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Final Burn Neo => FBN Development => Topic started by: JacKc on May 11, 2020, 06:20:34 AM

Title: FB Neo Bugs Reports
Post by: JacKc on May 11, 2020, 06:20:34 AM
FB Neo Bugs Reports

This thread was created to organize bugs reports related to FB Neo

Please only post Bug reports in this thread and/or in the GitHub FBNeo/issues Reporting Module (https://github.com/finalburnneo/FBNeo/issues).

Don't think twice about reporting a bug, feel free to post every detail, but please make sure the report is clear and specific, if the bug is a game crash, a savestate would help to recreate it and see whats wrong. Details of your system are also important, you can save the System Information that FBNeo generates as a text file and attach it with your report. If you have any images / screenshot of the bugs they are very useful as well.

Remember to follow the Forum rules always when posting anything here. :)

Thanks!

If possible, also please attach a save state and screenshots!
Title: Re: FBN Bugs Reports
Post by: Loggan on May 14, 2020, 03:51:20 PM
Maybe its time to end the old thread since this one now exists.

alt archive a backup copy and keep it private
Title: Re: FBN Bugs Reports
Post by: dink on May 14, 2020, 07:38:40 PM
We need to keep it as-is for reference, and I like to go through it from time to time to find things that were missed.
Title: Re: FBN Bugs Reports
Post by: Loggan on May 14, 2020, 07:51:23 PM
For reference ofc, still made a suggestion in-case.
Title: Re: FBN Bugs Reports
Post by: Robert on May 18, 2020, 07:03:33 AM
JacKc
FBA Dev

Shouldn't you be a FBN Dev?
Title: Re: FBN Bugs Reports
Post by: JacKc on May 19, 2020, 04:47:25 PM
Hiya Robert,

How are you?

I think you mean this :

(https://i.imgur.com/xj9oI8v.png)

i need to contact you ;)
Title: Re: FBN Bugs Reports
Post by: Robert on May 20, 2020, 03:49:51 AM
I await your PM.
Title: Re: FBN Bugs Reports
Post by: Al82 on May 25, 2020, 02:15:53 PM
Thought I'd report an issue with Growl (US) - block platforms aren't rendering correctly on cave stage (completely invisible)
Title: Re: FBN Bugs Reports
Post by: Al82 on May 25, 2020, 02:21:57 PM
I think there's a bug in Operation Thunderbolt (World, Rev 1): the player status panel at the bottom of the screen has chunks missing (circled in the screenshot). Those holes appear as transparent on some levels; the background assets can be seen through them. Also looks like the position of the frame isn't quite right - you can see the house to the right side of the screen outside the main frame in the black area.
Title: Re: FBN Bugs Reports
Post by: dink on May 26, 2020, 01:35:39 AM
Thought I'd report an issue with Growl (US) - block platforms aren't rendering correctly on cave stage (completely invisible)

Thanks for the bug report, Al82.
With some help from Gab75 - this bug is fixed now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Gab75 on May 26, 2020, 02:31:17 AM
Growl "platforms bug" fixed... thanks to dink! :)
Title: Re: FBN Bugs Reports
Post by: dink on May 26, 2020, 10:28:11 AM
Al82,
I fixed the missing chunks in the HUD, thanks for letting us know! :)
It's a funny thing, the missing background area on the right-side of the screen is actually how the PCB operates as well, you can even see it in the pictures on the arcade versions' flyer:  (look closely at the middle and lower-left screen images)
https://flyers.arcade-museum.com/?page=flyer&db=videodb&id=1526&image=2

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Al82 on May 26, 2020, 03:22:34 PM
Thanks guys! I'll be sure to try out the fixes in the latest build!  :smilie:
Title: Re: FBN Bugs Reports
Post by: Robert on May 26, 2020, 09:00:20 PM
This message was posted by a user on another forum - I'm not in a position to verify it...


