Author Topic: FB Neo Bugs Reports  (Read 158793 times)

Offline dink

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Re: FBN Bugs Reports
« Reply #150 on: August 26, 2020, 09:32:10 AM »
RN,
Try to understand this: the sample rate of the recorded sample data on cps1 is 7.5khz, the only way you can change this is to re-record the samples at a higher rate.  The 6295 in both of those mame versions is absolutely the same:
1mhz / 132 = 7575 (7.5khz, i guess we could say 7.6khz to round it up.... but you get the point)
132 is the divider at which the msm6295 runs at.

If you overclock a 6295 to run at a higher rate, it will play the music & sfx faster - like a 33 1/3 record being played at 78rpm.

to sum up: in order to run the msm6295 at a higher sampling rate, it needs to be supplied pcm data (music+sfx) at the higher rate, and that is impossible unless you can jump in your DeLorean(and don't forget, need to go 88mph while supplying 1.21 jigga-watts to the flux capacitor), learn Japanese and go back to when they were developing CPS1 and convince them to record their samples at a higher rate :)

The change I made to the msm6295 affects any game that uses the chip, not just cps1 :)

best regards,
- dink

Offline Kev

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Re: FBN Bugs Reports
« Reply #151 on: August 26, 2020, 04:34:07 PM »
In my really limited testing, I think it sounds much better with the changes.

Offline dink

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Re: FBN Bugs Reports
« Reply #152 on: August 27, 2020, 09:53:50 AM »
thanks for trying, Kev :)

Offline Agozer

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Re: FBN Bugs Reports
« Reply #153 on: August 27, 2020, 02:07:39 PM »
In Tengai (World), one of the DIP switch settings is not labeled (Flip screen?); the option to change it is there, but the label is blank. Also, the "(World)" part of the title is not capitalized.

Offline dink

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Re: FBN Bugs Reports
« Reply #154 on: August 28, 2020, 12:50:15 AM »
Agozer, thanks - the Tengai issues & the CPS3 romlist issue are fixed

best regards,
- dink

Offline dink

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Re: FBN Bugs Reports
« Reply #155 on: August 28, 2020, 12:53:41 AM »
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink

Offline Stifu

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Re: FBN Bugs Reports
« Reply #156 on: August 28, 2020, 03:18:54 AM »
Talking about sound issues, I just tried Schmeiser Robo. Some voices seem to be missing, like, you can't hear the announcer in FBN.
Here's a recording of the original PCB, for comparison: https://youtu.be/boc8Za8yE8s
When a round starts, you can hear "Ready... Fight!" (at 0:40, for example). You can't hear that in FBN (Edit: well, sometimes you can, but not always... Not sure what's going on. Maybe it only fails to work for the very first round?).

Just in case my report fell through the tracks, I'm bumping it.
I don't deeply care about that game, honestly, but I guess whatever might improve FBN is worth investigating.

Offline stoo

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Re: FBN Bugs Reports
« Reply #157 on: August 28, 2020, 05:44:27 AM »
@stifu I think it's slightly more complicated than that.

In FBNeo there doesn't seem to be any PCM audio at all until an actual in-game sound effect is played (by that I mean generated by a character fighting).

The "triggering" sound effect can be in the attract mode demo, the pre-game instruction, or when the player actually begins playing. Once any "fighting" sound effect plays, all others will then play normally.

There should be sound effects:

  • when the game starts up during the export warning
  • when you add credits
  • when you select a character
  • as the characters' stats are drawn on screen

If you simply enter coins and start the game before any other sounds have a chance to play, the sounds listed above will not be played, and neither will the "Ready... Fight!" sample. The first sound played will be a character attacking.

Finally, the PCM audio also seems to be too quiet and/or the music too loud in FBNeo. They should be more balanced.

(p.s. @dink - this is adelpha, using my normal username that wasn't available on github)
« Last Edit: August 28, 2020, 05:53:04 AM by stoo »

Offline barbudreadmon

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Re: FBN Bugs Reports
« Reply #158 on: August 28, 2020, 06:22:00 AM »
Someone tried it on MAME ? Maybe that's game bug ?

Offline stoo

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Re: FBN Bugs Reports
« Reply #159 on: August 28, 2020, 06:23:33 AM »
It's fine in MAME. That's how I know it's supposed to play audio during the export warning and coin entry. :P

Also, hi barbu. Now I have two venues with which to annoy you with bug reports ;)

Actually, three if you count the RetroPie forums.
« Last Edit: August 28, 2020, 06:28:53 AM by stoo »

Offline barbudreadmon

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Re: FBN Bugs Reports
« Reply #160 on: August 28, 2020, 06:35:17 AM »
Actually, three if you count the RetroPie forums.

No problem, i try to be present everywhere :). Thanks for confirming the issue doesn't exist on MAME, i'll check if i can find information about it.

Offline dink

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Re: FBN Bugs Reports
« Reply #161 on: August 28, 2020, 08:59:22 AM »
Stifu,
Sorry about overlooking your post - sometimes when too much stuff happens my brain fails to see things right in-front of me :)
Anyhow - the fix is in :)

best regards,
- dink

Offline Stifu

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Re: FBN Bugs Reports
« Reply #162 on: August 28, 2020, 12:22:09 PM »
No problem, dink, and thanks!

Offline Agozer

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Re: FBN Bugs Reports
« Reply #163 on: August 28, 2020, 04:49:20 PM »
In the game information panel for Tapper (Budweizer), the file for the Midway SSIO Sound Board (82d123.12d) is listed twice. IIRC, happens with every game the uses said file.

Offline Neildark

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Re: FBN Bugs Reports
« Reply #164 on: August 28, 2020, 06:58:45 PM »
Tenchi wo Kurau II - Sekiheki no Tatakai (Master Edition, Hack)

In this game the third button is not enabled either, in addition the second button (jump) does the magic of two buttons (attack + Jump)  :confused:

A greeting  :cool: