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Final Burn Neo => FBN Development => Topic started by: jan_klaassen on November 21, 2017, 06:46:16 AM
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Latest version downloads: https://www.dropbox.com/sh/0g887qtvkbo28s8/AADstKj6xQJgwnJl3AwUTxgpa?dl=0
Requires Windows 7 or higher.
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changes in 0.2.99.12:
- added optional filter callback for excluding directories from rom search paths
- changed default rom path
- changed thread communication timeout to warning instead of error
- fixed point filter in dx9 blitter
- fixed misaligned scanlines with softx in dx9 blitter
- include shader source even when using precompiled shaders (fix SM1.4 and LUT computation)
- fix initial window size when fixed-size softfx enabled
- small colour correction cleanup
changes in 0.2.99.11:- improved handling of Alt/F10 keys for shortcut assignment
- fixed load game error messages not generated when rom paths are empty
- improved exception handling
- fixed error message when optional neo geo bios not found has text twice
changes in 0.2.99.10:- changed some default settings
- added guru meditation box for recoverable errors (uses yellow text in place of red)
- tweaked some safety checks, added some new ones for dx9 blitter and icc parser
- updated documentation
changes in 0.2.99.9:- changed default display colour profile to sRGB
changes in 0.2.99.8:- fix resizing window to smaller than original image size in dx9 blitter with multipass effects
- fix dx9 blitter SM1.4 shader support (only used for SM1.4 level hardware)
- enable dx9 blitter compatibility for legacy gpu support (AKA SM1.4 shaders compiled as SM2.0)
- add high performance version of overlay shader (used in combination with legacy gpu shaders)
- add colour controls to dx9 blitter
- add proper gamma correction to dx9 blitter (old gamma controls are disabled)
- add colour correction to dx9 blitter
- perform cubic filter in linearised RGB (except when running on PS1.4 hardware)
- precompile shaders for faster initialisation (VS build only, SM1.4 is unavailable when this is enabled)
- removed menu option for fm interpolation (should always be on)
- fixed sound not switching off when opening record input / save state dialog
- fixed clearing inputs (crashed when built with gcc)
- fixed version/info string generation with gcc
- updated documentation
changes in 0.2.99.7:- when in fullscreen, treat WM_PAINT differently for ddraw/d3d7 and dx9 blitters (due to device lost state changes)
- added to (still preliminary) documentation
changes in 0.2.99.6:- now using a pdf file for documentation
- fix record input & save state options not pausing the emulation
- fix using the menu to unpause
- fix burn version number dependencies in the makefiles
changes in 0.2.99.5:- addressed a rounding problem in the cubic filter's vertex shaders (fixes a glitch in the cubic filter at some sizes)
- changed the way some compile-time constants are used (speeds up / simplifies build process)
- changed the way the cpuid instruction is invoked to use compiler intrinsics
- updated cpu detection / info in system info dialog
- never ask exclusive keyboard access
- fixed legacy blitter system info crash
- fixed dx9 blitter behaviour when in fullscreen mode and the screen becomes unavailable
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Changes, improvements, and new stuff:
dx9 blitter:- arbitrily scalable scanlines with cubic filter (much like previous versions, except the pattern is different and the scaling isn't locked).
- more realistic regular scanlines with cubic filter (scanlines get thinner as well as more intense, the pattern is different and more realistic).
- CRT similation blitter (scanlines are sharp in the center and blurry in the corners, the scanlines are the result of calculations approximating the the electron beam sweeping across the screen and not just a pattern, so this also has arbitrary scaling).
- inclusion of softfx, including in combination with the cubic filter and/or scanlines.
switches to the most appropriate refresh rate available, e.g. uses 50Hz if available for PAL consoles.
new, scalable overlay (inludes new fonts/icons, controls for all players or just player 1, and frame count/time/graph for input recordings).
dsound3 audio output that uses a synchronisation object for more efficiency and accurate timing.
support for full cd rom rips in raw format.
MIDI input:- digital buttons
- encoders
- more to do
fixes several long standing problems:- translations -- messages constructed at runtime and printf limitations could lead to awkward translations.
- cross-platform error messages (with optional platform specific enhancement).
- cross-platform zip file access.
- uses cross-platform file system access everywhere.
