Hardware tree under filters (needs more testing before checking in)
* Fixed palette issues in the game Act Fancer (DataEast) on savestate load. For example, if you die and the screen starts to fade out, and a savestate is loaded while its fading out - the loaded savestate will be faded out -or- you die in level 2 (which uses a different palette) and load a savestate from level1, or vice versa, things will look bad.
...The bad and the ugly:
* Worked some more on the M62 savestate issue, and have come to the following conclusions (using Youjyuden as an example game), on restore of savestate, things go horribly wrong, stuck sound, no sound, resets to the title screen, or the game prints "ROM NG" in the middle of the screen. At this point I almost rewrote most of the driver, and its driving me bonkers trying to figure it out. Oh yea, I almost forgot about the conclusions: possible protection in the rom is triggering, M6803Scan() isn't saving everything that it should be saving, maybe a stuck irq issue, and maybe theres a bug or issue in the memory layout.
Thats it for today :)
best regards,
- dink
Hi iq_132,
Thanks for the input on Act Fancer, I checked in a revised patch using your suggestion after testing it a bit :)
re: M62, it usually takes between 1 and 5 state loads before the weirdness happens.
best regards,
- dink
Program received signal SIGSEGV, Segmentation fault.
0x008ea928 in LoadRoms() ()
(gdb) bt
#0 0x008ea928 in LoadRoms() ()
#1 0x007fd416 in SekReset() ()
#2 0x004201e4 in m68ki_write_16_fc (value=0, fc=<optimized out>,
address=<optimized out>) at src/cpu/m68k/m68kcpu.h:1098
#3 m68k_op_move_16_ai_i () at obj/47/3s/dep/generated/m68kopdm.c:7144
#4 0x00401f1c in m68k_execute (num_cycles=18381)
at src/cpu/m68k/m68kcpu.c:715
#5 0x007fce88 in SekRun(int) ()
#6 0x008ef917 in NeoFrame() ()
#7 0x007c7958 in BurnDrvFrame ()
#8 0x009df188 in RunFrame(int, int) ()
#9 0x009df274 in RunGetNextSound(int) ()
#10 0x009df354 in RunIdle() ()
#11 0x00a6f875 in DxSoundCheck() ()
#12 0x00a066e6 in AudSoundCheck() ()
#13 0x009df35e in RunIdle() ()
#14 0x009dfbf7 in RunMessageLoop() ()
#15 0x009cefcc in WinMain@16 ()
#16 0x00af282e in main (argc=Cannot access memory at address 0x6c0
) at ../mingw/main.c:73
(gdb) q
Heavy Barrel by DataEast.
I'm working to map some buttons to change the rotation of the player, its almost done! :)
The arcade game has a joystick that looks like an ordinary arcade joystick, but you can turn it, to change the shooting direction of your player while running the other way. I'm currently testing a 2 button method (one for rotate gun right, other for left), this way they can be mapped to the shoulder buttons on a gamepad.
So far it works pretty good! :D
best regards,
- dink
gamez fan, I'll see what I can do :) (no promises though - sometimes I just can't figure things out)
Hey guys,
I'm kinda bummed out about something. Everything was going just perfect with the new controls in Heavy Barrel, and I did a couple of playtests. There seems to be a strange problem in the emulation, though. When going through the wall after beating the second boss (or the third boss), it will then take you to a random level in the game, or a corrupted-tile looking level.
I've played the game 5 times now, and its easily repeatable - even tried with a fba without my changes... :(
How to reproduce:
After the second boss has been defeated, take a snapshot right before you blow through the wall and walk through it, now go through the wall, if it takes you to the third level, load the snapshot and try again - there seems to be a 50% chance it will take you to the wrong level. The next time it will take you to level 1,2,or some corrupted level...
What now? I'm comparing the mame driver to the FBA driver to see if I can spot anything that could be causing the problem.. But right now its looking a little grim :(
best regards....
- dink
static INT32 Level, State;
Unfortunately theres a bigger problem in Double Dragon (Japan) (ddragon.zip). Upon winning the game, its supposed to play a cut scene where they free the girl, the game just locks up and the graphics get corrupted pretty badly at this point. :(
Any ideas? :)
Best regards,
- dink
- 0.103u2: Bryan McPhail fixed Double Dragon crashed sometimes at the very end of the game.
- 8th January 2006: Bryan McPhail - Double Dragon Has a crash Which Occurs sometimes at the very end of the game (right before the final animation sequence). It Occurs Because of a jump look up table: BAD3: LDY # $ BADD; BAD7: JSR [A, Y]. At the point of the crash A is 0x3E Which causes a jump to 0x3401 (background tile ram) Which obviously does Contain proper code and causes a crash. The jump table Has 32 entries, and only the last contains an invalid jump vector. A is Set to 0x3E as a result of code at 0x625f - it reads from the shared spriteram (0x2049 in main CPU memory space), copies the value to 0x523 (main ram) where it is later fetched and shifted to make 0x3E. So. It's not clear where the error is - the 0x1f value is actually written to RAM shared by the main CPU - Perhaps the MCU Should modify it before the main CPU reads it back? Perhaps 0x1f Should never be written at all? If you want to trace this further Top please submit a proper fix! In The Meantime I have patched the error by making sure the invalid jump is never taken - this fixes the crash (see ddragon_spriteram_r).
is there a list of bugs somewhere ? maybe i could help too
Theres a thread called "FB Alpha 0.2.97.29 Bugs Reports" where you can read about glitches and issues in games. It would definitely be nice to have someone else helping with the glitches/bugs/etc :)I would love to see an FBA bug tracking site. There's a lot of bugs! Mostly mine!
best regards,
- dink
Tip of the day: sometimes its a good idea to wait for the game to initialize (aka wait for the manufacturer's logo) before loading a savestate on a freshly loaded game - especially with Taito games!
That sounds like something is not being saved, but I guess you already knew that :)
Also, good work on all the fixes! If anyone ever wanted to take a look at what I did wrong with the graphics on the SMS driver that would be amazing! I really, really wish I had more time as i'd love to work on FBA again. At best I spend an hour a year at the moment and all I do is cause more issues :)
user@---------- ~/fbalpha/trunk
$ cm drv/taito/d_darius2
compile-o-matic v.0001 - usage cm dir/sourcefile
user@---------- ~/fbalpha/trunk
$ ./l.sh
linking..
copying to /home/user/fbadebugg/
user@---------- ~/fbalpha/trunk
$
@echo $(LD) $(CFLAGS) $(LDFLAGS) -o $@ $^ $(lib)
@echo $(CC) $(CXXFLAGS) -c $< -o $(subst $(srcdir),$(objdir),$(<D))/$(@F)
touch src/burn/drv/taito/d_darius2.cpp
make mingw471 > makelog.txt 2>&1
and wait about 15 minutes or so for everything to complete, or, open another shell window and run tail -f makelog.txt to see whats going on.Linking executable... fbads.exe
g++ -pipe -std=gnu99 -O1 -mwindows -fforce-add ............
src/burn/drv/taito/d_darius2.cpp -o obj/47/3ds/burn/drv/taito/d_darius2.o
to this, and save:src/burn/$1.cpp -o obj/47/3ds/burn/$1.o
EDIT again, later that day.. Battle Shark is fixed, but you'll have to thank Treble Winner! Great job buddy :)Thanks alot fellas Nice one!!!
dink's FBA Dev Journal for Monday, May 12, 2014...Excellent work! As you've probably noticed by now, I have no eye for detail and am horrible with game music. Thank you for your work.
Fixed up 2 excellent games using the Seta driver:
Masked Riders Club Battle Race & Madshark had no background music - only sfx. It turns out that the driver wasn't acknowleging irq 4, which does the sound. After a couple other little tweaks both games play and sound great :)
best regards,
- dink
Excellent work! As you've probably noticed by now, I have no eye for detail and am horrible with game music. Thank you for your work.
(For those that use savestates - read on)Sounds pretty interesting! Do keep in mind that FBA compresses save states. This can be pretty cpu-intensive for a pile of save states. It takes FOREVER for games with large areas of ram. I've been wanting to re-write the save state system for a while, ripping out the compression and getting these to be endian and 32->64 bit safe. As of right now, states from a 32-bit build of fba won't work on a 64-bit usually. It's pretty nasty.
I started working on a linear savestate mechanism, which is great for gaming from a gamepad w/o the need to reach for the keyboard to select different slots while in-game.
Basically, it works like this: every time you save a state, it will save a backup of the last 10 savestates - instead of just overwriting the last one. A new "undo" function will go back through the backups, in a reverse of the order you saved them. It also works nicely with the current slot system - each slot will have 10 backups each. I've used this method a lot with BlueMSX (MSX & Colecovision emulator) and VICE (C64 emulator), and really miss it in FB Alpha. Its really handy for practicing ultra-fast-paced/frenetic games and shoot-em-ups alike.
Doesn't seem interesting? Well, how about... Have you ever saved a state at the wrong time and overwrote your excellent gaming progress with the title screen? This will be the solution for this as well ;p
best regards,
- dink
The rom loading could do with a rewrite whilst your at it :pWhat are you thinking? This may be something I invest some time into.
In all seriousness libzip gives pretty good performance in another project I work on but not sure how useful it will be on a save state front.I honestly don't see the point of compressing save states at all. Hard drive space is nearly limitless, the MAME set eats your hard drives with impunity.
Sounds pretty interesting! Do keep in mind that FBA compresses save states. This can be pretty cpu-intensive for a pile of save states. It takes FOREVER for games with large areas of ram. I've been wanting to re-write the save state system for a while, ripping out the compression and getting these to be endian and 32->64 bit safe. As of right now, states from a 32-bit build of fba won't work on a 64-bit usually. It's pretty nasty.
What are you thinking? This may be something I invest some time into.
I honestly don't see the point of compressing save states at all. Hard drive space is nearly limitless, the MAME set eats your hard drives with impunity.
A little more than a month ago I had posted a "dink's FBA Failures" list of bugs that I couldn't fix. I'm happy to say that almost the entire list has been crossed-out :) http://neo-source.com/index.php?topic=2487.msg16276#msg16276Nice one dink!! bet it's a crackin feeling to clear up that list :D
Thats it for now...
best regards,
- dink
Nice work dink Cyvern's a crackin game there is another big shmup in the same driver Sengki Strikers well worth getting itI could never get that particular game to boot. That's where the driver stalled out. :(
playable in FBA if possible
Dlink your fixes are awesome. Do you think you could have a look at neogeo's super bubble pop? It has a problem with controls.Those don't even work in mame. Been meaning to take a crack at again. :-|
Thanks
Hi guys, just a little update for today...Really looking forward to this! I remember being disappointed when I added this game and there was no sound (the sound wasn't even emulated in MAME yet!)
I'm working on a quick 'n'dirty TLCS90 cpu port to get sound in the NMK16 game Arcadian/Rapid Hero.
Lets see how it goes.... :)
I'm making some progress on the Rapid Hero soundcpu (TLCS90841), it isn't quite working right (yet), but I'm definitely getting somewhere :) *fingers crossed*Of course! Just send me what you've got when/if you're stuck.
iq_132 - I know you're really busy, but if I can't figure this out, would you take a look at it?
Thunder Zone - "Mission 1" text is covered up at start of game when blows thru wall.
This is probably a stupid question, but how does one set the window'd mode to 32bit using the Enhanced blitter? My windows desktop settings are 32bit.I'm not sure you can. ^^
... see previous message ..
