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Final Burn Neo => FBN Development => Topic started by: KOF2112 on August 11, 2008, 05:26:48 PM

Title: FB Alpha 0.2.96.92 Release
Post by: KOF2112 on August 11, 2008, 05:26:48 PM

http://www.barryharris.me.uk/index.php

Quote
v0.2.96.92
- Captain CPS-X readded netplay and removed the dependancy on any external
  dlls - use them at your own risk
- Fixed a problem with the SuperScale filter on nVidia gfx cards
- Merged in Captain CPS-X's improvements to the game selection dialog
- Fixed a problem with the game information dialog displaying incorrect images
- Updated the romcenter dat module to support the latest romcenter
- Imported fixes from MAME 0.126u4 for fm.c
- Added a flag for MVS Cartidges and changed hardware description output
- Matched all sets to MAME 0.126u4
Title: Re: FB Alpha 0.2.96.92 Release
Post by: LittleKaneda on August 11, 2008, 09:13:49 PM
 :biggrin: Thanks! picked it up this morning and everything is clean!
Great work on the game selection, guys, and the netplay support is always good to see;
I'll have to get into that again really soon.

question: what is src/burner/win32/resource/preview_small.bmp? I haven't noticed it yet.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 12:19:43 AM
Here is my final work on the image download feature, it took me longer because I had to do the modifications manually all over again in the newest source code, I did that because I didnt want to mess new introduced features coming soon ( yeah I noticed some nice things in the newest source ^^ ..but I will keep it secret for now xD LOL )

Barry, I simplified / consolidated LoadPNG(), UpdatePreview(), etc.. that were used in different kind of modules and now they are in one new file called 'png.cpp'...

vid_interface.cpp and ips_manager.cpp were cleaned....gameinfo.cpp and sel.cpp are cleaner now...I made some other cleanings around too...you should be able to notice the changes if you take a quick look at the code in the packed files ^^

Note!: Everything I implemented will NOT change new features that were added into the latest source files, I used them as base..just to let it clear  :biggrin: (I use a program to check diff in files visually, that way I can do modifications easily)

Note2!: This update is ONLY compatible with FB Alpha v0.2.96.92

Check the attached pictures for some previews of new stuff  ;p...and a unicode / vc compiled binary with the updates

PS: I still haven't uploaded the flyers / marquees / cabinets/ etc to my server, only previews and titles, but I will now that I finished working with the coding  ;p

EDIT: Removed attachements to prevent confusions, check the latest post for updated source files.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 12:24:59 AM

question: what is src/burner/win32/resource/preview_small.bmp? I haven't noticed it yet.


I'm thinking it is related with something ...secret...for now >__>...you may find clues in some places around the source files xD LOL

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 02:09:08 AM
I noticed I missed the aspect ratio updates Barry implemented...but Im fixing it as I write this here so soon I'll post the corrections im making to the new simplified PNG loading function  :smilie:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 03:14:20 AM
I'm thinking it is related with something ...secret...for now >__>...you may find clues in some places around the source files xD LOL

SeeYaa!
 :biggrin:

There's nothing secret - it's in the source if people want to look. I've made a start on it - we'll have to see how far it goes as I only have an idea how to do it for now. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 03:16:29 AM
Implemented the Aspect ratio fix and the code involving 'Screentshot = 1;' variable now its handled again in the LoadPNG() parameters =)...I missed those things because to consolidate the PNG function I did a remake of the function itself in a way that other modules that use the function as well dont have any side effects.

Now 'everything' i have tested is working fine so far. The thing I'm thinking now is to add a little option in the ini to enable or disable the image downloading feature.

Oh btw!, Flyers are 70% uploaded to the server (MAME pack) later I have to upload a shorter pack with all FBA flyers only, have to verify some because it seems some PNG make FBA crash, but its something unrelated to the new features.

I will attach here the updated src of my newest modifications and will remove the previous attachments to prevent confusions (if you dont see the attachments now check in some minutes, will clean the posts first)

EDIT: Attached the updated source files, I took a time to do a clean compilation to check if everything was right and no problems were found ^^, Enjoy!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 03:19:43 AM
There's nothing secret - it's in the source if people want to look. I've made a start on it - we'll have to see how far it goes as I only have an idea how to do it for now. :)

Haha! I was just joking lol ^^... I just said secret but that would make ppl check the source xD, btw.. nice stuff youre working! Keep it up man!, Im thinking about helping with the jukebox if you want when I finish with the image download thing  :smilie:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 04:00:22 AM
Haha! I was just joking lol ^^... I just said secret but that would make ppl check the source xD, btw.. nice stuff youre working! Keep it up man!, Im thinking about helping with the jukebox if you want when I finish with the image download thing  :smilie:

SeeYaa!
 :biggrin:

Feel free to look at the jukebox if you want - I've never got back to it yet.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 04:02:21 AM
Implemented the Aspect ratio fix and the code involving 'Screentshot = 1;' variable now its handled again in the LoadPNG() parameters =)...I missed those things because to consolidate the PNG function I did a remake of the function itself in a way that other modules that use the function as well dont have any side effects.

Now 'everything' i have tested is working fine so far. The thing I'm thinking now is to add a little option in the ini to enable or disable the image downloading feature.