- recursive file searches
new file format for savestates/input recordings:- fully cross-platform
- includes metadata for platform/fba version
- includes metadata to detect differences in the games that the savestate versioning doesn't catch.
- includes converter for old format
- includes backup feature
when playing back input recording, allows to switch from playback to recording at any time.
new cross-platform command line interface.
windows gui- streamlined menus making fba easier to use
- multithreaded gui (emulation doesn't stop when dialogs or menus are used)
- assignable keyboard shortcuts for menu options, as well as aliases on game controllers (while a game is running)
- full support for multiple displays, for both fullscreen and desktop, including portrait mode and audio routing (e.g. for a TV)
- audio dsp module that hosts vst2 plugins (e.g. equalisers, enhancers, spectral analysis)
- toolbar that displays marquees and coin counters when emulating mvs multislot
- reworked load game dialog with various display/search options, favourite display, tagging (the tag database is part of the cross-platform code)
- supports both png and jpeg images for flyers and uses optimised resizing for size reduction (custom algorithm) or enlarging (catmull-rom)
PGM emulation:- improved cpu scheduling and sound synchronisation, added overclock capability (to some games)
- fixed the ICS2015 emulation so that it's in line with the (available, incomplete) documentation
- changed the ICS2015 emulation so that it interpolates at the actual sample rate, and added a cubic interpolator
More screenshots here: http://http://neo-source.com/index.php?topic=3125.msg24329#msg24329
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Updated to v0.2.99.8.
Note that the icc profile parser still needs work, particularly on the display gamma/transfer functions and safety/error checking.
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On my machine the new version is crashing with no error messages. I will see if I can set up a dev enviroment and see if that gives any more info
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Could be the defaults for the colour stuff, as that's not very robust yet when something is wrong. Does it work with the attached fba.ini?
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Yes, using that .ini worked
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Great. I will update the download quickly then, with that as the default.
What does the help ? system information thingie say about your monitor(s)? The default in that build is to use the monitor's EDID to get colour information, and the system info uses the same code.
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I think these are the relevant bits. My monitor is kind of old and shitty, which might not help:
Installed displays and display adapters:
HP HP 2159 Series Wide LCD Monitor on NVIDIA GeForce GTX 1060 6GB
Serial no: CZQ91403JV
Display is in landscape prientation
Display size ~48x27cm, Gamma 2.20
Preferred mode 1920x1080, 60.000 Hz (477x268mm, 148.500 MHz)
Max. bandwidth 170 MHz, H sync 24-94 KHz, V sync 48-76 Hz
white x 0.313, red x 0.648, green x 0.282, blue x 0.143
y 0.329, y 0.339, y 0.603, y 0.070
<snip>
Module settings: Using D3DSWAPEFFECT_COPY to present the image
Colour settings: hue shift 0?
saturation 155%
contrast 100%
Correcting colours, intent is absolute
source: Generic CRT [ɣ = 2.45, Tcp = D65]
target: from EDID
Correcting for display gamma of 1.90
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Thanks, yeah, esp. the top part was what I was wondering about. It seems to detect your monitor just fine, and that information looks correct (not always a given, manufacturers are sometimes sloppy with the edid stuff).
So maybe it's some other part of the defaults that's causing it to crash.
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a VS2017 debug repeatedly throws this in the console:
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
*** initialising zip support...
* Scanning roms\...
but did show the first use dialog before it did that.
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It does that for each (sub-) directory of the rom path. But normally only once.
I uploaded a binary for v2.99.9 (same url). Can you check if this one is OK without an fba.ini file present?
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Still crashes without the ini present. I just noticed that it's not actually crashing as it's still showing in task manager, it's just not responsive at all or if it is, it's not showing anything. It's at 0% CPU so it can't be doing much
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I just tried a reboot and that works ok without the ini now. How weird!
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Quaint. BYW it looks like the repeating message only happens when the rom paths aren't configured yet.
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to me 08 work fine!
i like the crt effect and using custom values i was able to tune it nicely.
but i cannot found halation option... maybe is one of the crt overlay custom setthing option? they dont have names...
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It's the called contrast in the documentation. The sliders in the dialog aren't labelled yet, but it's the lower right one. The effect is dialed back from the preview screenshot though (that one was a little much as it blew out all bright shades).