Out of curiosity - Is there a reason why that happens like that?
case 0x02: {
-->here--> *((UINT16*)(NeoGraphicsRAMBank + NeoGraphicsRAMPointer)) = wordValue;
NeoGraphicsRAMPointer += nNeoGraphicsModulo;
Upon deeper investigation, the NeoGraphicsRAMBank was getting clobbered by SCAN_OFF() in DrvScan():Heres my latest erm, effort, at tlcs90841 + rapid hero soundcpuenablement. I really need help from someone with experience with porting cpu cores for this one. Double check the basic stuff, like read / write byte from memory address, and everything else - as I must be totally missing the point here. Some info: it inits the cpu in RapheroLoadCallback(), raphero_sound_read/write handle all the memory mapped stuff. It does a few things at reset, but then the cpu just stops. :redface:I started my own port of that cpu core as well, I'll probably finish it up early next week. (hopefully). I'll probably end up merging what you've got with mine.
To get started: toss tlcs* into src/cpu, d_nmk16.cpp into drv/pst90s, add edit makefile.burn_rules, search for sh2.o, add tlcs90.o after it & save then make.
dink it's come to my attention that as yet you've not been asked for a certain request that has plagued other FBA devs for yearsYou like dead kittens? 'cause that's how you get dead kittens. Lol
so let me put that right by asking could you please port the Midway drivers across from MAME so we can play the Mortal Kombat
games in FBA
Only joking :wink: :biggrin:
You like dead kittens? 'cause that's how you get dead kittens. Lol
+ T +: Every time you mention Midway games in Final Burn, iq_132 kills a kitten!
uint8* cyc_instruction;
uint8* cyc_exception;
/* Callbacks to host */
int (*int_ack_callback)(int int_line); /* Interrupt Acknowledge */
void (*bkpt_ack_callback)(unsigned int data); /* Breakpoint Acknowledge */
void (*reset_instr_callback)(void); /* Called when a RESET instruction is encountered */
void (*cmpild_instr_callback)(unsigned int, int); /* Called when a CMPI.L #v, Dn instruction is encountered */
void (*rte_instr_callback)(void); /* Called when a RTE instruction is encountered */
void (*pc_changed_callback)(unsigned int new_pc); /* Called when the PC changes by a large amount */
void (*set_fc_callback)(unsigned int new_fc); /* Called when the CPU function code changes */
void (*instr_hook_callback)(void); /* Called every instruction cycle prior to execution */
Most likely that would be how it came out of MAME way back then...Holy bug from the beginning of time!
I got the new ymf278b chip driver ported to FBA! :biggrin:Nice work! Looking forward to seeing it!
What I did was check the mame svn and found where they changed the timer code over to the new timer code, which I'm not familiar with, and then I figured out from there how to integrate the old timer code from FBA into the new driver.
And it works, too, imagine that :)
I got the new ymf278b chip driver ported to FBA! :biggrin:Well done!!!
I got Sengeki Striker on Supr[Kaneko]nova hardware to boot :)Nice one!!! What are the 3 issues if you dont mind me asking
There are still 3 issues that are holding this back from becoming a playable game, but, at least now there is hope...
best regards,
- dink
Nice one!!! What are the 3 issues if you dont mind me asking
:) !
Well, a similar issue to Sol Divide, where the music doesn't trigger properly. Its a problem with the sh2 cpu core, I'm working hard to try to fix this one.. We're going by the cycle count to trigger the timer, and that's not good enough I guess :/ I don't know for sure how its going to be fixed, I think we might need a timer system similar to mame's., a total of 3 timers is needed.
The other is an issue with the coin input, it says "Coin Error" and resets when I try to insert a coin, but if I set the game to free play mode, it plays fine.
The third problem, the game isn't compatible with the FAST_OP_FETCH in the sh2 cpu, but I optimized the regular op fetching code to be almost (85%) as fast.
I'll post something as soon as I make progress!
best regards,
- dink
Great news :) I've been working all day on the Kaneko Suprnova driver stuff & SH-2 CPU core. (actually, all the last 3 days)
Sengeki Striker is now 100% (although I only played until level 2's endboss, will do a full playthrough just to be sure soon)
Puzzloop, Teljan, Senknow works fine also!
Gals panic 2 and 3 sorta works, but it don't draw the lines. I suspect the graphics routines in the Suprnova driver need to be updated a bit.
That's it for now, I'm exhausted after this 3-day marathon debugging/code session :p
EDIT: p.s. got music working in Sol Divide :biggrin:
best regards,
- dink
Hi all,
I got error message ''Couldn't initialize DirectDraw7/ Direct3D7 Enhanced video output module'' with FBA 0.2.97.30.(http://uppix.com/f-x53d4d85c001719c4.jpg) (http://uppix.com/)
XP build on XP
XP build or NT6 build (no 64) on Win7.
no problem in games but just to launch the interface (or to select a filter other than 3D Hardware and AdvanceMame).
A possible connection with the previous pages?
(system 100% up to date, dx/vc++ etc...)
it's ok, 0.2.97.30."1" needed ^_^
Thanks Dink ;)
Tonight I fixed the missing piece to the Megadrive savestates puzzle. The missing sound channel (dac), usually the drums or rhythm part would go missing after a savestate load. It turns out that the postload function in the 2612 was indexing the wrong register for the dac enable status. I also sent the code change to Haze via PM, since it applies to MAME/MESS as well as FBA :)Nice work! Things like that definitely help justify our using MAME as a base. At least that's how I rationalize it.
best regards,
- dink
Tonight I fixed the missing piece to the Megadrive savestates puzzle. The missing sound channel (dac), usually the drums or rhythm part would go missing after a savestate load. It turns out that the postload function in the 2612 was indexing the wrong register for the dac enable status. I also sent the code change to Haze via PM, since it applies to MAME/MESS as well as FBA :)
best regards,
- dink
dink's FBA devlog update for.. today!
After tons of debugging & porting new sprite code and other fun things, I'm happy to say that Streets of Rage 1 & 2 now both work perfectly with FBA! :biggrin:
best regards,
- dink
Not sure any of them were necessary? Check the SVN.
Oh, I meant to say re: porting the new sprite routines - I was trying to get rid of that line of corruption in XDR (see the MD dev thread for a pic etc). If you have any ideas re: this issue, please let me know :)That could very well be a timing/irq issue. Consoles are extremely sensitive.
best regards,
- dink
dink's FBA devlog update for.. today!
After tons of debugging & porting new sprite code and other fun things, I'm happy to say that Streets of Rage 1 & 2 now both work perfectly with FBA! :biggrin:
best regards,
- dink
The improvements in Streets of Rage 1 are very obvious! the game is now much more fluid.
Great job, Dink
Hi guys,
After 2 days of debugging (maybe I'm a little slow..) I found the cause and fixed a problem with some PCEngine games having static (or fast clicking) ontop of the music. woohoo! :) Splatterhouse being the one I used as a testcase, but there are several others that exhibit this behavior as well.
Another thing I am trying to find a good solution to is the conflicting romset names between systems.
For example, there's an arcade raiden.zip, Megadrive raiden.zip and PCEngine raiden.zip. The MD & PCE drivers will try to load the arcade raiden.zip, and that won't work.
On my personal version of FBA, I changed the Megadrive raiden.zip to raidenmd.zip and PCEngine version to raidenpce.zip, and it works good..
Do you guys think this is a good idea? If yea, I could write a little proggy to find all the duplicates between the systems, and name them accordingly.. because there are quite a few.
Thats it for today...
best regards,
- dink
Your fix actually improves a lot of games. They sound MUCH better. I was playing 1943 before the fix and it sounded like sh**.
Another thing I am trying to find a good solution to is the conflicting romset names between systems.
For example, there's an arcade raiden.zip, Megadrive raiden.zip and PCEngine raiden.zip. The MD & PCE drivers will try to load the arcade raiden.zip, and that won't work.
On my personal version of FBA, I changed the Megadrive raiden.zip to raidenmd.zip and PCEngine version to raidenpce.zip, and it works good..
Why not also include all those folders by default?
Excellent idea :)
Personally, I'd prefer megadriv -> megadrive though. We don't have to follow everything mess does, do we? :biggrin:
Hello friends of FBA,
There hasn't been a lot of forum activity lately - this could only mean one thing - ya'll are busy playing games in you're favorite emulator :wink:
Just a little update on whats going on behind the scenes:
Improved the stability of MD games a bit (especially after a reset, things would go bonkers sometimes)! \o/
With the next release of FBA, the MD & PCE drivers will no longer just be considered an "extra". I had been playing games on both drivers like mad the past couple days, and would now say that the status has been updated to "damn fine." :)
There is, however, one minor issue with the Megadrive driver, games that use SRam may bug-out a little, but out of 64 games in my MD collection, only one of them is affected. Hopefully we can work this problem out (aka. guys, I need a little help - see my latest post in the Megadrive research thread regarding SRam.)
that's it for now...
best regards,
- dink
MD is a kick ass console. And in the next version of FBA, we will play in Kaillera with a great emulator! TY dink!
Oh yea, I'm logged on ircnet #c64friends usually 7-9am, 11-3pm, 11-1am EST (detroit time) as derek, I'm not always at the computer though, so don't get discouraged if I'm there, but don't respond right away.
best regards,
- dink
I'm a Zaxxon fan. Ah, the memories. Thanks again dink!
Neat, I'd rather use FBA than MESS.
Hi guys, got a new issue - when playing netgames with Kaillera and lets say that the remote side has Assembly 68k core, and my side has Musashi - the games get desynched really fast. That's not good! Me and a buddy got really frustrated because of this earlier, and after trying several different servers, games and pulling hair out / thinking I accidentally introduced a bug into FBA over the past week or so, I finally realized that it would be a good idea to check that the 68k cores are the same on both ends.
I was thinking of the following solution:
If the user has the Assembly 68k enabled and they do Game -> Play via Kaillera, it will pop up a little message telling the user to disable the Assembly 68k core under Misc -> Options. Simple enough, what do you think? It should save a lot of headaches in the future :)
best regards & happy gaming,
- dink
Night Slashers was close to working in FBA a few years back was wondering what was the issues that prevented it from beingGot bored with it lol. That happens a lot.
Fully Playable
Got bored with it lol. That happens a lot.Fair Enough :)
Any shot at seeing Ninja Baseball Batman
I thought it would be fun to try to reproduce the problem with the world version of the romset, and the first time I got it to freeze - in the car after beating windy airplane, I started hitting a lot of buttons, and the game just rebooted to the irem logo - this time, weird things would be flashing all over the screen while the game booted. Here's a perfect recreation scenario:
unzip nbbincar into your savestates directory.
load the game/load hit f9(load state)
drive a bit - when you see the pile of toxic barrels, move your joystick / gamepad in circles as fast as you can whilst hitting the barrels - if it doesn't lock up after you crash into the barrels, try again (it might take a couple tries)
Ideas? :)
Does the driver have code to avoid opposite direction presses?
FB Alpha [DEBUG] - Hardware Default Preset
Generic hardware
version 0x029732
input "P3 Coin" undefined
input "P3 Start" undefined
input "P4 Coin" undefined
input "P4 Start" undefined
and in fbaxp.ini, // Player default controls, number is the index of the configuration in the input dialog
nPlayerDefaultControls[0] 15
szPlayerDefaultIni[0] config\presets\preset.ini
nPlayerDefaultControls[1] 15
szPlayerDefaultIni[1] config\presets\preset.ini
nPlayerDefaultControls[2] 15
szPlayerDefaultIni[2] config\presets\preset3.ini
nPlayerDefaultControls[3] 15
szPlayerDefaultIni[3] config\presets\preset3.ini
edward randy also uses rasters for the clouds on the plane scene fwiwEdrandy has some funkyness going on. Level 2's road is a broken mess. Even with rasters hooked up.
Edrandy has some funkyness going on. Level 2's road is a broken mess. Even with rasters hooked up.
