Author Topic: dink's FBN Development & Fixes thread  (Read 1515571 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2775 on: December 26, 2024, 09:16:22 AM »
Hi guys,
Another nice update from last night:

x when playing back in read-only mode, pause before the last frame so a state can be made to continue recording.
x fix buzzing at the end of input playback
x fix another problem with ffwd & re-recording


Let's say you want to continue a recording, but you no longer have the state from near the end of the recording to continue from...
With the fixes above (of course):

Load game, start replaying inputs in "read only mode", press shift+ffwd and wait for it to play to the end of the recording.
When it hits the end, it'll pause.  Make a savestate.  Now play the recording again not in read-only mode and load this state,
then continue your game as it records.

You could also continue without a state by playing back the recording not in "read-only" mode, and when it reaches the end of
the recording, it'll switch automatically to record mode.  Making the state with the method in the previous paragraph is a bit
more convenient, especially if its a long recording

best regards,
- dink

Offline p4blo.ac

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Re: dink's FBN Development & Fixes thread
« Reply #2776 on: December 29, 2024, 01:34:25 PM »
Dink, is it possible for FBNeo to generate NeoGeo CD dat and sample dat?

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2777 on: December 30, 2024, 03:32:14 AM »
Thank you for all your work to improve the recordings in SNES and Mega Drive, for TAS lovers it is a great Christmas gift to polish errors and facilitate their use. Many thanks and happy holidays. :cool: :cool:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2778 on: December 30, 2024, 08:18:12 PM »
Dink, is it possible for FBNeo to generate NeoGeo CD dat and sample dat?

It's not possible

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2779 on: December 30, 2024, 08:21:35 PM »
Thank you for all your work to improve the recordings in SNES and Mega Drive, for TAS lovers it is a great Christmas gift to polish errors and facilitate their use. Many thanks and happy holidays. :cool: :cool:

Hi Neildark,
Glad you like it!  Thanks for the nice message :)


happy new year & best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2780 on: January 02, 2025, 10:08:29 AM »
Created a new i2c eeprom (e2prom) device and hooked it up to Coleco for saving progress in
The Black Onyx and Boxxle.  Boxxle also has a neat mode where you can create levels, and that
also gets saved :)

Also hooked it up to Megadrive / Genesis for games like Wily Wars, Wonder Boy M.W. & etc, replacing
the questionable "mdeeprom" device which was previously used.

best regards,
- dink

Offline Nick Reynolds

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Re: dink's FBN Development & Fixes thread
« Reply #2781 on: January 05, 2025, 08:43:53 PM »
Unfortunately, I ran into yet another problem related to Sonic 2. Unless there was an option that I didn't notice, it seems that the record avi feature does not handle the resolution changes in multiplayer, so instead of starting a new video, it just ends the recording completely.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2782 on: January 21, 2025, 09:51:39 AM »
Unfortunately, I ran into yet another problem related to Sonic 2. Unless there was an option that I didn't notice, it seems that the record avi feature does not handle the resolution changes in multiplayer, so instead of starting a new video, it just ends the recording completely.

Hi Nick,
Thanks for letting me know, I'll try to figure something out in the next coming days!  Sorry for the late reply, was working hard on something (see next message in this thread for details).

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2783 on: January 21, 2025, 09:55:33 AM »
Hi guys,
added .tzx and slow tap loading support for ZX Spectrum games that have custom loaders or protection.  It wasn't easy, which is why it took so long :P

note: the loader doesn't support states or runahead/rewind yet, that will be hooked up soon

best regards,
- dink
« Last Edit: January 21, 2025, 09:57:03 AM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2784 on: February 11, 2025, 08:32:32 PM »
Hi friends and fans of FB Neo!
A little bit of news from the usual place :)

Here's something I've been trying to solve since 2018.  I can't count the amount of time & stuff that went into trying to improve things....  But It's probably about 1-2 weeks a year since 2018 :P

ZX Speccy Beeper: Added a super nice oversampling method, big thanks to some techniques learned in "The Scientist and Engineer's Guide to Digital Signal Processing" by Steven W. Smith.  Look at the beautiful (zoomed-in) squarewaves in the picture below...
The top one is the previous beeper implementation, bottom one is the new stuff!
Notice those sawblade-points on the previous impl?  That's a nasty aliasing (high pitched whine), in the intro-screen song for The Mojon Twins' Lala. 

The crummy beeper and lack of raw .tap & tzx support were always things I never thought would be solved in our code.  Good times! :)

Steven W. Smith's legendary DSP Book is completely free to read on the web @ https://www.dspguide.com/

best regards,
- dink
« Last Edit: February 11, 2025, 08:38:20 PM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2785 on: February 13, 2025, 09:32:05 AM »
More what's new from dink:

NES: got another 40-50fps (ffwd speed) out of the nes emulator, for simple games (smb3, etc) we get about 335fps w/ffwd.
stats for my i7 2600 cpu, running 64bit binary, XAudio & dx9 blitters:
SNES: 415fps w/super gng
NES: 335fps w/smb3

... When I first started optimizing NES, I was getting around 160-212fps... As it goes: the more fps one gets with ffwd, the less cpu the emulation needs.

best regards,
- dink

Offline 7zxkv

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Re: dink's FBN Development & Fixes thread
« Reply #2786 on: February 18, 2025, 07:17:09 AM »
hello dink,


you made a mistake with the TMNT hack, the correct crc32 expected is this one: EA03FBC9  (commit)

missing rom: Teenage Mutant Ninja Turtles - Tournament Fighters - Cowabunga Edition (2022)(gallaux).sfc [size: 2097152] [CRC32: 26540ce6]

thanks ;)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2787 on: February 18, 2025, 09:45:58 AM »
Hi 7zxkv,
It's fixed now :)

Offline 7zxkv

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Re: dink's FBN Development & Fixes thread
« Reply #2788 on: February 18, 2025, 09:57:14 AM »
thanks ;)

Offline burncooler2025

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Re: dink's FBN Development & Fixes thread
« Reply #2789 on: February 19, 2025, 11:57:05 AM »
Hello Dink, I've been following your work on cheats. Do you have any cheat dat for Genesis and other systems besides NES & SNES?