Oh btw!, Flyers are 70% uploaded to the server (MAME pack) later I have to upload a shorter pack with all FBA flyers only, have to verify some because it seems some PNG make FBA crash, but its something unrelated to the new features.

I will attach here the updated src of my newest modifications and will remove the previous attachments to prevent confusions (if you dont see the attachments now check in some minutes, will clean the posts first)

EDIT: Attached the updated source files, I took a time to do a clean compilation to check if everything was right and no problems were found ^^, Enjoy!

SeeYaa!
 :biggrin:

Nice work - I'll look at the changes ASAP. As for the PNG issue - it's been there all along - not sure what causes it. I don't know if the fault is the images, libPNG, or something in the FBA code.

Oh, and I was planning an option to enable or disable the downloading. My thought is that it should default to off and the user then has to give permission for FBA to use their internet connection.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 04:23:29 AM
Nice work - everything appears to be working fine from what I can see. Would you be up for adding the download support to the "secret" dialog? I'm thinking we should show titles for that dialog.

Actually I'm thinking that if I use the LoadPNG() function then it will probably work anyway!

Edit - nope it won't. I need UpdatePreview() to allow me to specify the ID of the control to update. eg, whether we should be updating IDC_SCREENSHOT_H or whether it should be IDC_NGSLOT1_IMAGE, or IDC_NGSLOT2_IMAGE, etc.

Cap - you up for that?
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 04:52:49 AM
Nice work - everything appears to be working fine from what I can see. Would you be up for adding the download support to the "secret" dialog? I'm thinking we should show titles for that dialog.

Actually I'm thinking that if I use the LoadPNG() function then it will probably work anyway!

Sure! ^^ that should be pretty cool! I can do that! I took a time to see the structure of the dialog and I think it shouldnt be hard using LoadPNG() as you mentioned  :smilie:

btw, how do you plan on selecting the 'cartridges'? parsing a game list on a new selection dialog?..if its like that then...you will probably will use flags to exclude other games from the list right?

EDIT - Removed 'secrets' from my post xD LOL

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 04:56:25 AM
Sure! ^^ that should be pretty cool! I can do that! I took a time to see the structure of the dialog and I think it shouldnt be hard using LoadPNG() as you mentioned  :smilie:

btw, how do you plan on selecting the 'secret items'? parsing a list on a new selection dialog?..if its like that then...you will probably will use flags to exclude other items from the list right?

SeeYaa!
 :biggrin:

That's already done. :) The first select button works. It uses the current selection dialog with only the relevant items shown.

It's the reason why I added the HARDWARE_SNK_MVSCARTRIDGE flag to the relevant drivers. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: 0746 on August 12, 2008, 05:08:13 AM
Nice! Another awesome update. Not much changes in burn...phew ^_^'.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 05:19:26 AM
Cap - I have attached my updated files (with your changes in).

If you're going to work on PNG support you might as well have these. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 05:25:45 AM
Cap - I have attached my updated files (with your changes in).

If you're going to work on PNG support you might as well have these. :)

ThanX! Ill be working on it asap, I really need to get some sleep now but when I get back I will do it ^^

PS: Cabinets are uploading now, so soon they will be accessible from FBA download ^^

EDIT: btw, I finally simplified the 'bReset' back to the 'UpdatePreview()' parameters like it should be, it fixed a small bug that displayed the downloading image when you opened the Game Selection dialog and waited like 3 seconds.

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: pmc2 on August 12, 2008, 05:44:16 AM
Hi CAP, Trebble and all,

I have two suggestions:

1/ Would it be possible to add a new filter in FBA that would hide CPS3-Extracted games if we don't need them ? I see no other solution to do it with non-mame games.
 
2/ Would it be possible to add some kind of feature for the pictures of each game so it would be possible to display the title, then the preview, and other pictures associated to the game easily ?

Also, emufrance will soon provide your pictures packs for download to lower the bandwidth usage of your web site.
However, I think that the best would be to provide the pictures packs only in private to a group of people which will make them available on their web sites first to avoid mass downloading from your web servers.

Best regards
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 06:14:01 AM
Hi CAP, Trebble and all,

I have two suggestions:

1/ Would it be possible to add a new filter in FBA that would hide CPS3-Extracted games if we don't need them ? I see no other solution to do it with non-mame games.
 
2/ Would it be possible to add some kind of feature for the pictures of each game so it would be possible to display the title, then the preview, and other pictures associated to the game easily ?

Also, emufrance will soon provide your pictures packs for download to lower the bandwidth usage of your web site.
However, I think that the best would be to provide the pictures packs only in private to a group of people which will make them available on their web sites first to avoid mass downloading from your web servers.

Best regards


1. For the CHD sets I'm going to mark them as hacks as that's basically what they are. That means they can be filtered out.

2. The game info dialog does this. I'm not sure what other way it could be done without over-complicating things.

Thanks for the bandwidth donation. :) We need to either look at allowing the user to choose their desired mirror or some kind of demand distribution system. I honestly don't mind which and I think the mirror system might be the way to go.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: jens.l on August 12, 2008, 06:49:21 AM
I am not sure If I understand this all right here , but is it maybe possible to make a google web account like FBA@googlemail.com or using picassa to share the pictures ?
Title: Re: FB Alpha 0.2.96.92 Release
Post by: pmc2 on August 12, 2008, 06:52:34 AM
1. For the CHD sets I'm going to mark them as hacks as that's basically what they are. That means they can be filtered out.