Quote
Can someone report Yie Ar Kung-Fu II (48K)  ZX Spectrum. After loading, Screen is scramble.

somehow i cant register at FBneo . it said my email was already use to register.

thank you.
Title: Re: FBN Bugs Reports
Post by: littlebear on July 08, 2020, 10:27:25 PM
Mega Mindtris (HB, v1.2) only black screen after loading.
Title: Re: FBN Bugs Reports
Post by: dink on July 08, 2020, 11:06:00 PM
littlebear, a fix for megamindtris is in

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on July 08, 2020, 11:22:45 PM
Thank for the super quick respond and fix.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 08, 2020, 11:28:25 PM
Xmen 6p version on fba the 5th stage: the platform should go to lower level but gets jammed instead ?
Title: Re: FBN Bugs Reports
Post by: dink on July 08, 2020, 11:51:55 PM
the_maq will you post a savestate file at this point in the game?
"Game -> Save States -> Save State", then use the "Attach:" function while writing a message.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 09, 2020, 12:18:48 AM
hows that..
Title: Re: FBN Bugs Reports
Post by: the_maq on July 09, 2020, 03:22:16 AM
Xmen 4p version - when all characters are selected simultaneously (synchronised) to continue we get this on screen - running diagnostics out of the blues..? - circled in capture 2..also spotted a black box flashing in the ocean (capture 3) before the start of stage 3🤔
Title: Re: FBN Bugs Reports
Post by: dink on July 09, 2020, 09:04:25 AM
the_maq, thanks for the infos & state files, I'm working hard to get xmen6p as close to pcb as possible as far as video goes, I've got nearly all the video bugs except stage 5 fixed so far.
I'll also take a look at the 4p version to see what's happening there.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 10, 2020, 12:42:57 AM
Dear friends & fans of FBNeo,
We have a (theoretically) pcb-perfect xmen 6p now.  woohoo \o/

All of the video bugs - at least, the ones I know of - are fixed now.  It will be up to you guys to find any remaining bugs so we can have an even more perfect xmen 6p. :)

The stage 5 bug was tricky!  I'll try to get a fix for the 4p xmen continue issue in there before I put the new code on git, .. expect it by Friday night if things go well!  Thanks for finding those bugs, the_maq.

best regards,
- dink

image notes:
everything except st5: fixed linescrolling (raster-like effect) on second screen
st5: fixed tilemap selector
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 10, 2020, 04:39:39 AM
Excellent work! :)
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 01:54:59 AM
xmen 6p fix is in, as well as a fix for the 4p 'continue' diagnostic/romtest screen.  The game actually partially crashes when all start buttons are pressed at the exact same time during a single frame @ the continue screen.  One could actually cause different crashes by holding different combinations of the start buttons.  Anyhow, a little work-around was added so causing that problem is no longer possible.

I'm not sure about the black box "floating" in the water, it's in every playthrough video I can find of the game, although I'm not 100% sure any of the videos are real pcb or not.  Would someone care to try to find a pcb-recording at that point so we will know for sure? :)

p.s. the black bars as the elevator scrolls down in level 5 on the far sides of the screen is normal and not an emulation bug - at least, I'm pretty confident is isn't.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 11, 2020, 03:16:31 AM
I'm not sure about the black box "floating" in the water, it's in every playthrough video I can find of the game, although I'm not 100% sure any of the videos are real pcb or not.  Would someone care to try to find a pcb-recording at that point so we will know for sure? :)

I found a recording of a real cabinet (6p version) and there isn't any "black box" floating in the water (at least I can't see it)...
look at min 14:45: https://www.youtube.com/watch?v=RnbZgcRtVCA

NB: the "problem" is that the "black box" appears only for a while (excactly for 8 frames), so it's difficult to notice it in a video of poor quality.
Moreover I have a question... the savestate (xmenu 2.fs) starts from the last three seconds of "ocean cut-scene", so I ask, is the "X-Jet sprite" visible during the entire cut-scene?
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 09:22:58 AM
Gab75, the black box is in the 4p version, the 6p version it might be fixed (I'm not sure if it is, but the continue crash-bug doesn't exist in the 6p version - I'd assume they worked a little harder on the 6p version)
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 10:06:16 AM
It turns out the black box _is_ in the actual PCB.  Here's a pcb recording: https://youtu.be/qt0j7mPBUB0?t=617
it's Konami's fault this time :)

top: emulation (fbn)
bottom: pcb recording
Title: Re: FBN Bugs Reports
Post by: the_maq on July 11, 2020, 07:39:20 PM
Wild west cowboys intro bug - the ground goes missing then reappears randomly (capture 1 and 2) a lever error pops up during gameplay (capture 3) ?
Title: Re: FBN Bugs Reports
Post by: dink on July 11, 2020, 08:50:10 PM
the_maq,
"Lever Error" will display when you press 2 opposing buttons at the same time (left+right or up+down).  Fun fact: a lot of games will actually crash when 2 opposing buttons are pressed, so we put a filter on them to ignore opposing presses.