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understand! why dont let us push over the 255 maximum value? to have same effect as the preview screenshot? :biggrin:
i tryed to manualli edit the ini to push it to 355 instead of 255 but final burn when i launch it revert it to default of 90 :D
you expert so i ask you, how i can setup final burn to go full screen mode but avoid to stretch the image to cover all available space, and use black bar? i want go full screen but maintain aspect ratio!
edit, i find out, i have to select "correct aspect ratio".
but i dont understand, i deselect it because in windows mode the game look better without the aspect ratio correction...
the cps1/2 game had a resolution who was stretched to the 4:3 format of cabinet?
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There's a technical reason for limiting the contrast setting, but I will look into a way of making the effect more pronounced. I don't know how yet though.
And yes, almost all arcade games used 4:3 screens. In fba it's think only sf3ii that has a wide-screen option, though you have to go into its setup mode to get it (games like ninja warriors used multiple 4:3 monitors side by side).
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hi friend good job.
v0.2.99.8 no work in my notebook.
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It's crashing during the video initialisation, so if you haven't tried the previous test versions, I would suggest deleting the direct3d dll file that's in the directory, and installing directx. You can download the directx installer here: https://www.microsoft.com/en-us/download/details.aspx?id=35
You can also try to download the fba.ini file from this post: http://neo-source.com/index.php?topic=3162.msg24942#msg24942 Put the file in the fba\config directory, open it with notepad and find this line:
nVidSelect 3
Change that to
nVidSelect 1
That way it will start with the enhanced/direct3d7 blitter. If installing directx doesn't help and this does, we can see from there.
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i notice a glitch in metal slug!
with fb 0.2.97.42 32bit work fine
with your version this happen:
(https://i.imgur.com/U56hqJW.jpg)
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That's actually a problem with many neo geo games (and a few others), but it's not a bug in the emulation -- the left- and right-most 8 pixels aren't used.
Display settings
Borders or unused screen edges
Some games (including most Neo Geo games) have some unused space at the edges of the screen. On the arcade machines, the monitor would be adjusted so that these edges would be off the screen. You can do the same in FB Alpha by selecting the Game ? Set visible area menu option. There, you can set the number of pixels on the edges that should not be displayed (set this to 8 on the left and right for most Neo Geo games).
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So, is my fault to dont have read documentation! :biggrin:
i will take a look and read it so avoid other stupid question in future, thank you.
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I didn't mean to say RTFM. And having to set the visible areas for many games is a bit annoying, but you only have to do it once per game, so it hasn't been a proirity.
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no the idea is your manual have good info so better i read it! :D
a question, why your version dont have the dx9 blitter experimental/alternative like the ufficial one?
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It crash after the initialization screen apears, tryed 2.99.8 and 2.99.9
solved!!!!!!!!!!!! you need to download de ini file
Is there any way to use 5xbrz + aperture grille?????????
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I uploaded a debug version with a few extra safety checks (not really any other new features). If the v2.99.8 or v2.99.9 builds crash, please download that, the file is fbad_v029910.zip. That version will show a debug log as well as the main window, so it can help pin point what's causing any crashes.
Instead of a "guru meditation" box with red text, this may show one with yellow text. The ones with yellow text mean there was an unexpected error, but you can still continue if you click OK.
a question, why your version dont have the dx9 blitter experimental/alternative like the ufficial one?
Because the one blitter in this version combines most of what the two separate ones can do (and then adds a few bits).
It crash after the initialization screen apears, tryed 2.99.8 and 2.99.9
solved!!!!!!!!!!!! you need to download de ini file
Great. Did it just disappear or did you get a guru meditation window or a crash message from Windows?
Is there any way to use 5xbrz + aperture grille?????????
No, I will probably add support for more scaling algorithms later, but I'm not sure how, when, or what yet. For now as far as the blitters go I'm concentrating on the crt simulation, e.g. it should get TV modes.
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I uploaded a debug version with a few extra safety checks (not really any other new features). If the v2.99.8 or v2.99.9 builds crash, please download that, the file is fbad_v029910.zip. That version will show a debug log as well as the main window, so it can help pin point what's causing any crashes.
Instead of a "guru meditation" box with red text, this may show one with yellow text. The ones with yellow text mean there was an unexpected error, but you can still continue if you click OK.
Because the one blitter in this version combines most of what the two separate ones can do (and then adds a few bits).
Great. Did it just disappear or did you get a guru meditation window or a crash message from Windows?