Ok but if you put them as a hack, the others hacks will not be visible either,
is really not it possible to make one another category for CPS3 games (kind CPS-3_Hack), this would be really nice and more accurate!

Thanks
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 07:32:50 AM
I am not sure If I understand this all right here , but is it maybe possible to make a google web account like FBA@googlemail.com or using picassa to share the pictures ?

The method used is very different to an account like that, FBA needs the actual location of the files on the net, an email would not work with this kind of feature

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 08:25:25 AM
Hey Barry I was just wondering how are you using "nNeoSlotDrvNum" , because i had to declare the "unsigned int nNeoSlotDrvNum[6];" to be able to compile, but I just have curiosity on how are you using it, I imagine that array is handled somewhere in scrn.cpp? or isnt implemented yet?

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 08:33:18 AM
Oops, forgot about that. It's in neo_run.cpp and burn.h.

burn.h
Code: [Select]
#define MAX_NEO_SLOTS 6
extern unsigned int nNeoSlotDrvNum[MAX_NEO_SLOTS];

neo_run.cpp
Code: [Select]
unsigned int nNeoSlotDrvNum[MAX_NEO_SLOTS];
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 08:57:28 AM
ThanX! ^^... I imported something i had from when I was working with NeoGeo CD  :biggrin:

with this you can call the neogeo cartridge module (from a menu item) without going to Game selection dialog first ^^

Code: [Select]
// Compact driver loading module
int BurnLoadDriver(TCHAR *szDriverName)
{

for (unsigned int i = 0; i < nBurnDrvCount; i++)
{
nBurnDrvSelect = i;
if (!(_tcscmp(BurnDrvGetText(DRV_NAME), szDriverName))) {
break;
}
}

// If not in range, return error
if(nBurnDrvSelect >= nBurnDrvCount) return 1;

if (nBurnDrvSelect >= 0)
{
#if defined (INCLUDE_NEOGEO_MULTISLOT)
if (!strcmp(BurnDrvGetText(DRV_NAME), _T("neogeo"))) {
DrvExit();
NeogeoSlotSelectCreate(hScrnWnd);
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
} else {
DrvExit();
DrvInit(nBurnDrvSelect, true); // Init the game driver
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
UpdatePreviousGameList();
if (bVidAutoSwitchFull) {
nVidFullscreen = 1;
POST_INITIALISE_MESSAGE;
}
}
#else
DrvExit();
DrvInit(nBurnDrvSelect, true); // Init the game driver
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
UpdatePreviousGameList();
if (bVidAutoSwitchFull) {
nVidFullscreen = 1;
POST_INITIALISE_MESSAGE;
}
#endif
return 0; // Game initiated successfully
}
return 1; // error
}

that function goes in "scrn.cpp" before "OnCommand()" module...

You just have to specify the driver name when calling the function and it should do the job  :biggrin:

I'll post the updated files as soon as i finish them  ;p

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 09:23:33 AM
Done testing the loading function and its ready to go ^^ , check the attachment...

now it is as simple as ...

Code: [Select]
case MENU_MVS_LOAD:
{
BurnLoadDriver(_T("neogeo"));
break;
}

I moved this variable to the top of 'scrn.cpp' to make it more accessible...

static bool bLoading = 0;

and these are the new things in 'resource.h' ...

#define MENU_MVS_LOAD               20301

and 'app.rc'

MENUITEM "Load NeoGeo MVS Cartridges...",      MENU_MVS_LOAD

That function may be useful for the slots or some other driver launching needs, I dont know  :p

EDIT: Im gonna work now with the title image previews stuff in the new dialog so more news as soon as I get something working  ;p

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 10:50:27 AM
I did it Barry! I made a new compact function in 'ngslotd.cpp' that uses LoadPNG() to handle the title images...check attachment!

I will attach the cpp as I have it right now so you can take a look at the new things ^^, to update titles images its very easy and clean

Hope you like my work and that it become helpful  :smilie:

EDIT: I still have to implement the download image code to that  :p, but it should be easy right now

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 11:14:44 AM
Cool - all appears good. I'll finish off the dialog then start looking at the actual multi-slot support.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 11:15:57 AM
Implemented download of images finally!

get the latest cpp from the attachment ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 12, 2008, 12:23:28 PM
Hey Barry I added the option to enable or disable download of support images, I will not post the files because its very easy to add..I will post the code for copy paste  :smilie:, that way you dont have to search all over for some lines of code ^^

filedl.cpp

Code: [Select]
bool bEnableFileDL = false;
this part goest inside the main function "FileDownload()" at the begining...

Code: [Select]
if(bEnableFileDL == false) return 0;
burner_win32.h

Code: [Select]
extern bool bEnableFileDL;
app.rc

Code: [Select]
   MENUITEM "Enable download of support images", MENU_ENABLE_FILEDL
scrn.cpp

Code: [Select]
case MENU_ENABLE_FILEDL:
if (!bEnableFileDL) {
bEnableFileDL = true;
} else {
bEnableFileDL = false;
}
break;

resource.h

Code: [Select]
#define MENU_ENABLE_FILEDL 20302
menu.cpp

Code: [Select]
CheckMenuItem(hMenu, MENU_ENABLE_FILEDL, bEnableFileDL ? MF_CHECKED : MF_UNCHECKED);
cona.cpp

Code: [Select]
VAR(bEnableFileDL);
Code: [Select]
_ftprintf(h, _T("\n// If non-zero, enable the download of support images. \n"));
VAR(bEnableFileDL);

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 12, 2008, 04:44:21 PM
Hi Cap,

Thanks for your help.

