Author Topic: dink's FBN Development & Fixes thread  (Read 762325 times)

Offline iq_132

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Re: dink's FBA Development & Fixes thread
« Reply #1260 on: March 16, 2017, 05:20:53 PM »
Perfect! What was the problem?


Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1261 on: March 16, 2017, 06:32:30 PM »
gab75: Thanks for pointing out the issue with the pipes :)  Here's a new piccy:

Now the sprites/objects priority is almost perfect! Thanks! ;)

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1262 on: March 16, 2017, 06:45:47 PM »
Perfect! What was the problem?

I try to surmise... maybe a flawed implementation of priority code between the bitmap objects created by TC0480 Tilemap chip and the bitmap objects created by Sprites Generator chip... in any case, dink will be able to say with certainty! :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1263 on: March 16, 2017, 11:48:44 PM »
A little leftover code from the previous prio attempt needed to be removed, that's all :)
« Last Edit: March 16, 2017, 11:49:55 PM by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1264 on: March 18, 2017, 07:58:07 AM »
It looks like its time to hook up the priority bitmap in Taito F2.  Unfortunately a lot of games are broken in this regards, but, on the bright side, the work done for opwolf3 and taito-z (Night Striker, Chase HQ.etc.) means we're about 1/4 the way there.

Big thanks to Gab75 for helping out and doing some investigative work (tests,etc)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1265 on: March 22, 2017, 10:51:04 PM »
dink's fbalpha-news march.22
1: Capcom Bowl (&clones) and Sammy's Krazy Bowl are now playable in FBAlpha!

2: F2 sprite prio stuff has been put off until next week (or 2), due to some newer more exciting stuff going on behind the scenes :)  At this time the bug only affects PuliRula, Liquid Kids (cutscene stuff only), and Crayon Shinchan.

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1266 on: March 23, 2017, 10:11:29 PM »
Big thanks to Pityesz for finding a crash situation with Megadrive and the Force 16bit emulation option in the Enhanced and DirectX9 blitters.  The problem has been fixed of course :)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1267 on: March 23, 2017, 10:22:20 PM »
Sprite lag issues in Taito's Gun & Frontier have been fixed, big thanks to Gab75 for finding this one :)

best regards,
- dink

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1268 on: March 24, 2017, 01:54:06 AM »
A big thanks to you for the fix! ;)

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1269 on: April 01, 2017, 09:15:46 AM »
It all started 2 days ago when I recorded a game of Ghosts 'n Goblins to render to a longplay video for a buddy of mine.  Since I can't record directly to avi (pc is a little slow), I went for the record inputs method while playing the game, then playback the inputs while writing an avi.  After I got done with the 2-game completion and played the recording back, it quickly went out of sync. ...bummer. 

Something good came out of it, though:

Updated the Ghosts n Goblins driver to run at the proper frequency (59.59hz) & fixed some savestate banking & cycle loss issues.

Tracked down and killed a horrible bug in the input recording mechanism which caused some desync issues.  It would usually happen if you played back an input recording right after recording an input recording, or if you started out paused when recording or playing back.  Very happy to kill this bug. :)

best regards,
- dink

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1270 on: April 03, 2017, 10:13:11 PM »
Killed a little bug in Toki that occasionally caused certain tiles on the map-screen to jitter.

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1271 on: April 05, 2017, 10:57:52 PM »
Hit the Ice.
This game was plagued with multiple issues.  The first one being p3 and p4's inputs were all stuck-on.  This made the game impossible to play, because as soon as you inserted a coin p3 or p4 would immediately "press start" with its stuck buttons, and then you wouldn't be able to control anything.  Thanks to gamez fan for reporting this bug.

After fixing that, I did a few test plays and noticed that the skate-marks on the ice never cleared.. Not even on the titlescreen/attract mode! (see piccys below)  [MAME is exactly the same way] After doing some debugging I found a simple test to know when the skate-marks buffer needs to be cleared, and now the game is perfectly playable.   There is one last little issue - the character selection screen is skewed over 5pixels or so, but I think the original pcb most likely did this too, because everything else in the game lines up perfectly, except for that screen.  Unfortunately I don't know anyone with this pcb and also can't find a video on the web to test this theory.

best regards,
- dink
« Last Edit: April 06, 2017, 08:24:40 AM by dink »

Offline dink

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Re: dink's FBA Development & Fixes thread
« Reply #1272 on: April 08, 2017, 11:37:01 PM »
U.S. Classic
Had to do a lot to get this one running: hook up 65c02 subcpu, fix palette issue, write some funky analog -> trackball code.  It's really a nice golf game :)
...Also improved Krazybowl's video offsets a bit.

Offline Gab75

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Re: dink's FBA Development & Fixes thread
« Reply #1273 on: April 09, 2017, 03:03:38 AM »
Moreover you also added the "trackball code" in Capcom Bowling and now it's fully playable... thanks a lot for the fixes! :)

Offline WILOWAR

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Re: dink's FBA Development & Fixes thread
« Reply #1274 on: April 18, 2017, 11:05:19 AM »
Bal Cube - balcube - wrong colors

Bang Bang Ball (v1.05) - wrong colors