No, I will probably add support for more scaling algorithms later, but I'm not sure how, when, or what yet. For now as far as the blitters go I'm concentrating on the crt simulation, e.g. it should get TV modes.
No just disappear, start normally after change the blitter option on the ini file.
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OK. That's the same thing that happened to kev. I will look into it. Fixing it may require a bit of trial and error, since it works fine on on my test machines.
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The python scripts can now generate a genre tag database from the flags built into the drivers.
I zipped the output file, so to use it, download the attachment and extract to the config folder inside your fba folder.
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Hi guys,
I registered to file a crash report.
Every time I launch fba it crashes just after reading the roms, I've downloaded the debug version 2.99.10 and here's my report:
GPU: Geforce GTX 550 TI
GPU Driver Version: 388.71
CPU: Pentium G3258
RAM: 8GB
Windows: Windows 10 x64 Build 16299.125 (RS3)
DX: updated via dxwebsetup.exe
Changed the ini: Yes, crashes
Changed the Blitter from DX9 -> DX7: Yes, and FBA works (nvidselect= 3 -> nvidselect= 1)
I've attached a capture from the debug console, when the crash happens seems like the entire windows UI freezes until I close the fba.exe process.
Edit: attached a debug console picture using nvidselect = 1
Thanks!
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Thank you, this is very helpful.
Does it also crash when you use the directx7 blitter?
It seems that both blitters complete their setup without problems, except the last few little things the directx9 blitter does:- signal that some settings require updating
- report the available video memory, which in directx9 is always wrong
If the direct3d blitter works, and you can switch the bilinear filtering on and off, it looks like the 2nd is the problem. Which would be ironic since it never even works correctly.
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@jan_klaassen
Hi,
Both dx7 blitters works: enhanced and legacy, at least I can select them without the emulator crashing.
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Can you switch the linear filter on and off with the direct3d blitter as well?
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Can you switch the linear filter on and off with the direct3d blitter as well?
Test:
Select Blitter -> Enhanced
Blitter options: enable / disable bi-linear filtering= Works OK
Select Blitter -> Legacy
Blitter options: there's no bi-linear filtering option, but tested Double pixels (software), hq4x = Works OK
I've found something interesting:
If I connect to my pc using remote desktop, I can use the Advanced Bliiter (DX9). Seems if that it couldn't detect a display loads just fine (image attached).
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Thank you -- I should have enough information now to fix this.
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btw,
are there differences between the romsets? I mean between FBA 2.97.42 and 2.99.9?
Pictures related (using the same romset).
Thanks!
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I'm making improvements to the error handling and adding a bunch of safety tests. I'm hoping to update the test release this weekend.
are there differences between the romsets? I mean between FBA 2.97.42 and 2.99.9
There shouldn't be. But both versions are probably counting slightly differently (mine filters the romsets included in the total count while building the list).
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Hi, thanks for your answer, I forgot to say something (or maybe wasn't explained clearly).
I can't play any rom (I tried the legacy and enhanced dx7 blitters), every time I try to launch a game it shows an exception: if it's a CPS2 it opens a window saying that an error occurred loading the rom, if it's a SNK game the debug window constantly repeats a message about a cpu reset and the main window stays black.
I guess this is related to the problem with DX?
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It probably lost your settings because of a crash or because it's using copied ini files. Just make sure it still has the correct rom paths.
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Hi, I've rescanned the rom paths and the same error occurs. Pictures attached.
* I can load the same games using FBA 2.97.42 without problems.
EDIT: By default in the ini file there's a relative path pointing to the "roms" directory, replaced that for the absolute path and the problem is gone, but it's weird that you can load an SNK rom and the screen just stays black (no error was given), the same behavior happens in the previous version if you don't change the relative path.
In the original FBA, the ini comes preconfigured with the relative paths to all the common folders ex: coleco, gamegear, megadriv, msx, roms, etc. So when you run fba for the first time, and that folders exist, the roms are detected correctly. IIRC if you don't set up your rom paths directory in a specific order (when you do it manually), not all your roms are detected.
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EDIT: By default in the ini file there's a relative path pointing to the "roms" directory, replaced that for the absolute path and the problem is gone, but it's weird that you can load an SNK rom and the screen just stays black (no error was given), the same behavior happens in the previous version if you don't change the relative path.
