Author Topic: FB Alpha 0.2.97.13 Release  (Read 21495 times)

Offline iq_132

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Re: FB Alpha 0.2.97.13 Release
« Reply #15 on: November 19, 2011, 02:12:49 AM »
I took a look at adding some neocd bios roms. 
It uses a couple of undocumented DMA modes, FF89 and F2DD. 
FF89 seems to be the same as FFC5? I'm having a hard time with F2DD.

Hmm... F2DD seems to be the same as E2DD? Maybe there's something else going on?
« Last Edit: November 19, 2011, 02:42:12 AM by iq_132 »


Offline KaaMoS

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Re: FB Alpha 0.2.97.13 Release
« Reply #16 on: November 20, 2011, 05:17:08 PM »
Ohh la-la!!!
It does look so beautiful!
So does that (golden) Japanese  BIOS!

Congratulations for such advances!! I'm so excited to see how good all of this looks!

I've a little question about Neo-Geo CD...
I know you probably want to keep Neo-Geo CD emulation as equal as possible to the original way in which those games are loaded on Console...
...but, do you think is possible to enable some kind of "acceleration" to game loading? (I mean, those curtains loaded before game starts/shows a new scene).

Thanks!
« Last Edit: November 20, 2011, 05:18:22 PM by KaaMoS »

Offline Barry Harris

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Re: FB Alpha 0.2.97.13 Release
« Reply #17 on: November 20, 2011, 05:24:05 PM »
Ohh la-la!!!
It does look so beautiful!
So does that (golden) Japanese  BIOS!

Congratulations for such advances!! I'm so excited to see how good all of this looks!

I've a little question about Neo-Geo CD...
I know you probably want to keep Neo-Geo CD emulation as equal as possible to the original way in which those games are loaded on Console...
...but, do you think is possible to enable some kind of "acceleration" to game loading? (I mean, those curtains loaded before game starts/shows a new scene).

Thanks!

You can press F1 to fast-forward it a bit. :)
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Send me an e-mail at barry@fbalpha.com letting me know how big of a piece of sh** I am.

Offline JacKc

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Re: FB Alpha 0.2.97.13 Release
« Reply #18 on: November 23, 2011, 03:23:46 PM »
Added clone ikari3j (Ikari Three - The Rescue (Japan, Rotary Joystick)) from MAME to d_snk68.cpp

Code: [Select]
// Ikari Three - The Rescue (Japan, Rotary Joystick)

static struct BurnRomInfo ikari3jRomDesc[] = {
{ "ik3-2-j.c10",  0x20000, 0x7b1b4be4, 1 | BRF_PRG }, //  0 68k Code
{ "ik3-3-j.c9",   0x20000, 0x8e6e2aa9, 1 | BRF_PRG }, //  1
{ "ik3-1.c8",     0x10000, 0x47e4d256, 1 | BRF_PRG }, //  2
{ "ik3-4.c12",    0x10000, 0xa43af6b5, 1 | BRF_PRG }, //  3

{ "ik3-5.bin",    0x10000, 0xce6706fc, 2 | BRF_PRG }, //  4 Z80 Code

{ "ik3-7.bin",    0x08000, 0x0b4804df, 3 | BRF_GRA }, //  5 Characters
{ "ik3-8.bin",    0x08000, 0x10ab4e50, 3 | BRF_GRA }, //  6

{ "ik3-13.bin",   0x20000, 0x9a56bd32, 4 | BRF_GRA }, //  7 Sprites
{ "ik3-12.bin",   0x20000, 0x0ce6a10a, 4 | BRF_GRA }, //  8
{ "ik3-11.bin",   0x20000, 0xe4e2be43, 4 | BRF_GRA }, //  9
{ "ik3-10.bin",   0x20000, 0xac222372, 4 | BRF_GRA }, // 10
{ "ik3-9.bin",    0x20000, 0xc33971c2, 4 | BRF_GRA }, // 11
{ "ik3-14.bin",   0x20000, 0x453bea77, 4 | BRF_GRA }, // 12
{ "ik3-15.bin",   0x20000, 0x781a81fc, 4 | BRF_GRA }, // 13
{ "ik3-16.bin",   0x20000, 0x80ba400b, 4 | BRF_GRA }, // 14
{ "ik3-17.bin",   0x20000, 0x0cc3ce4a, 4 | BRF_GRA }, // 15
{ "ik3-18.bin",   0x20000, 0xba106245, 4 | BRF_GRA }, // 16
{ "ik3-23.bin",   0x20000, 0xd0fd5c77, 4 | BRF_GRA }, // 17
{ "ik3-22.bin",   0x20000, 0x4878d883, 4 | BRF_GRA }, // 18
{ "ik3-21.bin",   0x20000, 0x50d0fbf0, 4 | BRF_GRA }, // 19
{ "ik3-20.bin",   0x20000, 0x9a851efc, 4 | BRF_GRA }, // 20
{ "ik3-19.bin",   0x20000, 0x4ebdba89, 4 | BRF_GRA }, // 21
{ "ik3-24.bin",   0x20000, 0xe9b26d68, 4 | BRF_GRA }, // 22
{ "ik3-25.bin",   0x20000, 0x073b03f1, 4 | BRF_GRA }, // 23
{ "ik3-26.bin",   0x20000, 0x9c613561, 4 | BRF_GRA }, // 24
{ "ik3-27.bin",   0x20000, 0x16dd227e, 4 | BRF_GRA }, // 25
{ "ik3-28.bin",   0x20000, 0x711715ae, 4 | BRF_GRA }, // 26