I have pretty much finished the dialog and added an option to the menus to enable/disable the auto download function. I've done a few other tidy ups as well.

See your PMs for some more info. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: 0746 on August 13, 2008, 09:35:51 AM
Ummm Barry
I was wondering if you could please do a regular expression search for
"{<STDINPUTINFO|STD_ROM_FN|STD_ROM_PICK|STDDIPINFO|STDROMPICKEXT|STDDIPINFOEXT|DEFWORDHANDLERS|DEFLONGHANDLERS>.*};"
and replace with
"\1"
on burn and subfolders
and comment/remove line 206 of pgm_prot.cpp

This is probably not critical but some versions of mingw complains about extra semicolons and can't find pgmy2ks otherwise.

edit: I mean...it doesn't compile.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 13, 2008, 12:40:04 PM
Hey Barry! ^^ when you check your PM, and if you use the updates I made, get the 'png.cpp' attached here too, I implemented a clean mode to handle the 'Downloading, please wait' image display using a bool variable and a new small function, ..oh and now all HBITMAPS / TCHARs are deleted / freed when not needed anymore, that way making the function release unneeded resources from memory ^^

SeeYaa!
:biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 13, 2008, 03:56:08 PM
Thanks - I'll pick up tomorrow.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 15, 2008, 03:20:31 AM
Just posting to ask a little question about something I noticed in the latest MAME release

Can some of these be ported to FBA ? or it would be complicated ?

Quote
More FM OPN fixes [Eke, R. Belmont]
 - Pass chip type around and restore Jarek's original behavior for
    YM2203/YM2610
 - Always recalculate attack rate in set_ar_ksr, fixes Megadrive/
    Genesis "Batman & Robin"

Quote
Added reverse engineered PLD images to CPS1 games (A-board to all
and B-board and C-board to many).
[Corrado Tomaselli, Charles MacDonald]

Quote
Implemented proper shadow handling in SNK drivers. [Nicola Salmoria]

Quote
Fixed sfiii3's title animation and the linear zoom effect that
OopsWare didn't improve properly since 0.122u7. [Joshua Chang]

EDIT: Btw, this is not a request ^^U, Im only wondering if it's complicated or not to add these stuff  :smilie:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 15, 2008, 04:30:03 AM
Quote
More FM OPN fixes [Eke, R. Belmont]
 - Pass chip type around and restore Jarek's original behavior for
    YM2203/YM2610
 - Always recalculate attack rate in set_ar_ksr, fixes Megadrive/
    Genesis "Batman & Robin"
Done - this is in the source I sent you yesterday. :)

Quote
Added reverse engineered PLD images to CPS1 games (A-board to all
and B-board and C-board to many).
[Corrado Tomaselli, Charles MacDonald]
Also done - this is in the source I sent you yesterday. :)

Quote
Implemented proper shadow handling in SNK drivers. [Nicola Salmoria]
We would need an SNK driver first - http://www.mameworld.net/maws/driverinfo/snk.c (http://www.mameworld.net/maws/driverinfo/snk.c)

Quote
Fixed sfiii3's title animation and the linear zoom effect that
OopsWare didn't improve properly since 0.122u7. [Joshua Chang]
I've checked the driver and it appears that the new MAME code has been taken out of FBA - looks like oopsware didn't port these fixes across.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 15, 2008, 04:52:07 AM
Cool!, ...about the SNK stuff...I thought that was NeoGeo related xDD LOL ^^U... my bad

And ThanX for the info!  :biggrin:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 15, 2008, 01:54:56 PM
Hey Barry I dont know if this helps but I noticed that in the case of the debug driver 'X-Men 2 Clone Wars' (Megadrive), when you start the game the BGM / SFX Sounds are fine but!...if you get hit by an enemy that would trigger another type of sound, of course FBA is not being able to handle it for some reason and finally after you get hit the character is supposed to do some type of reaction like "UGH!" but thats not happening..plus after that all other sounds playing at the moment will break...here its an example of what happens...

please imagine the following as sound events as they progress in the game, i will use words simulating the music and sounds...

" . . .!!CUT MY LIFE INTO PIECES THIS IS MY LAST RESO...(BGM SAMPLE xD). . SLASH(SOUND FX) . . . BOOM(SFX) . . . UGH!(CHARACTER VOICE SOUND) . . .OOOOOOOOOOOOOOOO...(BGM SAMPLE Died with the UGH! trigger, that btw cant be heard in FBA xD)"

it was supposed to be working like...

" . . .!!CUT MY LIFE INTO PIECES THIS IS MY LAST RESO...(BGM SAMPLE xD). . SLASH(SOUND FX) . . . BOOM(SFX) . . . UGH!(CHARACTER VOICE SOUND) . . .RT, SUFFOCATION, NO BREATHING...(BGM SAMPLE DIDN'T die with the UGH! trigger)"

I tested X-Men 2 Clone Wars in other megadrive emu and the voice sounds are heard but in FBA it seems that only by trying to play the voice is breaking other sounds as well.