That's a bug, you should get a error message and it will refuse to start the game (it didn't show the error when no external paths were configured). That's gone, and I added a feature so that it will detect when the ini file and rom database go out of sync and rescan automatically (that should not normally happen, but still).
In the original FBA, the ini comes preconfigured with the relative paths to all the common folders ex: coleco, gamegear, megadriv, msx, roms, etc. So when you run fba for the first time, and that folders exist, the roms are detected correctly. IIRC if you don't set up your rom paths directory in a specific order (when you do it manually), not all your roms are detected.
That's changed in this version. Obviously some games still have the same filename so will need to reside in separate folders, but the detection doesn't mandate any particular folder structure. It also scans the folders recursively. You're free to organise the roms into whatever structure you like, and point fba to a single root folder. Because why make it complicated when it could be simple...
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Hi,
About the folder structure, I was specifically talking about this (picture attached).
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I know. Like I said, that's changed. In the current build, the folders with console games still need to come after the arcade ones, but that limitation has been removed for the next build. Now all folders are searched, so if a game is in any one of the folders you point fba to, even in sub-folders, it will work. If you have 2 files named '1941.zip' they are both searched.
The bit about fba using a prefix applies equally here, just not the way rom folders are used. Things like using mame's history.dat need special care as well, at least if you expect to find info for console games.
I think it was a very bad idea to not give the console games a unique name, since it could well cause problems in some cases unless you have folders exclusive to each system, but we have to follow whatever it is that mame does, so here we are.
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Thanks, @jan_klaassen!
I'm waiting for the new build! :cool:
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Just updated the downloads.
Hopefully this version works better. In case it doesn't, I will add a debug version to the downloads later.
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Hi,
I've tested the new build.
I deleted the config folder to start from zero.
First run:
The first rom scanning is a lot faster, took like 2 min, the previous version was like 10 min, not all roms were detected (4162 / 10488).
After the initial rom scanning, FBA started, the window title shows "initializing audio - video subsystem" and it stayed that way until I changed the blitter, after that, it changed to FBA Alpha 2.9.11.
The second run started with the correct window title.
Test all the blitters (DX9, DX7 Enhanced, DX7 Legacy), no crashes, even switching them when playing.
Thanks for all your hard work!
Attached some pictures:
FBA Window title.
FBA Detected roms.
My rom folders.
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Good to know there are no crashes anymore. It might show you a recoverable error window then you change the display profile in the video > monitor properties menu.
Not detecting your roms is a bit strange, as it has the same ones as the last release of regular fba. Does it show them when you uncheck 'show available only'? If so, maybe it's not finding them because it doesn't have all paths? (Remember it searches recursively, but there are not 20 base paths.)
I did some cleanup in the code that searches the roms, but nothing that should noticeably affect speed.
I will look at the window title.
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Added the debug version.
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Rom detection times:
Delete the config folder, copied the .09 version, run the exe and rom detection started
10 - 11 minutes from start to finish
Next run:
Delete the config folder, copied the .11 version, run the exe and rom detection started
40 seconds from start to finish.
Attached picture from 2.99.11 after rom detection, and deselected "Show available only" (I've the complete romset for FBA 2.97.42)
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Looks like it's missing just console games -- are you sure it knows where to find them? If it is that much faster when scanning, that can only really mean it can't find the games.
Remember to point fba to the folder containing the subfolders for individual systems. I mean, if your folder structure looks like this, point it to 'games' and nothing more.
games
|
|--- arcade --- misc
| |
| |- neo geo
| |
| |- deco
| |
| |- deco32
| |
| |- pgm
|
|--- console --- sms
|
|- genesis
|
|- pcengine
|
|- coleco
|
|- msx
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I'm using the default order for FBA 2.97.42 (the folder structure is named that way to be synched with the MAME Software List) just put the exe, run without config, automatic scanning starts, all roms are detected (10490/10490).
Btw, what's your preferred blitter (or video configuration)?, I play mostly fighting games, and I've always wondered what's the best combination of video settings to get the best-looking graphics.
Thanks!
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I'm not imposing any structure on the roms. But other than ./roms (which is really intended to have roms specific to fba), there are no defaults either, since you may be using more than one emulator. There's also no need to copy the roms to the fba directory, you only have to set one directory, and fba will find the roms even if they are in subdirectories. So in your case, click the directories button on the load game dialog, point the 1st path to the fba directory, and it will pick up everything. Now it only sees ./roms which I assume has the arcade ones, and that's what your screenshot shows.