The missing "sand" layer happens somewhat randomly during the attract sequence - sometimes the game disables this layer, the reason for this is not yet understood.  I'll try to revisit it to see if I can come up with anything.

best regards
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 12, 2020, 12:06:56 AM
Moo Mesa should be alright now - I fixed the sometimes missing sand layer infront of the monolith in the intro & added a filter for opposing joystick directions.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 12, 2020, 01:06:02 AM
Cheers :cool:
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 12, 2020, 07:41:14 AM
Howz it looking for these three badboys..?? ....SPRITE GAPS THE BANE OF MY PAIN...!!: :mad:

Sometimes the "separation lines" as sprites expand/reduce (scaling effect*) are normal. Let me clarify: often it's intrinsic in the "approximation" of the emulation (maybe a more accurate emulation could be solve the issue, but it's a very complex task). I'm pretty sure that it's the case of Konami's The Simpsons (the "bug" happens both FBN and MAME) and, probably, it's also the case of "TMNT Turtle in Time" and "Bucky O'Hare".

* especially when the scaling is asymmetric, different zoom-factor between the axis X and the axis Y.
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 13, 2020, 12:36:52 AM
Probably in future this and other "limitations" (emulation side) will be overcome, but now it's impossibile to know when it happens! :)
Title: Re: FBN Bugs Reports
Post by: Gab75 on July 13, 2020, 01:51:00 AM
If these 3 remaining titles get fixed - konami emulation will be more or less complete on fba...!! It'll be another feather in the cap and i'll be celebrating like a madman. :biggrin: :biggrin:

I'm sorry to dampen the enthusiasm, but for now it's basically impossible to solve the issue (zooming/line-bug):
all the greatest minds in emulation couldn't fix the sprite zooming/line-bug over the past 20 (or more) years, and it probably won't be fixed any time soon. For now the only way to solve the "issue" it's to buy the real pcb's! ;)
Title: Re: FBN Bugs Reports
Post by: WILOWAR on July 13, 2020, 06:47:46 AM
Ring Rage (Ver 2.3O 1992/08/09) ringrage - graphic glitch - digit two does not disappear
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 12:22:53 AM
Ring Rage (Ver 2.3O 1992/08/09) ringrage - graphic glitch - digit two does not disappear

Thanks WILOWAR, a fix is in.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 03:11:39 AM
@Dink - any chance of uploading a cheat dat for wec le mans 24 - xml format is of no use here - regards
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 09:27:41 AM
Here's my cheat.dat.  It's the same as Pugsy's last cheat.dat-format but with a few additions/fixes by me.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 04:15:42 PM
Here's my cheat.dat.  It's the same as Pugsy's last cheat.dat-format but with a few additions/fixes by me.
You got one for fba?
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 09:01:42 PM
cheat.dat I posted is for fba/fbn or mame 0.126 and earlier
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 10:49:08 PM
Did a playthrough of wec le mans 24 with the cheat - it's bug free unlike mame - thanks for that :cool: much appreciated..
Title: Re: FBN Bugs Reports
Post by: dink on July 14, 2020, 11:09:39 PM
many many days went into perfecting the emulation of this one.  Big thanks to Gab75 for super-playtesting and bug finding and iq_132 for emulating it and doing his usual nice optimizations and stuff. 
The steering alone took almost a week to get right, with about 10 revisions :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 14, 2020, 11:18:03 PM
Way too go team..!! - Keep it up :cool:
Title: Re: FBN Bugs Reports
Post by: dink on July 15, 2020, 01:44:07 AM
Is it possible you could record a movie file (input recording) and do this move, because I can't play these types of games.
Recording inputs is easy:
click "Game -> Replay -> Record Input" after you get the game going
perform the move(s), after it glitches do "Game -> Replay -> Stop Replay/Record"

play the recording back using "Game -> Replay -> Replay Input" to make sure it replays back with the glitch, then attach the file from recordings\romsetname.fr

thanks and best regards,
- dink


for barbudreadmon: we'll probably have to emulate the dmastatus register for this.  I've been thinking about it every so often:  pretty sure I've come up with a way we can do that now without causing much of a performance hit. (or probably none at all)
Title: Re: FBN Bugs Reports
Post by: dink on July 15, 2020, 01:51:30 AM
the_maq, Just thought of this: can you check the dips and see what "Less sprite lag" is set to?  does setting this to the opposite of what it already is help at all?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 03:02:42 AM
this never happened in the older builds

The only cps3 change over the last ~6 months is the "less sprite lag" dips that'll remove 1 frame of input lag at the cost of causing glitches exactly of that kind (things going wrong for 1 frame), it's off per default but some unofficial client (like fightcade) are known for turning it on per default.