{ "ik3-6.bin",    0x20000, 0x59d256a4, 5 | BRF_SND }, // 27 upd7759 samples
};

STD_ROM_PICK(ikari3j)
STD_ROM_FN(ikari3j)

struct BurnDriver BurnDrvikari3j = {
"ikari3j", "ikari3", NULL, NULL, "1989",
"Ikari Three - The Rescue (Japan, Rotary Joystick)\0", NULL, "SNK", "Miscellaneous",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING | BDF_CLONE, 2, HARDWARE_MISC_PRE90S, GBF_SHOOT, 0,
NULL, ikari3jRomInfo, ikari3jRomName, NULL, NULL, IkariInputInfo, IkariDIPInfo,
ikari3Init, DrvExit, DrvFrame, DrvDraw, DrvScan,
&DrvRecalc, 0x800, 256, 224, 4, 3
};


Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #19 on: November 26, 2011, 12:21:56 AM »
Hello im having problems getting the neogeo cd emulation to work. Keep getting "couldn't initialize CD emulation". I have put the neocdz.zip im my roms folder, i have used the one that is used in mess, is that the right one?

Thanks

Offline CaptainCPS

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Re: FB Alpha 0.2.97.13 Release
« Reply #20 on: November 26, 2011, 01:06:00 AM »
@jester82

You need to have the NeoGeo BIOS (neogeo.zip) in there as well, with the neocdz.zip

Let me know if you solve your problem :)

SeeYaa!
 :biggrin:

Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #21 on: November 26, 2011, 04:51:11 AM »
@jester82

You need to have the NeoGeo BIOS (neogeo.zip) in there as well, with the neocdz.zip

Let me know if you solve your problem :)

SeeYaa!
 :biggrin:


Yea i took the neogeo.zip from my mame .144 roms and it still does the same thing. Running windows 7 64 bit if that make a difference.

Offline Barry Harris

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Re: FB Alpha 0.2.97.13 Release
« Reply #22 on: November 26, 2011, 04:54:59 AM »
I assume you have selected a valid NeoGeo CD iso/cue file before staring the emulation?
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Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #23 on: November 26, 2011, 03:28:27 PM »
I assume you have selected a valid NeoGeo CD iso/cue file before staring the emulation?


Got it!  My cue file was messed up, tracks were not named right. Crossed Swords 2 music is not working though but at least the game launches now.
« Last Edit: November 26, 2011, 03:42:14 PM by jester82 »

Offline CaptainCPS

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Re: FB Alpha 0.2.97.13 Release
« Reply #24 on: November 26, 2011, 04:26:34 PM »

Got it!  My cue file was messed up, tracks were not named right. Crossed Swords 2 music is not working though but at least the game launches now.

Tracks must be WAV, MP3 is not supported, that must be your problem because I personally have tested it and its working just fine :)

Don't just rename mp3 to WAV, make sure you convert them properly and edit the CUE accordingly.

Check my CUE as reference ;)

Code: [Select]
CATALOG 4949830011021
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 01 of 23)[!].iso" BINARY
  TRACK 01 MODE1/2048
    INDEX 01 00:00:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 02 of 23)[!].wav" WAVE
  TRACK 02 AUDIO
    PREGAP 00:02:00
    INDEX 01 00:00:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 03 of 23)[!].wav" WAVE
  TRACK 03 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 04 of 23)[!].wav" WAVE
  TRACK 04 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 05 of 23)[!].wav" WAVE
  TRACK 05 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 06 of 23)[!].wav" WAVE
  TRACK 06 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 07 of 23)[!].wav" WAVE
  TRACK 07 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 08 of 23)[!].wav" WAVE
  TRACK 08 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 09 of 23)[!].wav" WAVE
  TRACK 09 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 10 of 23)[!].wav" WAVE
  TRACK 10 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 11 of 23)[!].wav" WAVE
  TRACK 11 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 12 of 23)[!].wav" WAVE
  TRACK 12 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 13 of 23)[!].wav" WAVE
  TRACK 13 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 14 of 23)[!].wav" WAVE
  TRACK 14 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 15 of 23)[!].wav" WAVE
  TRACK 15 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 16 of 23)[!].wav" WAVE
  TRACK 16 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 17 of 23)[!].wav" WAVE
  TRACK 17 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 18 of 23)[!].wav" WAVE
  TRACK 18 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 19 of 23)[!].wav" WAVE
  TRACK 19 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 20 of 23)[!].wav" WAVE
  TRACK 20 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 21 of 23)[!].wav" WAVE
  TRACK 21 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 22 of 23)[!].wav" WAVE
  TRACK 22 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00
FILE "Crossed Swords II (1995)(ADK)(JP)(Track 23 of 23)[!].wav" WAVE
  TRACK 23 AUDIO
    INDEX 00 00:00:00
    INDEX 01 00:02:00

SeeYaa!
 :biggrin:

Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #25 on: November 26, 2011, 05:55:34 PM »
ah ok thanks a lot was not aware of that :) know of a good free converter i could download?

Thanks
« Last Edit: November 26, 2011, 06:21:50 PM by jester82 »

Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #26 on: November 27, 2011, 03:30:56 PM »
Ok so i found a converter and converted my files. I then changed my cue file accordingly... Now it loads up the game i select start game, it starts loading the first level and as soon as its done it crashes the emulator? Any ideas???



Thanks

Offline jester82

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Re: FB Alpha 0.2.97.13 Release
« Reply #27 on: November 27, 2011, 03:50:00 PM »
Never mind, i find a version that already has it in wave files and now it works! Awesome job guys :)