Video settings are a matter of taste, but generally use the advanced blitter. If you don't like scanlines, use the cubic filter with the lightly filtered or perceptual compromise presets. if you do like scanlines, use the crt simulation (which looks most like an arcade monitor), or the cubic filter with one the sharpened presets. You can tune each of those further with the dialogs.
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I expect more people will have a similar experience to the above, expecting this version of fba to handle rom directories the same as the regular builds. It doesn't, it uses a recursive scan, doesn't have 20(!) paths to set, and imposes no naming or structure demands whatsoever. It's also cross-platform. None of that's going to change.
All of that works great, but it's not what everyone expects. So I've made a few changes. These take the form of an optional platform-specific callback function call that allows for filtering the list of rom search paths as it is being built.
The Windows implementation of this filters the main fba directory, so that, unless explicitly added, every subdirectory is excluded except the default rom paths of the regular fba. The first path is now also set to . by default, so that the default settings work similarly to the ones in the regular fba.
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Hi!
I was testing the 2.99.11 debug build.
With no config / first run, automatic scanning detected 4162 roms (only "roms" directory was scanned)
after that -> system -> Load game -> Directories... > added the fba root path (".") -> OK -> scanning started
9708 / 10626 roms detected
I want to say thank you for your hard work, the blitters look really nice, I have replaced the original FBA with this build on my pc.
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Thank you.
The missing games are probably the bootlegs/hacks, which are hidden by default in this build.
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I forgot something: when I was testing the initial rom scanning this message appeared in the 2.99.10 version (picture attached).
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That message means the communication between different parts of fba isn't happening fast enough. It's more of a warning, it doesn't really mean anything is wrong (that's why the normal fba builds don't show it, only debug ones).
If you got that message only while it was scanning, it could just be that your computer is too busy with the harddisk to handle other things at the same time. Maybe it needs to be adjusted for computers with only one or two cpu cores.
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I tested it on 3 PC's with different configurations:
core i7 950 4C-8T / Nvidia GPU
core i7 920 4C-8T/ AMD GPU
Pentium G3258 2C / Nvidia GPU
And it only happens in that build, I thought that was something related to the massive speed up of the initial rom scanning between the .10 build and the .11 build.
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If you get that message on any of the i7 cpus, that's odd since they should just keep going no matter what. I'm not sure about a dual core cpu, and it would also depend on the harddisk and maybe virus scanner, especially in combination (Windows Defender's virus scanner is terrible in that respect). That one should still be plenty fast enough though. You should be able to have a game running at full speed while fba is doing a scan.
I didn't do anything that would affect the scanning speed though, and there wasn't a Visual Studio or libary update either, so if scannimg speed changed, it wasn't me.
Video drivers can cause problems, but mostly for fullscreen mode, or with multiple monitors (and so can Windows updates).
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I know, the first time I tried the emulator even DX7 blitter crashed, uninstalled the VNC Mirage Driver and DX7 started working. So if someone is using the mirage driver please uninstall it first.
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hi the emulator works fine now thanks for updating.
because my emulator does not appear this option of the photo? you removed
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You get that toolbar when you load neo geo mvs (at the top of the list in the load game dialog), and select a few games (in the next dialog, the one with the 6 cartridge slots).
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thnk friend , work .
I do not know if it is a bug or I am getting it wrong on v0.2.99.11 so it does not appear on screen P1.
and in this image you posted appears P1 and P2
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Congratulations on the job, very well done.
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Hi,
Found a little bug, if you go to Video -> Blitter Options, and you select "Pre-scale using SoftFX" without selecting a SoftFX algorithm first, the emulator crashes (Guru meditation window).
If you select a SoftFX algorithm first, the "Pre-scale using SoftFX" is automatically selected and the emulator doesn't crash.
I can replicate this behavior 100% of the time, removing the fba.ini and selecting the menus.
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Found a little bug, if you go to Video -> Blitter Options, and you select "Pre-scale using SoftFX" without selecting a SoftFX algorithm first, the emulator crashes (Guru meditation window)
Thanks, fixed it.