From the Wednesday night 2014 FBA-Code-a-Thon, starring iq_132 (Konami) and derek (inputdialogue), comes:
A New FBA Feature
--
Pause and FFWD can now be mapped via the input mapping dialogue for the default preset (global/every game) or per game :D
Hi Dink. Can you fix Guardians Banpresto (grdians) 1995 arcade beat up game ?? :SWhat's wrong with it?
What's wrong with it?
After you select your character, it brings you to this weird screen for a second or 2
Hi dink :) Do you really fix Kotetsu Yousai Strahl game ???
Hey nice job im sure this will save alotta sore thumbs when playing shmups :D
Fixed up the game S.S. Mission in the nmk16 driver a bit: the music tempo was too slow, it made annoying clicks when your ship fired and banking issues when savestates were used.I'm planning on re-writing the nmk16 driver to implement a few dozen or so bugs. :D
... a few hours later:
Music in Twin Action and Dolmen (nmk16) would cut out on level 2+, fixed sample loading & banking method & tweaked the irq's similar to nmk004.
Will this be the end to the bugs in nmk16?
.... is that even possible? !
The day everything in nmk16 is perfect will be a great day indeed :)
best regards,
- dink
Hello friends & fans of FBA,
I've been taking a much-needed vacation from code & debugging to finally play some games!!
The other day whilst hanging out on irc, iq_132 mentioned I should try a game called Biomechanical Toy, I got sorta hooked on this one, so I'm passing the info along and I suggest anyone that likes run 'n gun platformers to give it a try.
Freddy, for now, go to Misc -> Options and uncheck "Use alpha blend effects..." to play the games w/o issues.
best regards,
- dink
Today's FBA happenings, brought to you by dink.
Tag-team awesomeness for iq_132 and dink regarding compilation issues w/ newer versions of gcc
FIXED: Musashi 68k is fixed for newer gcc versions - this means no more missing zombie heads in Altered Beast or bullets shaped like plus. (dink)
FIXED: Weird buzzing/pops in the dac with signed writes only when compiled with gcc (iq_132)
Keep in mind, I spent part of last weekend trying to fix the dac, and iq_132 and Treble Winner and I spent countless hours/days/weeks on the Musashi bug. Therefore I'm dividing up the awesome-points equally between the three of us. That's 100 points each! We rock!! \m/
best regards,
- dink
Fixed the sound in Asura Blade / Asura Buster :biggrin:
x: Backfire crashes during bootCan't verify this one here. It works fine with every video mode, different bit depths, etc. :S
x: Backfire crashes during boot
Oops, heres the full reproduction scenario: (I forgot to delete my nvram and try from scratch! sorry!)The single screen hack is about to go away. That will fix this. :(
Go into service mode, set game options to 1 screen, get out of service mode and into game mode.
Exit game
Load game again, crash!
EDIT: it seems like the game only crashes on the second load. Once FBA is restarted, it will happily run Backfire in a single screen :)
EDIT2: now, going back to service mode again, and selecting 2 screens, FBA crash again.
best regards,
- dink
The single screen hack is about to go away. That will fix this. :(
Battle Shark is now completely fixed - got rid of that hang by moving the 10k-cycle INT6 timer into DrvTaitoZFrame(), its kinda simple really, just a few lines of code :)
Now I just need to test the other games that use the same timer mechanism & take action if necessary..
best regards,
- dink
Zero Team USA (zeroteam) bad sprites priorities
I also made an enhancement to the gun interface, any game that uses a lightgun could possibly use this.
Basically, if the crosshair isn't moved for 2 seconds, it disappears. :)
best regards,
- dink
Thanks a lot dink :smilie:
Doing some tests i notice grapical problem only with Lethal Enforcers (ver JAD, 12/04/92 17:16) [lethalenj] (Parent and others clones are working fine):
- No sprites during play and/or attract mode
// japan version needs sprites fixed (x flipped not y flipped)
I have found some several giltches on FBA 0.2.97.34:
- Space Invaders/ Space Invaders M (invaders) - no sound;
WILOWAR, not very many - the ones I can think of... donkey kong, dk jr, galaga, rally-x, space invaders, ghox, fireshark/samesamesame. The last 2 games because of encryption, the rest because certain sounds are generated by non-digital electronics.
best regards,
- dink
Hi. Where Can I get these samples for FBA ??Twisty's is THE place for samples. :)
Twisty's is THE place for samples. :)
http://samples.mameworld.info/
All the links in there are dead.
Fixed a bug in the rf5c68 pcm core, the sound buffer wasn't being incremented properly - this caused samples to get cut short / clobbered / etc in Hammer Away and possibly other games that use this core.Same as with the dac?
best regards,
- dink
Varia Metal (vmetal) - graphic glitchLooks like an issue with either the tile decoding or more like flipping.
Music & SFX in Bucky O'hare finally lives!!! :DNice work!
iq_132 checked in a fix earlier to better synchronize the sounds in Bucky/Moo Mesa.
I wasn't happy with the music/sfx still being broken in Bucky, so I spent all night getting to the bottom of things..
3 1/2 hours of detective work on this sucker tonight, probably 3 or 4 more hours on other days. I was this close -> <- to calling it quits.... then.... SUCCESS!! Very happy with this one! \o/
time for some sleeep, its almost 5am |)
best regards,
- dink
Merry Christmas for FBA Team :biggrin:
And more games for FBA from Santa :wink:
Fixed a small issue in the nec v35 cpu core where a pointer would get trashed on savestate load.
My Ken-go savestate from last night wouldn't work today, so a bit of investigating was in order... Luckily it was a very simple fix!
best regards,
- dink
dink, Gargoyles is not working here. The game opens but I can't play with the character!
Actually, try disabling the ASM 68K core - it doesn't support the TAS callback (which Gargoyles requires). The MD driver should probably be updated to auto-switch to Musashi.
FBA has another new game: Grasspin by Zilec Electronics / Jaleco (c) 1983!!
Whilst fixing some music issues in the game Blueprint, I realized there was a game missing from the driver, all that was needed to add it was some simple modifications to the graphics banking and dipswitch handling. As as side-effect of these new changes, Saturn (romset: saturnzi, same driver) scrolls a lot smoother, too. Success!!
Here's my funny new addition to FBA:Excellent work! :D
"Let's Uncle Poo!"
I'm quite happy about this one..great job Dink (as always)
I got the MSX->SG-1000 ports of King's Valley, Knightemare & Twinbee to boot on the sg-1000 emu (in FBA!), also Q-bert and a few others that had problems now work :D (Yie Ar Kung Fu II, Rally-X, Konami's Road Wars, and some more I forgot)
These games were ported from MSX by some Taiwanese company in the early 80s. The MSX has very similar to the hardware to the SG-1000 (99x8 vdp, sn soundchip, z80). The carts have ram in them to make up for the lack of ram that the SG-1000 has (1k) and it wasn't being mapped properly.
Secondly, all of the SG-1000 games have been clonenized, so the game listing will look much nicer/cleaner now.
best regards,
- dink
Nice work. I'm planning on putting the sound system into its own shared file. It'll make improvements across games easier.
BTW gyruss uses those filters too.
We now have Sega Master System & Game Gear \o/Sure you can do it Dink :)
Step 1: port smsplus to fba & graft into a driver *done*
Step 1.5: have it use fba's z80 and sn psg instead of smsplus's internal ones *not done yet*
Step 2: ???
A big thanks goes out to Kev for fixing the video and palette issues in our new SMS driver :)
Update: the SMS driver is almost done, woohoo!How's it looking? Are our sound cores in yet?
best regards,
- dink
How's it looking? Are our sound cores in yet?
Today is a good day :)Agreed!
Fixed a bunch of non-booting games in the SMS driver :DExcellent work!
Korean games which relied on the SMS's work ram set to a pattern of 0xf0
Ace of Aces & Shadow Dancer which relied on the Stack Pointer being set to 0xdff0 before boot.
that's all for now,
best regards,
- dink
well,if the raster effect fix in Ninja Baseball Batman will be help the Mame driver?
also there is one missing game : Raiders5, i add it ?I was hoping you would! :)
Gamez Fan, thats a known issue with the rom, I'll see if theres a way around the problem.
Raiden2/dx now fixed properly with hack removed. yay! :D
Fantastico!! :)
Hi guys
Is Overdrive by konami playable in FBA, sorry if this has been asked before but only just joined up and there is a sh** load of content to wade through.
Really dying to play this game it was one i really enjoyed during my childhood.
Cheers for any info.
Matt.
I was hoping you would! :)
Its way too early to post that picture. :(ok, sorry dink :(
We now have a Pokey soundcore, which brings music&sfx to Tetris by Atari Games (romset: atetris.zip) :)
I'd love to see Millipede in fba :)
I'd love to see Millipede in fba :)
Found a graphic glitch on Wiggie Waggie (wiggie)
take note, if you used MAME as reference for PopEye our emulation has some flaws / unemulated hardware limitations.
http://mametesters.org/view.php?id=3725
great job dink !!! all these games in the same driver ?
2 days ago I noticed Space Invaders in our games list. That game uses an i8080, how is this possible? Digging a little deeper I see "they" (probably iq_132) used the Z80 core to run the i8080 code. 2 minutes and a quick google later, I found out that the Z80 is fully i8080-compatible. "Wow, what a joyous day", he said.Yup! That one is mine. Nice work on Warp Warp :)
Oldschool classics++;
~~~~~~~~~~~~~~~
8088 gamecode on FBA, but how is this possible?? No, I didn't port a new CPU core. I had a dream, that it might have involved a large hammer. :biggrin:
.........Really, just a NEC V20!
That's awesome! I didn't know that. ^^ Nice work. Q*Bert has been on my list since I started working on FBA! :)
Yeah totally nice find that a 8088 CPU can double up as a v20 CPU makes me wonder what other CPU's are interchangeable like thatThe only other one I can think of is the Z80 being compatible with the i8080.
i guess the info's out there somewhere
I noticed that you added the Namco's Warp Warp driver... would it be possible to add the drivers for other Namco's i8080 games? (Bomb Bee, Cutie Q, Gee Bee, Kaitei Takara Sagashi, Navalone and SOS)I second that!
Thanks a lot for your work! :)
I'm not really feelin' those other games. :/ but, uh, perhaps some day.
Nice work! So the short list of people who are cut off for the next few years - Gamez_fan and Gab75. lol
To get around this problem, I doubled-up the pixels before feeding them into the compressor - and - tada, perfect compressed video. (see the second test video, below)
Haze,
thanks for the tips & info. I always hated that effect when every other frame caused the sprite to flash, and the video encoder only sampled every other frame. So the video really has to be in 720p for 60hz video? YT won't allow any lower resolution run at 60fps? :/
best regards,
- dink
I'd guess (without looking) that the issue is due to the y scrolling. It needs to be added to the row scroll offset selection. Not sure if before or after...
Added some games to the Marine Boy driver.
Graphic glitch on Onna Sansirou - Typhoon Gal (set 1) (onna34ro)
Gun Frontier (Japan) (gunfrontj), Gun & Frontier (gunfront) - Incorrect position of sprite 1 player
FBA gets another game! This time its Rumba Lumber. You're a cave-hippie from the stoneages and one day your beard grew to enormous proportion. One day you got the great idea to color it blue and chop wood. From this point on, the game actually starts to get weird. Anyways, piccies:
FBA gets another game! This time its Rumba Lumber. You're a cave-hippie from the stoneages and one day your beard grew to enormous proportion. You got the great idea to color it blue and chop wood. From this point on, the game actually starts to get weird. Anyways, piccies:I like the synopsis. :)
I like the synopsis. :)
We now have a Pokey soundcore, which brings music&sfx to Tetris by Atari Games (romset: atetris.zip) :)
Graphic glitch on Sand Scorpion (sandscrp) game
@dink nice goin man!!! two more fixes done you'll run outa fixes to do at this rate :)I am a bug infestation. He will never run out of my bugs to squash as long as I'm on the FBA team. :D
Fixed music in Knuckle Bash 2 :) (thanks to gamez fan for reporting!)
