Author Topic: dink's FBN Development & Fixes thread  (Read 434058 times)

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2160 on: May 25, 2021, 10:50:02 AM »
@retroFuture : it was fixed last month
Awesome! Is this change in the latest Lakka core?

Online dink

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Re: dink's FBN Development & Fixes thread
« Reply #2161 on: May 25, 2021, 10:55:54 AM »
It's in the latest codebase for fbneo (windows version) and libretro (everything version), I don't know about lakka, but if it is up to date, then yes.

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2162 on: May 25, 2021, 12:17:24 PM »
@retroFuture : test, and let the lakka maintainers know that they should update FBNeo more regularly if it's still broken, we can't keep tabs on every side-projects using our emulator

Offline retroFuture

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Re: dink's FBN Development & Fixes thread
« Reply #2163 on: May 26, 2021, 04:56:21 AM »
@retroFuture : test, and let the lakka maintainers know that they should update FBNeo more regularly if it's still broken, we can't keep tabs on every side-projects using our emulator
I will do that :)

Online dink

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Re: dink's FBN Development & Fixes thread
« Reply #2164 on: May 30, 2021, 09:46:48 AM »
Hi guys,
Added a WIP driver for Zero Hour / Red Clash.
Zero Hour is fully playable with sound.
Red Clash is fully playable, with no sound.

Samples for Zero Hour were created by Otto_Pylotte [he also did Cheeky Mouse!].

Here's the SamplePack *attachment*, toss it in support/samples

Note: games have imperfect colors, hence the WIP status.

best regards,
- dink
« Last Edit: May 30, 2021, 09:49:35 AM by dink »

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2165 on: May 30, 2021, 03:14:17 PM »
Hey dink. I think the voices in OutRunners sound pretty bad with the Low-pass filter on. Just insert a coin and press start to get your ears violated. Thanks for your time.

Online dink

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Re: dink's FBN Development & Fixes thread
« Reply #2166 on: May 31, 2021, 12:35:25 PM »
Stifu,
Thanks for letting me know, please give it a try now :)
Keep in mind: some of the game's samples were recorded a bit hot (distorted), and don't sound great even without a filter.  F.ex. the car "start-up" sound & announcer.

best regards,
- dink

Online dink

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Re: dink's FBN Development & Fixes thread
« Reply #2167 on: May 31, 2021, 12:48:01 PM »
FBNeo emulates Mrs. Dynamite now, too!
Big thanks to Marco Kerstens, Sam Grech, Frank Palazzolo for procurement of the pcb, dumping the roms and emulating it first in MAME.

It's kinda like the bomb level in Warp & Warp, some say it's like Bomberman.

https://www.pcgamesn.com/emulation/mame-232-mrs-dynamite

have fun :)  Should be available in all FBNeo builds right now.

best regards,
- dink

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2168 on: May 31, 2021, 02:05:22 PM »
Stifu,
Thanks for letting me know, please give it a try now :)

It's better, thank you!

Online dink

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Re: dink's FBN Development & Fixes thread
« Reply #2169 on: June 08, 2021, 10:15:00 AM »
Auto-Fire updates

Auto-Fire has a new rate selection: "Faster".
For when you need to go faster than "Fast" and slightly slower than "Very Fast".  In some games, "Very Fast" is too fast for the game to even register button presses, and the "Fast" option is not fast enough.  Get it? :)  On a scale of 1-10: Think of "Slow" as a 1 and "Faster" as 10.  "Very Fast" goes to 11.

Button Staggering: If you set up more than 1 autofire button, the buttons won't hit at the same exact time.
This is especially useful for games like Konami's Track and Field / 88 Games

best regards,
- dink
« Last Edit: June 08, 2021, 10:17:07 AM by dink »