I hope you understand my example of events LOL

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 16, 2008, 03:21:41 AM
Megadrive is fairly preliminary so there are plenty of issues. AFAIK kev has done some work on it and has a better version - not sure if he's done any work on sound though.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Lemonzest on August 16, 2008, 06:57:29 AM
Megadrive sound is still too fast on some games, can be best heard on sonic and knuckles + sonic 3 intro.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: kev on August 16, 2008, 08:02:51 AM
I have done some work on the sound. Basically the z80 is acting a bit weird and I couldn't figure out why, so I have made a start on adding a z80 debugger to fba. I might have something to post by the end of next week.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 16, 2008, 08:16:55 AM
I have done some work on the sound. Basically the z80 is acting a bit weird and I couldn't figure out why, so I have made a start on adding a z80 debugger to fba. I might have something to post by the end of next week.

Very nice. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 16, 2008, 01:49:49 PM
I have done some work on the sound. Basically the z80 is acting a bit weird and I couldn't figure out why, so I have made a start on adding a z80 debugger to fba. I might have something to post by the end of next week.

Hey kev if you make some findings there probably that would help with NeoGeo CD problems too, that most of them are sound related and I have not figured out whats wrong with Z80  :redface:... recently I was testing my old WIP on the latest source Barry sent me and I managed to get 'Ironclad, SSRPG, MSlug 1 / 2, Last Hope and some others' to work fine without having to modify Clock frequency of Z80 like I was doing before, the only ones that need some intervention are Aero Fighters 2 / 3 because there seems to be some SoundCommands that are sent in some ranges that freaks the Z80 and the game goes silent most of the time from start of game, but if I block some command from certain ranges I have studied then Aero Fighters 2 / 3 will be able to play sounds almost for all game (probably sometimes will go in silence again because there may be some sound commands I haven't noticed) (this seems to be the same issue with X Men 2 Clone Wars [Megadrive] too)...

Finally, that was just testing a bit, because I always end up scratching my head to much on NeoCD matter so, Im just waiting Z80 get better on FBA to keep working on it ^^U... for now I have a old source always backed up with .CUE parsing for getting .BIN / MP3s / WAVs...support for MP3/WAV playback without SDL (NeoCD doesnt need any SDL at all :p), ...CD-ROM / CDDA supported for all games (only problem is getting the Tracks from Z80 SoundCommands that most of KOF9X send empty probably some register aren't going well, lot of games have CDDA working, like Mslug 1 / 2, SSRPG, Aero Fighters 1 / 2, Last Hope, and others)

There is a library implemented with all NeoGeo CD games with all NeoCD IDs, Titles, Manufacturer, year and romset names that can be used through FBA to handle each game info in different ways, so we dont have to get Titles from some part of the ROMs  :p..

All of NeoGeo CD source files were made independent in a 95% percent from neogeo source itself, so it will not affect neogeo emulation core if we do mods in the core of NeoCD for some reason ^^,...Other UI implementations are there but all of that is backed up until z80 get better :smilie:

Sooo xDD... I hope KEV can find some clues of whats happening with the Z80 core, because IQ_132 was trying to port some other games as well that are z80 based, sometimes and z80 just didnt want to run the games no matter how good the code was, or how similar the code was to MAME

Btw, Im not requesting anyone to work on Z80 ^^U, Im just expressing my feelings about z80 T___T most of them are sad xDDD LOL

SeeYaa!
 :biggrin:


Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 16, 2008, 04:36:54 PM
Btw, Im not requesting anyone to work on Z80 ^^U, Im just expressing my feelings about z80 T___T most of them are sad xDDD LOL

SeeYaa!
 :biggrin:




I actually think Doze is very good - the main drawback is usually when complicated encryption is used. The only thing I haven't been able to get it to do is the encryption on Sega System 1 and the MC8123 based encryption - other than that it copes very well.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: kev on August 16, 2008, 09:13:06 PM
If people have drivers with problems then I would suggest posting them. As for neogeo, although it's not public and no one who posts here has anything to do with it's development or release, there exists a wip driver that emulates neocd more accuratly than any other emulator.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: iq_132 on August 16, 2008, 11:45:55 PM
I actually think Doze is very good - the main drawback is usually when complicated encryption is used. The only thing I haven't been able to get it to do is the encryption on Sega System 1 and the MC8123 based encryption - other than that it copes very well.
I had trouble with tnzs reading inputs because of a problem with doze. 
I've attached another game that just refuses to run correctly, and I've ported it several times (though it could just be me making the same mistake over and over again).

If people have drivers with problems then I would suggest posting them. As for neogeo, although it's not public and no one who posts here has anything to do with it's development or release, there exists a wip driver that emulates neocd more accuratly than any other emulator.

And we've been waiting for it's release for years.  I'm not holding to hold my breath.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: kev on August 17, 2008, 05:57:14 AM
oh, I wasn't suggesting that neocd shouldn't be looked at it was supposed to be encouragement that at least in neocds case doze was/should be ok to use :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 18, 2008, 05:56:41 AM
I had trouble with tnzs reading inputs because of a problem with doze. 
I've attached another game that just refuses to run correctly, and I've ported it several times (though it could just be me making the same mistake over and over again).