There was an issue that stumped me for a while, in the game Tiger Road when going through a doorway you would see the background from a different scene, the top of the current scene, or even a bunch of garbage tiles (later on in the game) for about 2 seconds as your player walked through the door. Big thanks to iq_132, the problem has been solved :)It's easier to fix the bug when you caused it. lol
Fixed music in Knuckle Bash 2 :) (thanks to gamez fan for reporting!)I fixed this long time. (24-04-2010) Never added in FB Alpha. :redface:
I fixed this long time. (24-04-2010) Never added in FB Alpha. :redface:
Look: Toaplan cleaned up (http://http://neo-source.com/index.php?topic=1329.msg11275#msg11275)
FINALLY realized what was wrong with our Megadrive timing and fixed it. It took long enough - sorry about that.
Fixes things like frame breaking up in Gunstar Heroes, Ayrton Senna's Super Monaco GP II. Completely broken games like Rock and Roll Racing, Mickey Mania and probably some others.
- dink
Just out of curiosity, what games don't work on the MD driver?Pier Solar would be great :smilie:
Just out of curiosity, what games don't work on the MD driver?
The arcade game Wolf Fang sounds like when a channel isn't playing. This bug was not present in the version 0.2.97.36. This is one of my all time favorite arcade games. I wanted to longplay it but the sound isn't too cool like this.
As I wrote in the "FBA Discussion" section, I checked all "Rohga Armor Force" ROMs (obviously with the latest FBA release) and the drums sound effects seem to be missing...
FB Alpha v0.2.97.37 fatal exception report (Wed Dec 23 16:22:28 2015
)
----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x0091
(attempting to write address 0x04CE4710)
EAX: 0x00000000, EBX: 0x7FFDB000, ECX: 0x00000000, EDX: 0x04CE4710
ESI: 0x04B65820, EDI: 0x0012F35E, ESP: 0x0012E8C8, EBP: 0x0012E92C
----------------------------------------------------------------------
System information:
OS: Microsoft Windows XP Professional Szervizcsomag 3 (build 2600)
CPU: Intel(R) Pentium(R) 4 CPU 3.06GHz
Physical RAM: 2097151 KB (2047 MB) total, 1779832 KB (1738 MB) avail
Total RAM: 4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FB Alpha: 41416 KB in use (48864 KB peak, 47376 KB virtual)
Installed displays and display adapters:
Plug and Play monitor on NVIDIA GeForce 9400 GT (primary)
----------------------------------------------------------------------
FB Alpha information:
Built on Nov 3 2015, 18:51:37, using Visual C++ 2015 (XP).
Optimised for X86 CPUs.
Using Unicode for all text.
Debug functionality absent.
MMX optimisations enabled.
Musashi emulation core enabled for MC680x0 family emulation.
Emulating shadfrce (Shadow Force (US Version 2))
Vertical refresh is 60.00 Hz.
CPU running at 100% of normal frequency.
Video settings:
Selected module: DirectDraw7 video output
Interface settings: Running in windowed mode, $ix1054, 748bpp
Source image 320x256, 32bpp
Using generic software 15->32bpp wrapper
Module settings: Using Blt() to transfer the image
Using video memory for the final blit
Audio settings:
Selected module: DirectSound3 audio output
Interface settings: Playback at 44100Hz, 100% volume
Module settings: Audio is delayed by approx. 83ms
Input settings:
Selected module: DirectInput8 input
Interface settings: keyboard 0 System keyboard: Billentyűzet
mouse 0 System mouse: Eg?r
Profiling settings:
Interface settings: Profiling module not initialised
----------------------------------------------------------------------
Detailed process information about fbaxp.exe:
fbaxp.exe (base address 0x00400000, size 34080 KB)
Exception occurred in module fbaxp.exe:
fbaxp.exe (base address 0x00400000, size 34080 KB)
Modules loaded by fbaxp.exe:
ntdll.dll (base address 0x7C900000, size 708 KB)
kernel32.dll (base address 0x7C800000, size 1004 KB)
USER32.dll (base address 0x7E360000, size 580 KB)
GDI32.dll (base address 0x77F10000, size 292 KB)
COMDLG32.dll (base address 0x76380000, size 292 KB)
ADVAPI32.dll (base address 0x77DC0000, size 684 KB)
RPCRT4.dll (base address 0x77E70000, size 584 KB)
Secur32.dll (base address 0x77FE0000, size 68 KB)
COMCTL32.dll (base address 0x773C0000, size 1036 KB)
msvcrt.dll (base address 0x77C00000, size 352 KB)
SHLWAPI.dll (base address 0x77F60000, size 472 KB)
SHELL32.dll (base address 0x7C9C0000, size 8304 KB)
WINMM.dll (base address 0x76B20000, size 184 KB)
ole32.dll (base address 0x774D0000, size 1268 KB)
SETUPAPI.dll (base address 0x77910000, size 984 KB)
WININET.dll (base address 0x771A0000, size 680 KB)
CRYPT32.dll (base address 0x77A70000, size 600 KB)
MSASN1.dll (base address 0x77B10000, size 72 KB)
OLEAUT32.dll (base address 0x77110000, size 556 KB)
AVIFIL32.dll (base address 0x73AE0000, size 92 KB)
MSACM32.dll (base address 0x77BD0000, size 84 KB)
MSVFW32.dll (base address 0x75B80000, size 132 KB)
IMM32.DLL (base address 0x76360000, size 116 KB)
LPK.DLL (base address 0x62E70000, size 36 KB)
USP10.dll (base address 0x74D40000, size 428 KB)
dsound.dll (base address 0x73EA0000, size 368 KB)
VERSION.dll (base address 0x77BF0000, size 32 KB)
dinput8.dll (base address 0x6D350000, size 228 KB)
ddraw.dll (base address 0x736F0000, size 300 KB)
DCIMAN32.dll (base address 0x73B50000, size 24 KB)
d3d9.dll (base address 0x4FD10000, size 1688 KB)
d3d8thk.dll (base address 0x6DED0000, size 24 KB)
D3DX9_43.dll (base address 0x10000000, size 2044 KB)
uxtheme.dll (base address 0x5B1D0000, size 224 KB)
MSCTF.dll (base address 0x746D0000, size 304 KB)
msctfime.ime (base address 0x75180000, size 184 KB)
HID.DLL (base address 0x68DF0000, size 36 KB)
WINTRUST.dll (base address 0x76C20000, size 184 KB)
IMAGEHLP.dll (base address 0x76C80000, size 160 KB)
wdmaud.drv (base address 0x72CB0000, size 36 KB)
msacm32.drv (base address 0x72CA0000, size 32 KB)
midimap.dll (base address 0x77BC0000, size 28 KB)
KsUser.dll (base address 0x73E70000, size 16 KB)
RICHED20.DLL (base address 0x74DE0000, size 436 KB)
----------------------------------------------------------------------
There are an another bug with the Shadow Force every version. It crash with this error:
Guru Meditation #C0000005.00911EB6
PS: truth be honest, I made a quick test, then I can't know if the game crashes during an advanced stage.
Oh that's right! Merry Christmas! :biggrin:
You're welcome. I look forward to the new version. I hope the Wolf Fang's drum will be fixed too. :smilie:
Happy New Year everyone! :)
Do you by chance mean Tecmo's Wild Fang? If thats the case, the drums are working fine in the latest FBA - they're louder/more prominent than in MAME anyways.
best regards,
- dink
No, I mean Data East's Wolf Fang (or Rohga: Armor Force). The game alongside with Vapor Trail and Skull Fang on Arcade.
Happy new year :biggrin:
Happy new year :biggrin:
Thanks, sometimes I get confused :)
EDIT: Wild Fang / Rohga is fixed now.
The new sprite code for Wing Force also happens to fix a few errant sprites in BlaZeon, as well :)
@dink
Ok maybe a bit unrelated but do you think it could be possible to increase the performance of the Megadrive emulation ?
In the AmigaOS4 port of FBA i'm using i conducted a lot test related to the MegaDrive and in all of them i noted that turning off the audio is often the best solution to gain decent performance reaching the famous 50/60 FPS
Of course my Amiga in general is a bit slow so i will never expect 100% speed for any emulated hardwares of FBA, however other platforms such CPS-1 and CPS-2 are both a lot faster compared to MegaDrive so i wonder if somethings can be done in term of optimization :-)
Where we can try this game? It looks fun. :)
In the next release of FBAlpha, of course :)
best regards,
- dink
Unfortunately, I can't really think of much that could increase the performance besides frame skipping - does the Amiga FBA have auto-frame skipping? If not, you might want to try and ask HunoPPC to add that feature.
In the next release of FBA the Megadrive emulation will be slightly more cpu demanding, but the compatibility and emulation is now near perfect. On my ancient p4 computer it barely touches the cpu, though, so you needn't worry too much.
Now, for those that think the graphics are "too retro" to be enjoyable.. here's some things to consider.. Princess Quest does smoothe per-pixel scrolling, on a TMS9918 vdp - a chip that has no hw scrolling. It also has a neat parallax effect in the background, weapon upgrades, smart enemies, continuous BGM, Boss fights and perhaps other neat things that I havn't noticed yet.
I don't know if this is the right place for making a request, but the Psycho Soldier could be included in the new version?
https://en.wikipedia.org/wiki/Psycho_Soldier (https://en.wikipedia.org/wiki/Psycho_Soldier)
It is an old classic, very important for me because it was the very first game with vocal track. It has two notable versions: one with English lyrics, and one with Japanese.
iq_132 had started a snk triple-z80 series driver a couple months back - maybe if you ask him nicely he will finish it :)
Oh, before I forgot. Is the Nebulas Ray planned to add to the emulator?
However I found a bug with Cadash on both PCE and TG16. The screen always shaking no matter what option I use.
This is a known problem with Cadash in several emulators (not magic engine though), so in the meantime play the arcade version. :)
I remember porting PCE support to FBA and testing literally every game on the system. I remember Casash being a mess and could never get it to straighten out. It was the same way in MESS at the time (PCE has had a re-write since then, I don't know if it's better or not).
When I tried it the shaking will stop if I pause the game (the pause of the game, and not the emulator). I think the problem comes from the drawings. Maybe the emulator's screen re-draw function isn't in sync with the game's refresh rate when the pixels moving. I not understand a thing about console technology, this is just a thought.It's possible. I don't really know :/
There is no CD emulation at all.
As this driver is based on MESS emulation, compatibility *should* be the same.
Known emulation issues - also present in MESS unless noted.
SOUND PROBLEMS
Bouken Danshaku Don - The Lost Sunheart (not present in mess)
GRAPHICS PROBLEMS
Cadash - graphics shaking
OTHER PROBLEMS
Niko Niko Pun - hangs in-game
Benkei Gaiden - hangs after sunsoft logo
Power Tennis - frozen
Tennokoe Bank - ??
Air Zonk / PC Denjin - Punkic Cyborgs - hangs in-game
Hisou Kihei - Xserd: black screen
The problem is now fixed w/ Forgotten Worlds on Megadrive :)
Could the Revenge of Death Adder version of the Golden Axe added to the list? I would love to see that. :smilie:
I don't think that it will be possible, at least in the near future... Golden Axe Revenge of Death Adder is based on SEGA System 32 hardware and the current FBA doesn't support many components of this hardware, e.g. the main CPU NEC V60 and the sound chip Ricoh RF5c68.
We do support the RF5C68 - it's used in System 18. But the V60 is the bigger stumbling block anyway. :)
We do support the RF5C68 - it's used in System 18. But the V60 is the bigger stumbling block anyway. :)Not to mention the nasty looking video section. Blech.
Then a question. What does the "Imperfect Protection Emulation" and the "Incomplete Dump" mean? Some games has these lines as note (for example some version of Knights of Valour, or the Oriental Legend Special Plus).Knights of Valour should have both of those. What it means specifically for that game is that the game uses a custom CPU (ASIC27A / ARM7) to supply protection to the main CPU of the game (Motorola 68k). The protection CPU's ROM is stored inside the block that the CPU is in and is undumpable/undumped. Currently the protection CPU is simulated by writing code that returns (hopefully) the correct information to the main CPU to allow the game to work properly. However, it can't be guaranteed that everything is perfectly simulated, so you may get weird little bugs and edge cases because of this.
Oh I see. Then it should work (yet not the most accurate way), however isn't guaranteed it always work. At least it is playable and can be played through if nothing happens. Or something like this. :SRight. IIRC in kov there's a sword in the first area on the boat that cannot be picked up -- due to protection issues.
The Gradius 3's graphics is messed up, no matter how I change the settings. I not really tested all the things however since I like the Salamander more (which is works perfectly), only one of my friend said it. I just checked out if it really that messed.
Mission accomplished: The new button+joy to change the rotation direction feature is solid and working for Ikari Warriors, Victory Road, TNK3 & Guerilla War. :D It will never go out of sync, either...
...Coming to an FBAlpha near you :)
* unless, of course, you own a rotary joystick!
I almost shot my pc over this one. grrrr! :mad: (I'm sorry - I love you, compy-p4! *hug*)
I almost shot my pc over this one. grrrr! :mad: (I'm sorry - I love you, compy-p4! *hug*)Next time I upgrade my pc you're getting my "gently used" old mobo, ram, etc.
Next time I upgrade my pc you're getting my "gently used" old mobo, ram, etc.
Sorry about your luck and your power bill.
Wow Guerilla War! :biggrin:
I can't wait for the new release. It will be awesome. :cool:
Oh yea, you're going to dig the next release. especially the innovative new rotation feature - which still blows my mind to this very second. :)
best regards,
- dink
Wow, we got even the Psycho Soldier, I didn't expected this. Japan and USA version. The legendary vocal theme back again! :biggrin:
The Guevara (Japanese version of the Guerrilla War) can't start for some reason, the others works fine. And I must say that rotating method is far better than how I played the Forgotten Worlds.
Anyway I don't know if I did make something wrong, but the "autofire" buttons can't be configured.
I love the english version of the Psycho Soldier song :D Glad I'm not the only one..
gwarj is now fixed, Gab75 also reported this issue the other day. Good work guys :)
I'm glad you dig the new rotation feature!
Regarding Autofire, sometimes you have to click different places to configure the buttons, try clicking under the "mapped to" column in the input config. Its a strange bug, I'm not sure why it happens - hopefully the mystery can be solved some day..
best regards,
- dink
Oh I see, then it works just not as it can be seen. For me the autofire isn't problem. I like pressing the button rapidly like back then (poor arcade machine... XD ). I have no problem with the English version of the Psycho Soldier song, but I prefer the Japanese. I even have the extremely rare cassette single. :biggrin:
There is an issue in .38 where E.D.F. (parent and bootleg) can't be started, a little bug crept in. derp! The good news: it's fixed now. Big thanks to Gab75 for the bug report earlier today.
Hi, try the US version 2 of the game, it has those extra buttons enabled. Some versions of the game don't have them enabled - or it could be something where you need a certain powerup to enable them in those versions.
@Gab75, the core was always disabled by default, of course. The problem is that people see "assembly" and think its better, so they turn it on, and forget about it. The changes have already been made regarding what was said about this core. There is absolutely no benefit for running this core for the classic gamer. Also, when the protection / irq controller / exceptions(?) is better understood for tshingen and a fix is implemented, we will no longer have to switch to the a68k core "behind the scenes" for this game.
My fault, I was sure that this core was enabled by default (I remembered wrong)... an advantage of assembly 68k core could be a greater execution speed using the older systems, like computers based on Intel Pentium (P5*) or AMD K6 CPUs (but today, probably, nobody uses these systems to perform an arcade/console emulation).
My computer is a Pentium 4, and I don't see a benefit to using a68k... except for the special cases I've mentioned earlier. These days you don't need to have much luck to find a much-better computer at the side of the road on garbage-day. :)
So, I'm not the only who still use a P4 instead of multi-core. I still have Windows XP installed because there is nothing that require Win7 and I want to use it. XD
I start with the fact, there is no problem with the game itself. The Shadow Force is fixed, I finished the game and even recorded it with Bandicam.
But the Shadow Force versions are messed up. The new dump works good, but the clones requires the old dump. The emulator also can't recognize the Japanese version. This isn't a problem, but it would be good if the emulator can start the clones with the new dump.
Pityesz: JacKc, the guy in charge of the parent/clones up-to-date, will need to have a look at this, I noticed our roms were kinda funky in this regard, also. Thanks for letting us know & reminding me :)Well if we are talking about Shadow Force by Technos (d_shadfrce.cpp), i see nothing wrong in Parent/Clones ROMs. Our driver is up--to-date with MAME 0.173.
best regards,
- dink
Well if we are talking about Shadow Force by Technos (d_shadfrce.cpp), i see nothing wrong in Parent/Clones ROMs. Our driver is up--to-date with MAME 0.173.
http://git.redump.net/mame/tree/src/mame/drivers/shadfrce.cpp
http://www.progettoemma.net/index.php?gioco=shadfrce
I don't anything funky in our roms and clones are recognized and work fine.
It is strange. For me the different clones requires different parent roms.For example the US version 2 isn't works with the new parent dump.maybe your ROMset is not up-to-date with latest FBA version (0.2.97.38). i've checked twice and all seems ok.
This one - Jr. Pacman - was resurrected from secret lost code of the almighty iq_132, and finished & spiffed up over a 2-day period by the one they call dink.
This one - Jr. Pacman - was resurrected from secret lost code of the almighty iq_132, and finished & spiffed up over a 2-day period by the one they call dink.Nice work! Especially catching that one very hard to spot bug. :)
I'm a big fan of Burgertime on Colecovision. I always wanted to emulate the arcade version in FBAlpha, but never got around to it.. until the other day. After finishing the emulation, I was rather sad to find out that the game has a horrible and incredibly irritating hissing noise in the background of the games' music... The noise was somewhat reminiscent of those huge old tv's, but times 100 in volume.
I spent almost the entire day trying different things to get rid of the hissing noise... Since I like to take the hardest route(s) first - I tried filtering the commands sent to the ay(8910).. no luck, then doing some hacks to the ay core itself... even more "no luck.". Finally came up with using a gang of lowpass filters to do the job. Yay, the game is now playable without a migraine-inducing headache caused by high-pitch hissing. Here's some pics for now...
I'm a big fan of Burgertime on Colecovision. I always wanted to emulate the arcade version in FBAlpha, but never got around to it.. until the other day. After finishing the emulation, I was rather sad to find out that the game has a horrible and incredibly irritating hissing noise in the background of the games' music... The noise was somewhat reminiscent of those huge old tv's, but times 100 in volume.
I spent almost the entire day trying different things to get rid of the hissing noise... Since I like to take the hardest route(s) first - I tried filtering the commands sent to the ay(8910).. no luck, then doing some hacks to the ay core itself... even more "no luck.". Finally came up with using a gang of lowpass filters to do the job. Yay, the game is now playable without a migraine-inducing headache caused by high-pitch hissing. Here's some pics for now...
best regards,
- dink
Here's a few more... :)
Tonight I made an awesome breakthrough with BurgerTime. The migraine-inducing high-pitched hiss has been completely removed - not just filtered or eq'd out. It sounds great :) Since finishing the driver I spent hours upon hours trying to kill this one, and I am quite happy and relieved to finally be able to close the book on it.
Tonight I made an awesome breakthrough with BurgerTime.
Yay! Nice to see this bug was fixed. Thanks. :DA couple of very minor visual bugs iirc. Nothing that would make the game unplayable or anything. ^^
By the way, Mystic Warriors is pretty similar to Sunset Striders. Does that game have some emulation glitches as well or is it good already?
Yay! Nice to see this bug was fixed. Thanks. :D
By the way, Mystic Warriors is pretty similar to Sunset Striders. Does that game have some emulation glitches as well or is it good already?
Mystic Warriors is pretty solid, there is a little glitch when the water washes the player down the screen (for 1/4 second), but the same issue also exists in other emulators.Looking back, I think that mystic warrior glitch is due to the game alpha blending stuff that it has already alpha blended (just a guess).
Also re: Metamorphic Force, I havn't figured that issue out yet though.
best regards,
- dink
Happy fun Konami custom debug-timeThank you! This has been bugging me for ages. Make sure to mark it as working.
Another iq_132 & dink co-venture, we present the Sunset Riders saloon dancers' lights fix.
Zazzone reported this one back in September 2015. Better late than never :)
best regards,
- dink
Happy fun Konami custom debug-time
Taito's Top Speed / Full Throttle got an overhaul. Added a priority bitmap to fix a bunch of graphics glitches, missing soundeffects, broken gear shifter & a handfull of other small things that aren't worth mentioning. The game is now fully playable and quite fun, its basically an OutRun-style game, but with a nitro booster. Like OutRun the music is quite catchy too :)
best regards,
- dink
Taito's Top Speed / Full Throttle got an overhaul. Added a priority bitmap to fix a bunch of graphics glitches, missing soundeffects, broken gear shifter & a handfull of other small things that aren't worth mentioning. The game is now fully playable and quite fun, its basically an OutRun-style game, but with a nitro booster. Like OutRun the music is quite catchy too :)
best regards,
- dink
Could be Dungeon Magic / Light Bringer added to the emulator? Haven't played that game since ages.
IIRC Dungeon Magic/Light Bringer should be a game based on Taito F3 System arcade board... There are a lot of very good games based on this hardware (e.g. Bubble Memories, Darius Gaiden, Elevator Action II, Puzzle Bobble 3, etc.), but to add them to the FBA it's not an easy task... moreover the emulation of Ensoniq ES5505 sound chip is totally absent among the supported cores. In few words, I don't think that we will see soon the Taito F3 games emulated, maybe one day (I hope in the not too distant future! :P )
We have a partial f3 driver that needs a lot of work, esp. with the soundcore and graphic:layers priorities and such. I gave up trying to get anything useful out of it because the amount of work required to get it right is astronomical, and f3 games don't really interest me.If I ever get another solid block of time, I would love to get that doing something more than it is, but I just have no time. :(
best regards,
- dink
I see. There are games I like and games that I don't like. But this decision isn't based on the fact what system it runs on. Actually if I must chose a system then PC88 or PC98 just could ruin any other emulator because it has far more interesting and unique games, and even better chiptunes. :biggrin:
If I ever get another solid block of time, I would love to get that doing something more than it is, but I just have no time. :(
http://http://neo-source.com/index.php?topic=980.msg15184#msg15184
@iq_132: snooping through your old posts I noticed that you made a preliminary driver for the SEGA G80 Vector games... didn't you finish the driver porting for "lack of time/interest" or for "technical issues" ?Lack of interest, then a hard drive getting wiped. Sadly.
http://http://neo-source.com/index.php?topic=980.msg14652#msg14652
PS: please excuse me for the OT... but I'm pretty curious! ;)No worries!
There is a graphical error with the Sunset Riders. It occurs after you defeat the brothers and the girls start to dance.
No problem, then an another report... :biggrin:IIRC that's already been reported. You can see on the hands of the characters.
The Metamorphic Force has some transparency glitches on the character sprites/models. I haven't checked this with every ROM, only with the parent. Especial the bear-guy suffers from this, but it happen on bosses too.
No problem, then an another report... :biggrin:
The Metamorphic Force has some transparency glitches on the character sprites/models. I haven't checked this with every ROM, only with the parent. Especial the bear-guy suffers from this, but it happen on bosses too.