I do not know if it is a bug or I am getting it wrong on v0.2.99.11 so it does not appear on screen P1.
and in this image you posted appears P1 and P2
I'm just quoting the documentation, see attachment. :biggrin:
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hi jan_klaassen, can you create a tutorial to compile the src?
wanted to add some modifications and new roms.
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Already did, it's in the zip file with the source code (compiling.txt). Covers both Visual Studio and Mingw-w64 with gcc 7.1.
A: compiling with visual studio 2017:
- download and install python 3.5 (or higher)
- download and install visual studio 2017
- download nasm and gnu make (including support files)
- download boost (version 1.64 or higher)
compiling boost:
- extract the boost source code
- start a visual studio developer command prompt, go to the boost directory,
and create a .cmd file containing the following:
---8<------8<------8<------8<------8<------8<------8<------8<------8<------8<------8<---
call "%VS150COMNTOOLS%..\..\VC\vcvarsall.bat" x86
set cores=%NUMBER_OF_PROCESSORS%
echo Building boost with %cores% cores
call bootstrap.bat
rem Most libraries can be static libs
b2 -j%cores% toolset=msvc-14.1 address-model=32 architecture=x86 define=_WIN32_WINNT=0x0601 link=static threading=multi runtime-link=shared --build-type=minimal stage --stagedir=stage/win32
b2 -j%cores% toolset=msvc-14.1 address-model=32 architecture=x86 define=_WIN32_WINNT=0x0601 link=static threading=multi runtime-link=static --build-type=minimal stage --stagedir=stage/win32
pause
---8<------8<------8<------8<------8<------8<------8<------8<------8<------8<------8<---
- execute the batchfile.
compiling fb alpha:
- extract the fba source code
- place nasm and the gnu make executable along with it's support files in the same directory
- double-click FB Alpha.sln to open the project in visual studio
- once the project is opened, go into the property manager,
under the configuration you want to build, right-click the fb alpha user property sheet,
select "properties" from the menu; gp to the VC++ directories tab,
set the directories boost to the correct locations, e.g.:
<drive>:<directory\boost_1_65_1;$(IncludePath)
<drive>:<directory\boost_1_65_1\stage\win32\lib;$(LibraryPath)
then go to the nmake tab and set the buid/rebuild commamd lines to contain the options you want
- select the configuration you just edited in the configuration manager and build it
// ---
B: compiling with mingw-w64
- download and install python 3.5 (or higher)
- download and install mingw-w64
- download nasm
- download boost (version 1.64 or higher)
compiling boost:
- extract the boost source code
- start a mingw command prompt, go to the boost directory,
and create a .cmd file containing the following:
---8<------8<------8<------8<------8<------8<------8<------8<------8<------8<------8<---
set cores=%NUMBER_OF_PROCESSORS%
echo Building boost with %cores% cores
call bootstrap.bat
rem Most libraries can be static libs
b2 -j%cores% toolset=gcc address-model=32 architecture=x86 define=_WIN32_WINNT=0x0601 link=static threading=multi runtime-link=shared --build-type=minimal stage --stagedir=stage/win32
b2 -j%cores% toolset=gcc address-model=32 architecture=x86 define=_WIN32_WINNT=0x0601 link=static threading=multi runtime-link=static --build-type=minimal stage --stagedir=stage/win32
pause
---8<------8<------8<------8<------8<------8<------8<------8<------8<------8<------8<---
- execute the batchfile.
compiling fb alpha:
- extract the fba source code
- place nasm in the same directory
- edit makefile.mingw.user.mk and set the variables you want, then
make sure the additional paths has the correct locations for boost, e.g.
boost_ver = 1_65
user_inc = <drive>:<directory/boost_1_65_1
user_lib = <drive>:<directory/boost_1_65_1/stage/win32/lib
- start a mingw command prompt, and go to the fba source directory
- type mingw32-make
-
error in compile ' 'conk_commands.hpp': No such file or directory'
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That file is generated with a python script, so make sure python is installed, and that PYTHON=1 is in the make options.
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Updated to v0.2.99.12.
This version has effectively the same default rom folders as the regular fba version.
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GG man! keep up the good work!!!
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Thanks!
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hi friend .
I'm wrong with that.
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Sorry for the late reply.
You are mixing files built by different versions of visual studio. It does not like that.
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thank ,i will correct ;p
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No update lately? :p :biggrin: