Author Topic: dink's FBN Development & Fixes thread  (Read 1839095 times)

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2895 on: July 13, 2025, 08:42:54 PM »
Hi guys,
Sorry I didn't have time to respond in a decent timeframe, been really busy with some fun code.  And on top of it all, this heatwave has made it impossible to do everything that needs to be done.

Howdy Pelucon8, re: devastators, it's almost like Konami's black sheep, but in prototype form.  I don't know much about it, and I never seen it in arcades.  The Tattoo Assassins sleuthwork and especially the resulting video was a lot of fun :)


Don't worry, dink. Good to have you back on the forum.  :smilie:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2896 on: July 14, 2025, 12:38:30 PM »
Pelucon8, thanks buddy :)   I'm always here, but sometimes I don't say much...

Paprium news:
Fixing a few bugs left
Waiting on testing results from some friends!

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2897 on: July 17, 2025, 09:26:36 AM »
Paprium added - Have fun guys!!!

best regards,
- dink

Offline TNTRafael

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Re: dink's FBN Development & Fixes thread
« Reply #2898 on: July 17, 2025, 04:06:44 PM »
Hi Dink, there's something wrong with the 32 bits build, can you please verify?

the default support/samples folder are not working for Paprium until you change that manually, the FBN always crashes when it's loading the samples, that guru meditation error

I could load the game after change the folder, but the music/samples are not working ingame.

Thanks in advance!

Offline 7zxkv

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Re: dink's FBN Development & Fixes thread
« Reply #2899 on: July 17, 2025, 04:40:33 PM »
Hello and thanks for added paprium :biggrin:

Seeing Paprium added is exactly what made me think of Pier Solar.

1/ just a quick note about FBN: The ROM name for Pier Solar isn't fully accurate. It might be worth renaming it ? maybe just "Multi" would be simpler and clearer.

Currently, the file is named: Pier Solar and the Great Architects (World)(En,Es,Pt)(Rev C)(2010)(WaterMelon).bin But this name is incomplete, since the ROM also includes German, French, and Japanese.

2/ Also, I'm not sure if FBN supports Mega CD, but Pier Solar has an MCD version with audio. Considering how Paprium's music was added to the samples, maybe we could do something similar for Pier Solar ? even if MCD isn't emulated.

What do you think? Either way, thanks for the great work as always! ;)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2900 on: July 17, 2025, 08:39:34 PM »
Hi Dink, there's something wrong with the 32 bits build, can you please verify?

the default support/samples folder are not working for Paprium until you change that manually, the FBN always crashes when it's loading the samples, that guru meditation error

I could load the game after change the folder, but the music/samples are not working ingame.

Thanks in advance!

Hi,
Probably the 32bit process is running out of addressable memory, hmm, I have to look into it.
For the meantime, set DIPs for Paprium:
"Song Preload" to NO :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2901 on: July 17, 2025, 08:46:09 PM »
Hello and thanks for added paprium :biggrin:

Seeing Paprium added is exactly what made me think of Pier Solar.

1/ just a quick note about FBN: The ROM name for Pier Solar isn't fully accurate. It might be worth renaming it ? maybe just "Multi" would be simpler and clearer.

Currently, the file is named: Pier Solar and the Great Architects (World)(En,Es,Pt)(Rev C)(2010)(WaterMelon).bin But this name is incomplete, since the ROM also includes German, French, and Japanese.

2/ Also, I'm not sure if FBN supports Mega CD, but Pier Solar has an MCD version with audio. Considering how Paprium's music was added to the samples, maybe we could do something similar for Pier Solar ? even if MCD isn't emulated.

What do you think? Either way, thanks for the great work as always! ;)

Thanks, I'll make the naming make more sense :)

Well, I'd really have to like a game to go as far as to do something like that, and I am not a fan of rpgs.  But, maybe someone else would be interested to do this.

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2902 on: Today at 02:09:54 AM »
Hi Dink, there's something wrong with the 32 bits build, can you please verify?

the default support/samples folder are not working for Paprium until you change that manually, the FBN always crashes when it's loading the samples, that guru meditation error

I could load the game after change the folder, but the music/samples are not working ingame.

Thanks in advance!
Does your computer possibly have a low amount of ram ?

Offline TNTRafael

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Re: dink's FBN Development & Fixes thread
« Reply #2903 on: Today at 06:31:21 AM »
Does your computer possibly have a low amount of ram ?

No, 96gb here, but i kinda prefer the 32 bit build, some friends had the same problem

Offline JacKc

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Re: dink's FBN Development & Fixes thread
« Reply #2904 on: Today at 06:40:46 AM »
I have the same problem too with 32debug build...


Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2905 on: Today at 07:46:37 AM »
Hmmmm, is it possibly crashing from the 32-bits 3GB ram limitation ?

Offline JacKc

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Re: dink's FBN Development & Fixes thread
« Reply #2906 on: Today at 07:49:09 AM »
Hmmmm, is it possibly crashing from the 32-bits 3GB ram limitation ?
You're probably right...paprium samples are 2.25GB size


Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2907 on: Today at 09:31:11 AM »
It's not going to be possible to load all samples on 32bit for best experience,
I'll make it only load 1 track at a time for this.

Btw, 64bit build is really nice now, I fixed all bugs related to 64bit build over the past 2 yrs.

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2908 on: Today at 10:26:53 AM »
Hmmmm, is it possibly crashing from the 32-bits 3GB ram limitation ?

Turns out the limitation is 2GB for a 32-bits process, so yeah that's definitely the problem.

I think there are ways around it at compilation level, i'll look into it.
« Last Edit: Today at 10:28:32 AM by barbudreadmon »