I've had a quick look at it - it seems to run ok. MAME seems to update the display scanline by scanline though - not sure if we would need to replicate that or not.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: pmc2 on August 19, 2008, 06:54:56 AM
Hum,

FBA .92 cabinet+snap+titles+flyers+pcb..... available on pleasuredome.org.uk !!!

great work but who knew it?
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 19, 2008, 08:04:47 AM
I just want to give a very big thank you to the Captain for working on this wonderful emulator! It's guys like you who make our lives much more fullfiling, and if it wasn't for this emu, Damdai would have never came out with his 2df client. Thanks again :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 19, 2008, 09:31:33 AM
I just want to give a very big thank you to the Captain for working on this wonderful emulator! It's guys like you who make our lives much more fullfiling, and if it wasn't for this emu, Damdai would have never came out with his 2df client. Thanks again :)

ThanX for the comments! ^^, but I have to make clear that I'm 'not' the FBA project administrator, the current main developer is Treble Winner (Barry), and I just like to help him with some of my enhancements from my personal build and enjoy trying new things that make the emu more fun to use ^^

Other people, most of them members at NeoSource, like for example IQ_132 (Admin), OopsWare, BisonSAS, KOF2112 and others like KEV (FBA Developer too) has been collaborating from time to time with fixes, drivers, features, etc...so big thanx to them too ^^

btw Welcome to NeoSource, I hope you like the forums  :smilie:, enjoy your visit!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: 0746 on August 19, 2008, 10:00:41 AM
WOW he's here too
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 19, 2008, 10:27:04 AM
ThanX for the comments! ^^, but I have to make clear that I'm 'not' the FBA project administrator, the current main developer is Treble Winner (Barry), and I just like to help him with some of my enhancements from my personal build and enjoy trying new things that make the emu more fun to use ^^

Other people, most of them members at NeoSource, like for example IQ_132 (Admin), OopsWare, BisonSAS, KOF2112 and others like KEV (FBA Developer too) has been collaborating from time to time with fixes, drivers, features, etc...so big thanx to them too ^^

btw Welcome to NeoSource, I hope you like the forums  :smilie:, enjoy your visit!

SeeYaa!
 :biggrin:

I really can't let a thread like this go without Jan getting a mention. Most of the framework and the popular drivers owe an awful lot of thanks to his work. Quite simply put, FBA would not be anything like it is now without his work. And of course Dave, although not much of FinalBurn is actually left!
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 19, 2008, 10:28:03 AM
WOW he's here too

I just realised what you mean. :)
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 19, 2008, 10:34:01 AM
Thanks for the clarification Captain. I apologize for the mixup. Thanks Treble Winnder, IQ, KEV, etc for all the work you guys are doing!

WOW he's here too

Aw C'mon man, I'm not a bad person. Why all the hate?
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 19, 2008, 10:39:09 AM
Aw C'mon man, I'm not a bad person. Why all the hate?

I don't think you'll find any hate here. This is an extremely friendly forum - that said previous lessons are always useful in life.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 19, 2008, 12:28:50 PM
I don't think you'll find any hate here. This is an extremely friendly forum - that said previous lessons are always useful in life.

Thanks for assurance :)

Treble can you tell me who developed, or is responsible for the scanline, 3D Projection, and phoshper effects in FBA? And why they're so damn awesome? I seriously can't believe how astounding FBA looks on my DLP screen with these effects properly tweaked. It literally looks like a CRT standard res monitor! It's amazing. I tried getting similar results in mame32 to no avail.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 19, 2008, 02:30:09 PM
Thanks for assurance :)

Treble can you tell me who developed, or is responsible for the scanline, 3D Projection, and phoshper effects in FBA? And why they're so damn awesome? I seriously can't believe how astounding FBA looks on my DLP screen with these effects properly tweaked. It literally looks like a CRT standard res monitor! It's amazing. I tried getting similar results in mame32 to no avail.

All of the blitters in FBA are the work of Jan Klaassen (http://www.ojko.com/phpbb/memberlist.php?mode=viewprofile&u=6). The softFX filters are libraries from external sources but the effects you are talking about are entirely Jan's work. The first versions of MAME that used Direct3D used Jan's implementation but current MAME has been rewritten and Jan's code is gone.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 19, 2008, 03:10:05 PM
All of the blitters in FBA are the work of Jan Klaassen (http://www.ojko.com/phpbb/memberlist.php?mode=viewprofile&u=6). The softFX filters are libraries from external sources but the effects you are talking about are entirely Jan's work. The first versions of MAME that used Direct3D used Jan's implementation but current MAME has been rewritten and Jan's code is gone.

ahh I gotcha....well Jan, if you're reading this, you've done a PHENOMENAL job with these blitters bro! Thank you thank you thank you !!!
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 19, 2008, 03:43:31 PM
I really can't let a thread like this go without Jan getting a mention. Most of the framework and the popular drivers owe an awful lot of thanks to his work. Quite simply put, FBA would not be anything like it is now without his work. And of course Dave, although not much of FinalBurn is actually left!

Oh! Yeah! Jan has done a wonderful job too ^^ I just wanted to let known I was not the main developer at the moment...

but to clear things out lets get a little info quoted  :biggrin:

http://www.barryharris.me.uk/fba.php

Quote from: http://www.barryharris.me.uk/fba.php
...

FB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. Over the years this has comprised of myself(Treble Winner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. FB Alpha is based on the original FinalBurn by Dave.

...

Basically FBA is a result of collaboration of several people over the time, and because it's open source it can get better any time.

ThanX should go to those mentioned in that quote too ^^

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 19, 2008, 04:28:55 PM
What ever happened to Davey? I remember shooting the blues with him over at retrogames YEARS ago. He's like some sort of legendary icon or something. Anyone heard from him or seen him around lately? He must be pretty flattered knowing his 'baby' took off like a rocket and never looked back.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: JacKc on August 19, 2008, 07:50:25 PM
Even if i'm not a FBA dev', i just can say many thanks to Treble Winner, Iq_132, Cap's, Kev, Pcm2, Oopsware...and all others actors that have made FBA one of the BEST Arcade Emulator :biggrin:

Since few versions, i see many features that have been added, more drivers added too...for some fantastics results.

All my supports for this awesome and wonderfull build called FBA :cool:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: 0746 on August 19, 2008, 10:11:05 PM
^ Call them warlords :biggrin:
I haven't seen any emulators as organized as this one (except for mame). I haven't seen many emulators which has contributions from this many people as well (except for mame). I think this is the best approach to public projects like this and those who made this possible have my sincerest admiration.


isamu: You have my apologies if you thought that was offending. No harm intended...Think of it as a hello from an old friend.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 19, 2008, 10:26:27 PM
Hey Barry do you or someone else know how I can force the DirectX9 Blitter to be activated under a MinGW compilation?

I have been remaking my MinGW environment from scratch, no packages, I did a manual set up of just what FBA needs to compile:

MinGW ( mingw-runtime, mingw-utils, mingw32-make, binutils )
GCC ( gcc-core, gcc-g77, gcc-g++, gcc-objc )
DirectX9 ( updated libraries for MinGW )
Required for FBA ( perl, nasm, unixutils, Win32 API libs )

This environment is very clean and the compressed 7zip size is just 10MB. For now I did this remake with MinGW v3.1 components and GCC 3.3.1 components. MinGW doesn't complain about nothing but since the GCC is very old it displays warnings while compiling some of the cpu cores, but are cosmetic warnings.

Having done that I have successfully updated Win32 API to its latest version v3.11 and DirectX headers and libraries to DirectX9! (zlib / libpng are not needed in MinGW environment anymore because its implemented in the FBA source now) ... everything is compiling and running very well with the newest DirectX libs...

The thing is that I made the menu choice enabled but when I click on it , the blitter doesn't change, it just reload the active blitter and the menu blitter option doesn't even change

If I could just force it then probably it would work since it have the DX9 libs integrated

ThanX in advance for any help on this matter!

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 20, 2008, 12:18:43 AM
Ok I was able to find the issue, I forgot to add the libs and the .cpp obj to the makefile ^^U...

now after compiling and running FBA when I try to activate the Blitter I have problem with this...

vid_directx9.cpp

Code: [Select]
#ifdef LOAD_EFFECT_FROM_FILE
if (FAILED(D3DXCreateEffectFromFile(pD3DDevice, _T("bicubic.fx"), NULL /* d3dxm */, NULL, 0, NULL, &pEffect, &pErrorBuffer))) {
#else
if (FAILED(D3DXCreateEffectFromResource(pD3DDevice, NULL, MAKEINTRESOURCE(ID_DX9EFFECT), NULL /* d3dxm */, NULL, 0, NULL, &pEffect, &pErrorBuffer))) {
#endif
#ifdef PRINT_DEBUG_INFO
    dprintf(_T("  * Error: Couldn't compile effect.\n"));
dprintf(_T("\n%hs\n\n"), pErrorBuffer->GetBufferPointer());
#endif

Im getting the 'Couldn't compile effect' error...and I know why..but the problem is I dont know how to handle the following with MinGW...

resource.rc

Code: [Select]
ID_DX9EFFECT RCDATA "resource/bicubic.fx"
I removed the compiler conditioning, and when MinGW get to that point an error message come...

Quote
Making debug build...

Generating depend file for src/burner/win32/about.cpp...
Generating depend file for src/burner/win32/resource.rc...
Generating depend file for src/interface/win32/vid_directx9.cpp...
Compiling src/burner/win32/about.cpp...
Compiling resource file resource.rc...
windres: src/burner/win32/resource.rc:38: parse error
cc1: No error: when writing output to

mingw32-make.exe[1]: *** [resource.o] Error 1

ThanX in advance for anyone who help on this  :smilie:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 20, 2008, 02:10:47 AM
I was able to compile using the following line at 'resource.rc'

Quote
ID_DX9EFFECT RT_RCDATA   "resource/bicubic.fx"

no errors are displayed when compiling, but when I open FBA and try to set the blitter, the first error comes back...

I did a debugging check to see what was the specific error and it seems the data of the resource being stored in memory is invalid for the function. There are 3 possible error results returned from the function if something goes wrong according to MSDN so I'm using this to verify the issue...