Recent fixes: (big thanks to Gab75 for reporting them)
The Bucky O'Hare has some transparency glitches during the second stage's cages.
Thanks for sending the screenshot... it seems to be an issue related to the sprite priority...Definitely. ^^
It's similar to the Jackie Chan/suprnova roz line issue, which is nearly unfixable in emulation. Also note, in MAME the graphics share the same issues.can someone do a capture of the arcade game ? maybe it happens also there.
can someone do a capture of the arcade game ? maybe it happens also there.
Here the link to a video captured from the original arcade board: https://youtu.be/l-K1bhAxqSUHoly potato quality.
The video quality isn't very good,, but enough to give a comparison... the sprite scaling and traslucent shadows haven't the issues observed in the emulated version.
Holy potato quality.
Speaking of beat 'em ups, there's a really great one that's not on FBA yet: Captain America and the Avengers by Data East (rom name = captaven). I was searching what Data East driver this game belongs exactly, but didn't have luck. Is the driver in question emulated by FBA already?
Oh, so it's DECO-32.
Is there a way to find what driver a game belongs to through mame? I haven't used mame in a while, but I noticed the most recent versions include a small info list about every game, but I could not find specific things like drivers listed there (maybe it could be there but I'm just blind...)
Seems to be a nice site, but I only see the manufactures listed. I actually meant drivers in a more specific way. You know, things like CPS2, DECO IC16, Sega System 32, CAVE CV1000B, etc etc.
Is there a way to search for this kind of information? If there's none, then no worries. :)
this took literally weeks to figure out, but now its fixed :D
Metamorphic Force "Break The Statue"
https://www.youtube.com/watch?v=BOO_WfGFAmQ
Wheres the "Start" text in this picture? Watch the video and find out...
p.s. thanks Gab75 for the savestate and reminding me to try to fix this
I think that may be broken in MAME too. ^^
It's not perfect, there's at least a handfull of bugs left in the graphics emulation, and one of them is exclusive to fbalpha (titlescreen should fade to a black background - but doesn't). This one, though, is (was)just horrible and very obvious.
The first 2 times I got here I didn't realize that one had to break the statue - I was just collecting powerups that were being tossed out. (derp!)
There is a monir graphical problem with Ufo Senshi Yohko Chan. At the screen's bottom the weapons' name are invisible. If you move between screens however partially visible.
There is a monir graphical problem with Ufo Senshi Yohko Chan. At the screen's bottom the weapons' name are invisible. If you move between screens however partially visible.
MSX1 Carttridge-games come to FBAlpha!
MSX1 Carttridge-games come to FBAlpha!
Does you planning to add Phelios' arcade version also?
Phelios is based on the Namco System 2 arcade board and I don't think that a porting will be available soon... in any case, I will be happy to be proved wrong! :)
I don't want to sound rude... but I hope so too. I'm not really that good in shmups (to be exact I'm suck in that genre, my reflex doesn't support scrolling lol ) but for some reason Phelios is a way too easy on the Megadrive for me. And I think it still has more chance to happen than Nebulas Ray. :)
As for MSX, I like Psycho World. It's best version of the game (superior to the SMS and GG versions). :) not sure if it's cart, though.
There was a less known Godzilla arcade game. Never played or seen it yet, but I'm curious if that can be added to the list. :smilie:
It is general, because I never seen it lol. The one you linked is pretty much the same as the one I heard. Godzilla was always a good show, would be awesome to have this game in FBA. XD
The problem is that everyone want perfect emulation.
There was a less known Godzilla arcade game. Never played or seen it yet, but I'm curious if that can be added to the list. :smilie:
a lot of people called this 'Godzilla' before it was emulated and the real title known.
http://www.progettoemma.net/?gioco=daikaiju
I just remembered a MSX game that would be interesting to add: Tower of Druaga. :)
I asked it previously but since I just edited one of my older posts it wasn't that conspicuous. Does the Blazing Star will be added sometimes? It is very similar to Pulstar, that already here. :smilie:
We already have Blazing Star in the NeoGeo section. :)
best regards,
- dink
Lol, I'm sorry. I haven't seen I already have the ROM. Don't know how but it was already in the folder.Someone reverse engineered how to reprogram dead cps2 boards. The new files contain the decryption keys and some other configuration data
Anyway what mean "Update your Capcom CPS2 romsets"? New dumps or BIOS files?
Have plans for add Konami GX Hardware? (This run in MAME).FBA's M680EC20 is buggy. I'm about 95% sure of it. It's what's holding back my Taito F3 port, my Semicom Dreamworld/Baryon port, and is causing a lockup in one of the FuukiFg3 games.
http://www.system16.com/hardware.php?id=574
Have nice Fighting Game called Dragoon Might :)
https://www.youtube.com/watch?v=UiAcA7kurug
------------------------
About MegaDrive, possible fix Ultimate Mortal Kombat Trilogy (Ultimate Mortal Kombat 3 hack by Kabal). Need increase capacity Rom (Limit is 4Mega).
https://www.youtube.com/watch?v=F2hY57AwCIc
I have latest version Ultimate Mortal Kombat Trilogy. You need for test/fix?.
FBA's M680EC20 is buggy. I'm about 95% sure of it. It's what's holding back my Taito F3 port, my Semicom Dreamworld/Baryon port, and is causing a lockup in one of the FuukiFg3 games.
Hi, I was wondering if you guys might add support for the arcade versions of Double Wings, Twin Cobra & Flying Shark in a future release of FBA?, love the emulator, thanks.
Double Wings would require the FBA Dev's to rework a shitload of Deco Protection source files so i'd rule that one out as for
the other two well you might just get your wish :)
Hi, I was wondering if you guys might add support for the arcade versions of Double Wings, Twin Cobra & Flying Shark in a future release of FBA?, love the emulator, thanks.
Wow, thanks for filling my request in record time, Dink & IQ_132, I'm blown away guys, thank you. :biggrin:
I was looking at some more games in FBA and noticed that the video for Gemini Wing is upside down. Don't know if this is a known bug or not with 0.2.97.39.
I was looking at some more games in FBA and noticed that the video for Gemini Wing is upside down. Don't know if this is a known bug or not with 0.2.97.39.
180 Degrees - msx_180 - game freeze on start
Main Event (1984) - mainsnk- not work anyway - stil black screen
Thanks for the bug report. Unfortunately at this time there's nothing more we can do for the pceengine and megadrive code in fbalpha, a lot of games do work perfectly, but there is a handfull of games on each system which have a few issues that can't be fixed without ripping out the current code and replacing it with something better. Sorry about the bad news,
best regards,
- dink
Here's a Dink / IQ_132 co-venture. I wrote the driver, Dink ported the tms32010 core!
Here's a Dink / IQ_132 co-venture. I wrote the driver, Dink ported the tms32010 core!
The Rampage: World Tour has no sound at all. I read on some forums the game had some problems with emulators but most of the times they only say slow downs. Could this be fixed?
First of all, you need to consider that all "Midway Wolf Unit" games* are in "pre-alpha" phase... at the current stage the audio sub-system (ADSP-2105 + DCS Sound System) isn't emulated by FBA, maybe in a next release, but I don't think in a near future...I think he means the Sega MegaDrive version. ^^
*2 On 2 Open Ice Challenge, Mortal Kombat 3, NBA Hangtime. NBA Maximum Hangtime, Rampage World Tour, Ultimate Mortal Kombat 3 and WWF Wrestlemania.
I think he means the Sega MegaDrive version. ^^
Introducing: FavoritesGreat! This will help with playtesting for me. ^^
(https://s26.postimg.org/olkqyc8mx/fbderpsagain.png)
The only drawback is that if you favorite-ize a clone, it puts the parent in there as well - but that's no big deal.
best regards,
- dink
Secondary question, does it apply the hardware masks? or does it show all favorites regardless of those checkboxes?
Secondary question, does it apply the hardware masks? or does it show all favorites regardless of those checkboxes?
There is a little problem with G.I. Joe on Arcade. Seems like the sprites placed wrong.
If you have any tools to validate variables/memory etc, and think they might help, please try.By the way, do you mean this ? http://www.gnu.org/software/libc/manual/html_node/Heap-Consistency-Checking.html
wow, the amount of time into just fixing g.i.joe is astronomical at this point, and I'm going to need a good break now to ward off burn-out.
best regards,
- dink
err... I don't know where to post this so I guess I will post it here.
I found a bug on the Japanese version of the Sailor Moon beat'em up. Basically, after clearing Stage 2, some dialogue is supposed to show up, but it doesn't. I made a short video about it: https://www.youtube.com/watch?v=9ggnbJBPrcs
As you can see, some dialogue is obviously exchanged between the two characters, but the dialogue boxes are empty.
The dialogue seems to only exist on the JP version, btw (romname = sailormnj).
add this under the P2 Coin line:By the way, i forgot to mention this, but we had to remove this from fbalpha-libretro (the game will hang at a screen saying "test switch is still on please release it or repair" with it).
{"P2 Start", BIT_DIGITAL, DrvJoy2 + 7, "p2 start" },
barbudreadmon,
I totally forgot - whenever an input is changed, the dip offsets need to be updated too. (sorry!)
Put it back then change all the 0x11's in the first column of the asterix dips to 0x12. fyi: 0x12 is the number (starting at 0) of the DrvDips line in the inputs.
best regards,
- dink
static struct BurnDIPInfo AsterixDIPList[]=
{
{0x12, 0xff, 0xff, 0x04, NULL },
{0 , 0xfe, 0 , 2, "Service Mode" },
{0x12, 0x01, 0x04, 0x04, "Off" },
{0x12, 0x01, 0x04, 0x00, "On" },
};
superchase is now completely finished, with added analog steering! :)
original message w/video: http://http://neo-source.com/index.php?topic=2487.msg22771#msg22771
best regards,
- dink
I want to report another bug I just found. If you load kof2001 on AES mode, the title screen shows messed up graphics:That's not a bug. That games AES menu was not finished in the MVS version.
(http://i.imgur.com/6Ttf2dp.png)
It shows correctly on kof2001h, though. But what could be causing the bug on kof2001?
That's not a bug. That games AES menu was not finished in the MVS version.
In any case, thanks a lot for your hard work! :)
PS: can you add the latest "rotary code" to Caliber 50? In the current version it's impossible to rotate the player character...
I've been wondering, what's the current status of spu emulation on system16 ? Some people mentioned that libretro-fbalpha have "garbled sound" on golden axe, while libretro-mame2010 (which is a port of mame 0.139) doesn't. Is that an issue in my libretro port or is that a known issue for this game ?
Edit : i think i've got my answer : i need to set samplerate to 44100 ?
I want to report another weird thing I found. The game is Nam-1975 (NeoGeo) - I made a short video about it:
https://www.youtube.com/watch?v=-aOG1QzsQA0
At 0:42~0:48, can you see a couple odd lines appear and disappear suddenly? Not sure if it's normal of the game or not, but it looks like a graphic glitch to me.
I want to report another weird thing I found. The game is Nam-1975 (NeoGeo) - I made a short video about it:
https://www.youtube.com/watch?v=-aOG1QzsQA0
At 0:42~0:48, can you see a couple odd lines appear and disappear suddenly? Not sure if it's normal of the game or not, but it looks like a graphic glitch to me.
@dink : thanks, are there soundcores that needs 48000 instead of 44100 to work properly ?
As far as I know, the sample rate needs to be set to 48 KHz in all Jaleco "Mega System 1" games (megasys1.c) and in Konami's Contra (probably there are also other games with this "restriction").Thanks, out of curiosity, is there any reason why someone with a 48kHz capable soundcard would want to run fba with a samplerate below 48kHz ? Resources ? Games that won't work well at 48kHz ?
I didn't get those lines either on fbalpha-libretro, so it is probably a graphic driver / blitter / shader issue ?
@dink : thanks, are there soundcores that needs 48000 instead of 44100 to work properly ?
Thanks, out of curiosity, is there any reason why someone with a 48kHz capable soundcard would want to run fba with a samplerate below 48kHz ? Resources ? Games that won't work well at 48kHz ?
now for some ontopic stuff:
imagine meatwad from athf narrating this one:
our 6502 core was bonkers. yea, that's right. bonkers. it nearly jumped out the damn screen and beat me with a rubber baseball bat.
oh yea, and seta w/65c02 subcpu is fixed.
best regards,
- dink
thanks for the thndrx2 fix, dink. :)
I want to report another thing. On Surprise Attack's level 3, the sprites behind the black glass should have a darker tone, due to the glass' effect:
P.S.#2: I enabled the highlight over sprite code which I wrote for ssriders for surpratk, and it looks quite fab in this game. look at this picture. (click the picture(s) to make it the right size first.) Would you be willing to test this game from beginning to end with the new code? just to make sure it doesn't break anything?
Cool, thanks for adding the new games, dink, especially Thundercade & Cal.50, I remember enjoying those back in the day.
Here's a video showing the results (minus #3): https://www.youtube.com/watch?v=611qrgWga3s
Please watch the attract sequence of Xexex in a current version of FBAlpha before watching this video to get a better impression on the things that were fixed/changed.
More great news for Xexex fans aka Xexex bugfix status aka Things to look out for / bugs that were fixed:
1: The scene transitions in the Attract Mode sequence flash after it fades from a black background to a white background.
2: When you insert a coin: Next to the anime girl a yellowish box is always on the screen, it moves towards the girl every now and then. Initially it should actually appear after some text goes by; coming onto the screen using a neato corner-pinching effect.
3: A dip option to increase the pcm sound has been added (suggested by synnchan)
Here's a video showing the results (minus #3): https://www.youtube.com/watch?v=611qrgWga3s
Please watch the attract sequence of Xexex in a current version of FBAlpha before watching this video to get a better impression on the things that were fixed/changed.
best regards,
- dink
More great news for Xexex fans aka Xexex bugfix status aka Things to look out for / bugs that were fixed:
1: The scene transitions in the Attract Mode sequence flash after it fades from a black background to a white background.
2: When you insert a coin: Next to the anime girl a yellowish box is always on the screen, it moves towards the girl every now and then. Initially it should actually appear after some text goes by; coming onto the screen using a neato corner-pinching effect.
3: A dip option to increase the pcm sound has been added (suggested by synnchan)
Here's a video showing the results (minus #3): https://www.youtube.com/watch?v=611qrgWga3s
Please watch the attract sequence of Xexex in a current version of FBAlpha before watching this video to get a better impression on the things that were fixed/changed.
best regards,
- dink
Thanks, its fixed now :)
Mini Planets added to FBAlpha. This game is great, its kinda like a space-aged version of frogger. or not. I can't describe it, but its awesome!
R-Type LEO Bootup screen sprite masking effect finally fixed and working in FBAlpha. YAY \o/great job dink ! it deserved a video :)
Video: https://www.youtube.com/watch?v=dvOMTU8ZRWc
best regards,
- dink
R-Type LEO Bootup screen sprite masking effect finally fixed and working in FBAlpha. YAY \o/
Video: https://www.youtube.com/watch?v=dvOMTU8ZRWc
best regards,
- dink
Introducing.. A little shift indicator for racing games which use a toggle-type shifter.
It will be disable/enable-able in the ui options (for those that don't want it, or making a video) for games which support it.
Chase HQ (taito-z hw) now uses a priority bitmap between the tc0100scn (tilemap / background&foreground)/tc0150rod (road generator) & sprites. This fixes sprites that should be covered up by hills and stuff in the road. Bug found/reported by Gab75.
On the other hand, Mario uses discrete / analog circuitry to generate its sounds. Mame has discrete and now netlist emulation, which allows for emulation of such analog circuitry. Even the simplest discrete and netlist stuff won't run on my mighty 3ghz p4 computer, so emulating it on the more compact devices such as the rpi is probably out of the question..
- 0.122u5: Mario driver improvements [Couriersud]: Discrete sound. Hooked up Z80DMA. Combined memory maps. Statics in mario_state struct. Fixed save state issues. Combine sh_* writes into one routine. Replaced Samples/DAC sound with Discrete.
quick and dirty new FBA stuff & happenings for the past few days:
1: ported new i8051/i8751/ds5002fp core
2: hooked up heavy barrel's protection mcu with the above
3: iq_132 added Hangzo (!!!)
4: fixed some bugs in bigfighter/skyrobo emulation, which took me nearly forever.
5: iq_132 ported wrally, I helped hook up the ds5002fp. there's still a quite bit left to be done before it's playable.
best regards, bye for now and happy new year!
- dink
You are great! :biggrin:
thanks, but don't forget about iq_132 as well, we worked together on this! :)
best regards,
- dink
Sorry, I don't know if this is the right place to post this, but may I suggest a new feature?
It would be awesome to have option for mapping more keys to the same button. For example Samurai Shodown 6 requires to press "A" and "B" at the same time to perform the heavy slash. If one could set button "A" and "B" to the same key on the keyboard it could be used more easily. Of course it would be only a secondary key so the original "A" and "B" button still could be used seperately.
Did you try going to the inputs editor and scrolling down past the autofire buttons? :) I think all Neogeo and PGM games have this feature.
best regards,
- dink
Task Force Harrier by UPL (nmk16 hw) got some nice improvements:
sprite priority fixes (thanks Gab75 for reporting these!)
music slowdown fix
shakey-ship during level transitions kludgey-hack-fix. This one is kinda weird, when you exit a level, sometimes your ship would start shaking like crazy. It's probably a bug in the original game. When the ship starts shaking, the game sets 0xf3310 and 0xf3410 to 0x100, so that made it easy to know when its happening, then I just created an extra sprite buffer, and chose it on the odd frame during this period. I wanted to fix this one years ago, but didn't think of a good way to do it until today.
that's all,
best regards,
- dink
kaneko supernova news:
4: "Gals Panic S - Extra Edition" has sfx/music issues still, can't figure it out :( (even with all hacks disabled). This is the only game with issues, though. Will have to dig deeper, it's probably another issue with the sh2 timers that I havn't forseen. Will revisit this one later.
Now that sh2 cpu core got a lot of care, i'm dreaming about seeing some ST-V games on fbalpha (there are some 2D games on this hardware, even if my favorite one, radiant silvergun, is 3D)and sega saturn which runs fba !
Anyway, great work dink :)
Now that sh2 cpu core got a lot of care, i'm dreaming about seeing some ST-V games on fbalpha (there are some 2D games on this hardware, even if my favorite one, radiant silvergun, is 3D)
Anyway, great work dink :)
Silent Dragon (world) silentd - background graphic glitch found
Together me and barbudreadmon found and fixed some more crash issues in a few games with -O3 (high optimization) with later versions of gcc. It turns out that vectorized/simd operations need 32bit integers to be aligned on a 4byte boundary. Because of this, FBAlpha will run much better on Raspberry Pi and other smaller/embedded systems. Note: barbudreadmon did mostly all of the hard work here, so big thanks!Awesome, many thanks to both of you. Nowadays, I only play FBA on my Pi (in an arcade cab). I was keeping MAME on the side for a few games (mostly Taito F3 games), but with the next FBA release, I'll be able to ditch MAME without looking back. :)
Super-X (NTC) superx - game freeze with glitch on screen.
with a pad or a stick it's impossible to press up and down at the same time...On a side note :
Just remembered some guy years ago who won a mario kart championship because his controller was in such a bad shape he was able to press left and right at the same time (shifting left and right rapidly while drifting enable turbo boost in many mario kart).
So it's actually possible to press opposite directions with a pad in a bad shape, or modded, because of course some people modded their controllers following this story :p.
gab75: Thanks for pointing out the issue with the pipes :) Here's a new piccy:
Perfect! What was the problem?
Bal Cube - balcube - wrong colorshttps://www.youtube.com/watch?v=zWmF_2u-9nk Muahaha!
Bang Bang Ball (v1.05) - wrong colors
Bal Cube - balcube - wrong colors
Bang Bang Ball (v1.05) - wrong colors
https://www.youtube.com/watch?v=zWmF_2u-9nk Muahaha!
https://www.youtube.com/watch?v=zWmF_2u-9nk Muahaha!LOL :biggrin:
Here is my favorite edition addition added to FBAlpha so far, it has free shaking in attract mode.
That's right, free shaking in attract mode.
video news @ here: https://www.youtube.com/watch?v=8wBE2m_9Jkc
Here is my favorite edition addition added to FBAlpha so far, it has free shaking in attract mode.
That's right, free shaking in attract mode.
video news @ here: https://www.youtube.com/watch?v=8wBE2m_9Jkc
It's a "dangerous edition" for a cabinet coin-op... many guys might prefer to play free of charge in "shaking mode" rather than use coins to play in "arcade mode" ! :P :P
Probably the issue is related to "16 bit emulation"... to activate/deactivate it: Video=>Blitter options=>Advanced settings=>Force 16-bit emulationFixed this last night. It should affect pretty much any games that use konami chips. Life is good.
PS: obviously the computer screen bitdepth must be set on 32 bit, but today it's the default setting on 99% of PCs.
Arabian Magic on Taito F3 has this buggy line down the screen during scene transitions. I never liked that, so, it had to be fixed :) [this bug affects fbalpha and mame]
Arabian Magic on Taito F3 has this buggy line down the screen during scene transitions. I never liked that, so, it had to be fixed :) [this bug affects fbalpha and mame]To clear things up, did the original game suffer from this or not? In other words, is that a hack or a proper fix?
To clear things up, did the original game suffer from this or not? In other words, is that a hack or a proper fix?
Nice. Funny that emulators would have the exact same bugs. Is that due to shared code, or maybe certain things the game does that tend to fail the same way even if the source issue is different?
Ashura Blaster (World) ashura - graphic glitch found
Sankokushi (Japan) 3kokushi - graphic glitch on intro found
Super Real Darwin (World) srdarwin - sprite priority problem - dinosaur on left and bottom
not for long.I wonder what regressions you found, exactly. But I guess you gave the details to dink.
I wonder what regressions you found, exactly. But I guess you gave the details to dink.The only thing I saw referenced
Recent news from my side..
Dataeast deco16 games all had their prot sims removed, and replaced with propler emulation. This made it possible to port and play Double Wings without any issues.
iq_132 did the Double Wings driver, I just ported the protection it needed :)
about them here or send me a PM. ..Of course, any other bug reports are welcome, too. :)even better, send bug fixes to dink ;)
In Psychic5 explosions when you kill an enemy should be transparent (like in MAME, see attached pics), instead in FBA they are solid color. Also sound in this game should be fixed. Thanks in advance!The explosions are alpha blended. If you set the renderer to a 32/24 bit depth it shows fine.
The explosions are alpha blended. If you set the renderer to a 32/24 bit depth it shows fine.
You're welcome!
To recap what I said via PM: some shaders only work on 16bit video, like xBR which you had selected - so it puts the video into 16bit mode when enabled. Another thing I just noticed - the 16bit forced option from the enhanced blitter actually affects the Alt. blitter, and the Alt. Blitter doesn't even have this option - so you'll temporarily have to switch to the Enhanced blitter, select blitter options -> advanced options -> uncheck "force 16bit mode", then go back to the directx9 alt. blitter. Maybe we'll add that option to all the blitters so switching around isn't necessary :)
best regards,
- dink
You're welcome!
