Recent Posts

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51
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on March 03, 2024, 01:44:06 AM »
I've just tested Golden Axe RDA and it's reacting on the 5th frame instead of the 4th in Mame.
Maybe you lost a frame in the process?

Hi, I reduced the frame reaction time, though, the games in the driver probably need some testing :)

best regards,
- dink
52
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on March 03, 2024, 12:19:27 AM »
I've just tested Golden Axe RDA and it's reacting on the 5th frame instead of the 4th in Mame.
Maybe you lost a frame in the process?

Where's my screwdriver? :)
53
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by dink on March 02, 2024, 09:00:41 PM »
Sorry to bump this, but will this cool hack get added? Just wondering if maybe it got overlooked or forgotten.

It's in now, thanks for the reminder! :)

best regards,
- dink
54
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by barbudreadmon on March 02, 2024, 02:37:55 PM »
I have the exact same input lag before and after the optimization.
MAME seems to be 1 frame lower indeed.
55
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by Tatsuya79 on March 02, 2024, 12:56:03 PM »
Hi guys,
Sega System 32 (golden axe 2, jurassic park, slipstream, hard dunk, sonic, alien3, ...etc)
got a nice optimization, it'll run a lot better on older pc's & sbc's like rpi4 now :)

A different perspective:
All games work with runahead on dumpster-pc compy-i7 - they didn't before

best regards,
- dink

I've just tested Golden Axe RDA and it's reacting on the 5th frame instead of the 4th in Mame.
Maybe you lost a frame in the process?
56
FBN Development / Re: dink's FBN Development & Fixes thread
« Last post by Stifu on March 02, 2024, 06:01:58 AM »
In case anyone is interested, it's a Bubble Memories hack that replaces random images with a black background. The link is at the end of the description.

https://www.arcade-projects.com/threads/bubble-memories-black-edition.14719/

Sorry to bump this, but will this cool hack get added? Just wondering if maybe it got overlooked or forgotten.
57
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Neville on March 02, 2024, 04:44:20 AM »
I hadn't heard of it, but I must try it.
58
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by dink on March 01, 2024, 08:13:51 PM »
Nice, thanks Gab75 - that's such a nice shooter! :)

best regards,
- dink
59
FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on March 01, 2024, 04:29:38 PM »
Added the support to the latest revision of "Wing Warriors" (SMS and Game Gear versions)...
60
FBN Development / Re: Generating input bindings via translation from SDL2
« Last post by dink on March 01, 2024, 09:30:31 AM »
Hi,
I'm sure you already have this figured out, but the input id
stuff is also in src/intf/input/inp_interface.cpp
0x0000 = keyboard
0x4000 = mouse
0x8000 = joystick

Regarding editing inputs from an external process, that's tricky but it could be done
a number of ways.  Thinking back to the 90's here, but, I'd create a named pipe (or
some sort of external semaphore, depending on os), and when it's ticked, it'll have
fbn reload the config.  (of course, you'd have to add that feature to fbn)

best regards,
- dink
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