Code: [Select]
if (hRes2 == D3DERR_INVALIDCALL) {
    dprintf(_T("  * Error: Couldn't compile shader. D3DERR_INVALIDCALL\n"));
//dprintf(_T("\n%hs\n\n"), pErrorBuffer->GetBufferPointer());
}

if (hRes2 == D3DXERR_INVALIDDATA) {
    dprintf(_T("  * Error: Couldn't compile shader. D3DXERR_INVALIDDATA\n"));
//dprintf(_T("\n%hs\n\n"), pErrorBuffer->GetBufferPointer());
}

if (hRes2 == E_OUTOFMEMORY) {
    dprintf(_T("  * Error: Couldn't compile shader. E_OUTOFMEMORY\n"));
//dprintf(_T("\n%hs\n\n"), pErrorBuffer->GetBufferPointer());
}

the error that is being returned is "D3DXERR_INVALIDDATA" so this means MinGW is not handling RCDATA well for some reason.

I'm wondering now is there is another way to load the "bicubic.fx" for DirectX

Offtopic: Looking around I found out some info regarding on how to make GDI objects as windows to be displayed while using directdraw ^^, so I hope I can work on some fullscreen features later, like configure inputs in fullscreen, use cheats dialog in fullscreen...but well first I have to study the reference I found out  :biggrin:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: Barry Harris on August 20, 2008, 03:37:55 AM
What you're looking at there is effect files. See this (http://www.mvps.org/directx/articles/effect/effect1_1.htm) for more info. I've had a quick look at the blitter a while ago with a view to adding more .fx files. I never really got anywhere though.

I'm not sure why GCC wouldn't like it - sounds like you're hunting it down though.

I do all my testing with GCC/MinGW and I don't get any compile warnings at all. Can you let me know what version of GCC, etc, you're using and the warnings?
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 20, 2008, 04:56:31 AM
What you're looking at there is effect files. See this (http://www.mvps.org/directx/articles/effect/effect1_1.htm) for more info. I've had a quick look at the blitter a while ago with a view to adding more .fx files. I never really got anywhere though.

I'm not sure why GCC wouldn't like it - sounds like you're hunting it down though.

I do all my testing with GCC/MinGW and I don't get any compile warnings at all. Can you let me know what version of GCC, etc, you're using and the warnings?

ThanX Barry! ^^

Finally got MinGW + DirectX9 compilation working ^^ , It succesfully loaded the file but without including it on the resource, for this I used the following functions...

D3DXCreateEffectFromFile()
D3DXCompileShaderFromFile()

and these were the functions it had before...

D3DXCreateEffectFromResource()
D3DXCompileShaderFromResource()

Tested FBA and the blitter is running pretty good ^^, the only thing I noticed is the VSync now works in windowed mode too, but at least in this PC its going slow, anyway when you go fullscreen with VSync it works like icecream!..other features like scanlines , etc work fine as well, so the issue with VSync should be easily handled by adding an option for the user like "Use VSync fullscreen only"

What I have to check now is why FBA is asking me for d3dx9.dll to run (that remembers me the kaillera issue xD) and if the .FX file is not needed ( I hope not lol )

SeeYaa!
 :biggrin:




Title: Re: FB Alpha 0.2.96.92 Release
Post by: 0746 on August 20, 2008, 05:13:21 AM
What I have to check now is why FBA is asking me for d3dx9.dll to run (that remembers me the kaillera issue xD) and if the .FX file is not needed ( I hope not lol )
Newer versions of DirectX SDK dynamically links to their corresponding version of d3dx unlike the old version used by Barry.
Title: Re: FB Alpha 0.2.96.92 Release
Post by: CaptainCPS on August 20, 2008, 04:16:26 PM
 I think I will give up on trying to use DirectX9 in MinGW for FBA, because I dont like the idea of needing the DLL to run FBA...Microsoft sure knows how to f*** up things (sorry for the word, but there is no way around it xD)

I will go back to my latest stable progress using DirectX7 libs for MinGW, so DirectX9 Blitter will be disabled as usual in MinGW compilations

everyone should not worry about this failure on implementing DirextX9 for MinGW compilation without relying on the DLL, there are lot of other nice things done related to compiling with MinGW ^^ like being able to use the latest Win32 API libs, using updated zlib / libpng libraries included as they come in the original package (no '-lz' or '-lpng' needed in makefile) and other things Im working on related to compilation  :smilie:

Now Im gonna see if I can implement the GDI + DirectDraw thing, that btw Direct3D seems to have it too..if this work, as I said previously we should be able to call dialogs in fullscreen mode ^^, there is no 100% probability it will work but I'll give it a shot anyway  :biggrin:

SeeYaa!
 :biggrin:
Title: Re: FB Alpha 0.2.96.92 Release
Post by: isamu on August 25, 2008, 03:06:35 AM
The first versions of MAME that used Direct3D used Jan's implementation but current MAME has been rewritten and Jan's code is gone.

Treble, I noticed that MAME allows you to use various scanline overlay effects that are taken from actual .png screenshots. There is a thread *HERE* (http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=92158&page=0&view=expanded&sb=5&o=&vc=1) containing various entries from both Twisty and John IV and the files are simply png screenshots. I find this discovery somewhat fascinating, and leads me to my question:

If all mame needs to incorporate the scanline overlay effect is a simple png screenshot containing whatever scanline effect, does that mean I can take a screenshot from within FBA utilizing one of Jan's effects, save it as a png file, and then simply paste it into MAME's artwork folder? If not, is there a similar way to achieve this?

For example, here's the effect I'm looking for: (see attached)