To recap what I said via PM: some shaders only work on 16bit video, like xBR which you had selected - so it puts the video into 16bit mode when enabled. Another thing I just noticed - the 16bit forced option from the enhanced blitter actually affects the Alt. blitter, and the Alt. Blitter doesn't even have this option - so you'll temporarily have to switch to the Enhanced blitter, select blitter options -> advanced options -> uncheck "force 16bit mode", then go back to the directx9 alt. blitter. Maybe we'll add that option to all the blitters so switching around isn't necessary :)
best regards,
- dink
Shaved 4 seconds of the f6/gamelist window. (in 2.999ghz compy-p4 time)
Very happy about this!
dink's news & stuff:
One of the last issues with Megadrive has been quenched tonight. I created a new soundchip for FBA called MD2612, which is a high quality ym2612 emulation based on eke-eke's gensplus-gx ym2612 core, which is based on the original MAME fm core. It would have never been possible to backport the changes from eke-eke's gensplus-gx ym2612 core to ours, so the new one was created. Also, the old one will be left alone for the time being. This new core is running at the Megadrive's ym2612 native 53267hz (NTSC) and interpolatively resampled to your soundrate.
Good things noticed so far:
Mega Turrican's intro song is perfect(!)
Streets of Rage 2 "Punch & Jump" sfx fixed.
bye for now,
- dink
While I was fixing more issues and improving the Megadrive emulation core, Combone added a bunch of nice Sonic mods/hacks. One of them in particular that stands out is Sonic Classic Heroes. You start by controlling Sonic, and your 2 pals Tails and Knuckles follow along, and at any time you can switch between the other 2 characters - that's right - the game has double-AI and in-game character selector :)
I found a bunch of nice homebrew and demoscene stuff to add, also, including Monster World IV English, Mega Cheril Perils by the Mojon Twins, the new Maiaka demo from Resistance rel'd at Evoke 2017 a few days ago, Alex Kidd 2 for SMS final - we had a few requests for this over the past year and a half, but it was still in beta so I didn't add it. Luckily MAME's git history reminded me that the final had been released ;) Some piccy's:
By the way, i think there are some big endian issues with system 16 and megadrive drivers in fba (those games doesn't seem to work properly on ps3's libretro-fbalpha). If anyone got information on how to fix those (perhaps gamez fan if he still working on its xbox360 port ?), i would be interested.The original Xbox is x86. Not going to be much help for arm endianness unfortunately.
The original Xbox is x86. Not going to be much help for arm endianness unfortunately.Both ps3 and xbox360 are supposed to share the same kind of cpu (a PowerPC big endian). The original xbox is indeed x86, but i thought gamez fan wrote a xbox360 port ?
Both ps3 and xbox360 are supposed to share the same kind of cpu (a PowerPC big endian). The original xbox is indeed x86, but i thought gamez fan wrote a xbox360 port ?Nope, that's Lantus (iirc). Gamzefan maintains the FBA port to OG Xbox.
Nope, that's Lantus (iirc). Gamzefan maintains the FBA port to OG Xbox.Thanks for the information, it allowed me to find a repository of this port on github :).
Thanks to Gab75, Konami's '88 Games archery level is now playable.
I hope it's the good place to post this.
It seems that Special Criminal Investigation doesn't progressively turn left on analog steering control (when it does correctly to the right). It only turns left on full left.
Steering control working fine in Top Speed, Chase HQ, and Super Chase Criminal Termination (some other Taito driving titles).
Hi Dink. Nice work with MD, this amazing console, wich is based on arcade, because Sega made MD to be a home arcade. But I miss one of the greatness shut em up of all time, which is The Adventure of Batman and Robin. Is there some plan to emulate this game on the future: Thanks.
Hi, thanks!
We support this game of course, look for "advbatr" in the search box :)
best regards,
- dink
My comment comes a bit late, but about the 3rd Night Slashers screenshot, I feel like the old guy's portrait should be displayed above the dialogue box (as it used to be). Unfortunately, I have no way to check whether this is really how it's supposed to be...
I have some more good news to announce, it's something that I wished was fixed since Moo Mesa, Bucky O'Hare & Mystic Warriors / Violent Storm was first emulated in FBAlpha. (.32!) If you've played these games theres no doubt you've noticed the clicks that play audibly whenever certain sfx or voices play in these games...which can be super annoying especially if you're playing with headphones. Well, after a couple days of messing around / trying different things I finally conjured up a perfect fix for all of the clicks in the K054539 chip. I tried several times in the past to get it right, but with little luck - so I'm really happy about this :) So, with the next version of FBAlpha you'll not only be able to play Moo Mesa to the end without crap covering the endboss scene, you'll also get click free sound.. both for the first time, in any emulator. Oh yea! \o/
best regards,
- dink
That is the great info.
So, in the mame there is some graphical glitches and some problems. Especially with Bucky. Can we say FBA is emulated these games %100 perfectly with this latest sound fix ?
Thanks...
I really only worked on the video issues in Moo Mesa, could you give me some examples of graphics glitches in Bucky, so I can check them out? (screenshots are preferrable) I was really only aware of the occasional lines in the expanded/zoom sprites.
thanks,
- dink
Hello
There is a problem in the main intro. The logo is showing up but when it will disable there is a small problem in MAME. But there is not in FBA.I couldn't catch it well but when you test it you can see.
https://i.hizliresim.com/8NRX4a.png (https://i.hizliresim.com/8NRX4a.png)
Hi hursit,
Here's a quick test-video to show how it looks in the current development version of FBA:
https://www.youtube.com/watch?v=RTts_20nuvg
At first when I enabled the alpha blending for bucky, we had the same problem as MAME (seen in your picture below), but after a little debugging I found that the alpha layer needs to be displayed after the sprites under a certain priority condition, and this made the blending/fades look really smooth without any empty space behind the title logo :)
best regards,
- dink
hursit, I'm afraid all of those you listed are just a side effect of playing video at 30fps. The video is recorded at 60fps, and to get a flashing effect, the game turns off the sprite every other frame. When youtube plays a 60fps video at 30fps, it basically plays every other frame, so sometimes you will get only the frames with the off sprites when they're flashing. To see any of the issues I've noticed you'll have to play it at 720p / 60fps. :)
best regards,
- dink
Arbalester (arbalest)- game crash after star and I have got this error message on black screen:
would heated barrel and Legionnaire be possible on fba now that they work better on mame
just to point a bug that can be solved quickly, in black tiger intro the dragon must be behind the mountain.
in order to fix it, just uncomment this :
// Priority masks should be enabled, but I don't see anywhere that they are used?
#define USE_MASKS
Great work! The new high-quality sound resampling techniques are outstanding! :)
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.
We (Barbudreadmon, dink) did some more work on 32/64bit state compatibility, hopefully now the last of the issues are sorted!
iq_132 did a major revamp to the ay8910 interface, making this soundcore a lot easier and nicer to deal with.
JacKc is doing a great job keeping things up-to-date :)
bye for now,
- dink
Arcade! :)
good work from dev team as always fba.
super mario (snes) or (megadrive) ,dink?
super mario (snes) or (megadrive) ,dink?
You made a mistake... dink refers to Mario Bros (watch the snapshots) ! :)
PS: "Super Mario Bros" is a NES game, not a SNES or a Mega Drive game! ;)
Super Nintendo => Super Mario World
Mega Drive => only unofficial hacks
Thank you for explaining, my friends.
very good.
:smilie: :biggrin:
General fba-news / in the works:
The original Mario Bros. game now has fully implimented sound, and some general driver tweaks to make this game as great as it can be.
Hi guys, we have been very busy making FBAlpha the best. I think we're due for a new release sometime soon.... maybe ;)
Some stuff worked on lately:
First, this was a joint-effort between me and iq_132. Several soundchips need
driver-level support-code, between 1/2 and 1 page (or more on huge drivers) is
needed to set up the FM and AY8910 chips. iq_132 did the AY8910 and I worked on
the FM chips, removing the need to set up buffers for the 8910 and the 2 callback
functions per cpu-rate (*GetTime/StreamPos) for the FM chips. Of course, now the
soundcores handle this stuff internally and we happily removed the support code from
all of the drivers.
Sound chip ymf278b, used by Psikyo/Metro/Fuukifg3 & LordofGun now runs at the correct hw rate
of 44100hz and uses cubic interpolation resampling to playback at the user-selected rate.
Slight improvement of timers in YM2151 fix the tempo fluxuations in Rohga's attract music, and sometimes in Caveman Ninja.
With the excellent help of barbudreadmon from libretro-fbalpha, I added Sega TeamPlayer
support to the Megadrive driver, giving several games more than 2 player ability. (Gauntlet 4, Columns 3, International Superstar Soccer Deluxe, Mega Bomberman, Street Racer, MK3, and a few others)
best regards,
- dink
fixnews:
death to microstutter!
perfect sync with win7 and near perfect with win10 using D3DKMTWaitForVerticalBlankEvent()
note: run monitor at 60hz or multiples of 60hz for best results
sf2ce was running too slowwwwww
big thanks to RN for working with me over the past several days to get this right.
best regards,
- dink
sf2ce needs to be reverted. We don't emulate M68K wait states and the CPU running slow was deliberate and compared with PCB to get similar timings.
I think that's wrong, try this:
open a mame window with sf2ce, open a fba window with sf2ce. reset both at the same time with f3.
fba's sf2ce runs slow and crappy lagging behind at 7mhz, mame runs perfect.
Also, our version at 12mhz runs comparible to pcb videos at 12mhz. at 7mhz its nowhere near pcb, in videos. (there's many on yt..)
at 12mhz:
fba and mame run exactly the same, with the exact same timing.
If you can make sf2ce run as good as mame at 7mhz, no problem, otherwise its needed. That 7mhz might have been needed back when we had an ancient m68k core, but now its fine.
best regards,
- dink
Try sf2hf - it's unplayable at 12MHz. No version of M68K supports wait states.....
See this for some discussion - http://mametesters.org/view.php?id=408
sf2ce and hf should actually be running at 8.88MHz (to compensate for the wait states) - no idea where the 7 came from.
Thanks, that explains why the tester had a perfect game overclocking the cpu
to 105%. 8.88 sounds just right.
Setting the CPU to 65% (which results in arcade perfect speed--remember folks, SF2:HF plays too fast at anything higher than 8 mhz) in SF2: turbo hyper fighting, still does not fix the EEPROM test. Even setting the CPU to 60% (slower than a real machine) has the test run too fast.
rainbow islands is now working with real c-chip emulation - yay! :)
(the rest of c-chip games will be hooked up to real c-chip's very soon)
Hi!
Is there any news of the DCS audio system (midway games)?
Hi furiadeoso,Hopefully. Thanks, Gab75!
I don't know for sure, but IIRC Romhack was working on the ADSP2105 core porting and he dropped out of project a while back... maybe in a near or far future the project will be resumed by him or other DEVs.
Hopefully. Thanks, Gab75!
dink's news for fba
x create c-chip device and hook up to all games w/a dumped c-chip
x fix a derp-load of bugs in the upd7810 core which caused issues with bonzeadv
x re-vamped priority system in Taito F2.
-> fixes all sorts of priority bugs in PuLiRuLa
-> fixes the cut-scene/story in Liquid Kids
-> fixes missing moving letters right before the Metal Black titlescreen appears
Happy Hoppy-Bunny day!
Hi! A good friend is willing to play with Heavy Smash (Data East). It seems to be using DECO156 driver. Is it also included in future updates? Thank you.
Cyvern is probably one of the greatest shooters ever made, it's up there with the likes of DonPachi/Anything by Toaplan & Raizing, etc. (of course, this is completely my opinion)
el_rika, Cyvern runs at fullspeed with my 2006-era P4 :) It doesn't need too much cpu power. I've seen PC's in the garbage that are more powerful than my pc, so look around. This game is amazing and must be played :)
best regards,
- dink