Edit : i can't reproduce the issue, with or without the dips, i'll wait for your recording
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 02:59:11 PM
Yep i setted the dip to yes and it worked a treat :biggrin:

As already said, toggling that dips doesn't change anything here, so please post a recording of the issue as requested by dink.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 03:42:25 PM
Its an FR file not accepting it..??
Should be ok if you zip it
Title: Re: FBN Bugs Reports
Post by: the_maq on July 15, 2020, 03:52:40 PM
There youz go..
Title: Re: FBN Bugs Reports
Post by: iq_132 on July 15, 2020, 05:24:16 PM
Its an FR file not accepting it..?
I've added .fr to the whitelist for attachments
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 15, 2020, 05:46:44 PM
The garbled back is about the missing dma status, afaik it happens the second time the vs screen appears (onward), with or without the dips enabled.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 04:45:17 PM
Rom test strikes again for xmen 4p version? It could be a pcb bug or an emulation issue :confused: xmen 6p version runs great without the kinks - but no idea what's going on here..?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 07:38:50 PM
the_maq, regarding xmen4p - what brought that error up this time?
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 07:43:41 PM
the_maq, regarding xmen4p - what brought that error up this time?
The same old game continue scenario..
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 08:01:41 PM
Since I can't reproduce this on my side, a savestate from right before this problem happened is needed.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 08:15:11 PM
Since I can't reproduce this on my side, a savestate from right before this problem happened is needed.

best regards,
- dink
Here you go..
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 09:06:50 PM
The latest update might help with that, please let me know if the problem happens again.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 09:07:52 PM
Unfortunately there's no hope for the glitches in super chase (and another taito driving game, I forget the name of...)  Perhaps someday though, when more is known about the systems they run on.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 09:38:44 PM
The latest update might help with that, please let me know if the problem happens again.

best regards,
- dink
Nope problem remaining?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 10:37:22 PM
the_maq,
hmm, I'm trying to understand this one a bit better so I can come up with another workaround.  Do you have all 4 of the start buttons mapped to a single button, or are you pressing each players start button individually?  at the same time?  Does it happen if you hit each player's start button a little later than the other?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 16, 2020, 11:08:45 PM
Took another crack at this and it occurred to me that i should map all 4 start buttons to anyone of the 4 default start buttons? I chose button 1 on the keyboard and bingo it worked - so the only time diagnostics show up is if you continue game with either punch, kick, or the mutant power button, what do you think?
Title: Re: FBN Bugs Reports
Post by: dink on July 16, 2020, 11:50:58 PM
so, the problem is: the game needs a few frames to start each character after a continue.. if they all start at the same time, the program code will partially crash leaving some debug stuff on the screen.  I'm pretty confident that this is a bug in konami's code, and would even be willing to bet money that if you wired all 4 start buttons to 1 button w/the PCB and tried continuing with it (or use the punch button), it would do the same thing.

I added a workaround for the 4p version, you'll have to use the start button to continue (by mapping all the start buttons to 1 button).  Unfortunately there is no way to serialize the punch buttons without horribly affecting gameplay, so the start button will have to do.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 17, 2020, 12:18:26 AM
Well that's that clarified..it's fine with me. thanks :cool:
Title: Re: FBN Bugs Reports
Post by: dink on July 17, 2020, 12:42:36 AM
yes, grab the exe again as I did a little revision.  btw, I posted that last message before I saw your previous message
Title: Re: FBN Bugs Reports
Post by: the_maq on July 17, 2020, 08:25:29 PM
Violent storm intro bug - funny blue line running across the bottom??
Title: Re: FBN Bugs Reports
Post by: dink on July 18, 2020, 12:37:10 AM
the_maq, thanks for the bug report!

my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on July 18, 2020, 01:50:00 AM
the_maq, thanks for the bug report!

my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

best regards,
- dink
Konami's 2d arcade emulation has come a long way if i recall all the way back from 1997 on mame so here's hoping the little remaining titles and bugs get fixed or close enough on fba in the not too distant future.. :cool: regards and thx
Title: Re: FBN Bugs Reports
Post by: Stifu on July 18, 2020, 03:39:10 AM
my, how the years go by...
This bug in viostorm has been haunting me for years now.  After I read your message I thought - damn, another thing we can't fix.  Gave it another try tonight for a couple hours, and got it.   And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

I kinda feel like you say that every time. :)
You're the man! And very cool about sharing such fixes with MAME.
Title: Re: FBN Bugs Reports
Post by: dink on July 18, 2020, 09:14:40 AM
Stifu, most of the bugs left in fb are the ones which couldn't be fixed years ago that I gave up on, so I'm always super happy and somewhat amazed when one of those get fixed :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on July 19, 2020, 01:16:18 AM
the_maq,
regarding..
ngcd golf: ngcd emulation shows the overscan, as some games actually draw useful stuff there, then you get some games that occasionally draw garbage there.

tmnt: the timing looks fine in our code, it looks like this one is down to too much onscreen activity causing lower priority objects to get left out of the frame.  since this happens for 1 frame occasionally, most probably wouldn't notice it on an arcade machine due to both pov and phosphor reactivity of the crt.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on July 19, 2020, 04:43:40 AM
re-ngcd : i guess a gamecode/width relationships table could be implemented and used to resize automatically, i'll look into this soon.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 19, 2020, 06:10:01 PM
 cheers :cool:
Title: Re: FBN Bugs Reports
Post by: Robert on July 22, 2020, 05:20:37 AM
the_maq, thanks for the bug report!

my, how the years go by...
And Robert is going to toss the fix into MAME as well, so fans of either emulator will be able to enjoy it :)

Added as a mirror, so now that pesky blue area is gone.

EDIT:  Added the xmen6p fix too.
Title: Re: FBN Bugs Reports
Post by: dink on July 22, 2020, 09:43:10 AM
Robert, thanks! :)
Title: Re: FBN Bugs Reports
Post by: dink on July 25, 2020, 12:44:10 AM
the_maq,
it's called the overscan area, we're emulating it properly.
here's a video, look at 00:28 to see how it looks like on a real neogeo cd system:
https://www.youtube.com/watch?v=QSNSeOjwWwc

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on July 25, 2020, 07:34:09 AM
X2222 (5-level prototype) black screen after load.

Title: Re: FBN Bugs Reports
Post by: dink on July 25, 2020, 09:28:07 AM
littlebear, thanks - x2222o is fixed c/o iq_132

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 04, 2020, 10:56:33 PM
the_maq, nice spot :)
This time you've actually found a bug in the game, it happens on the PCB of Raiden 2 as well.

Here's a video of Raiden 2 (pcb) played on a Taito Egret2 cab: https://www.youtube.com/watch?v=nmzXdj7BPfk

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 05, 2020, 05:53:32 PM
It seems more and more of the reported bugs are game bugs. I take that as a sign FBN is in a pretty good place now. :)
That said, remembering whether each bug is an emulation or a game bug, having proof to back it up, having to repeat such things over and over again (maybe this should be documented in a wiki or something)... I'm tired just thinking about it, even though I'm doing nothing. That sh** is a full-time job, even without counting the actual development of the emulator. My deepest thanks to you guys.
Title: Re: FBN Bugs Reports
Post by: Stifu on August 05, 2020, 05:57:34 PM
It seems more and more of the reported bugs are game bugs. I take that as a sign FBN is in a pretty good place now. :)

That said, remembering whether each bug is an emulation or a game bug, having proof to back it up, having to repeat such things over and over again (maybe this should be documented in a wiki or something)... I'm tired dizzy just thinking about it, even though I'm doing nothing. That sh** is a full-time job, even without considering the actual development of the emulator. My deepest thanks to you guys.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 06, 2020, 10:58:18 PM
Ugly black line crops up at the beginning of stage 4 - turtles in time - not present on actual pcb video: https://youtu.be/kr9OjYkMDA8?t=774..
Title: Re: FBN Bugs Reports
Post by: the_maq on August 10, 2020, 08:08:23 PM
Some more play tests - found this light flash bug at the star base hall stage level 8 - it should be flashing only outside the hall window section, not the entire screen (capture 1 and 2) doesn't happen on the real pcb - here's another video: https://youtu.be/zggPGNLwwTs?t=1779
Title: Re: FBN Bugs Reports
Post by: dink on August 10, 2020, 08:26:24 PM
the_maq, thanks for the info!  I will let you know as soon as a solution can be found.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Bad Dude on August 11, 2020, 09:15:42 AM
Yesterday I was testing new settings on FBN and saw that some games don't work on the "experimental directx graphics 9", like Street Fighter III 3rd Strike and so on. Is it a bug?
Title: Re: FBN Bugs Reports
Post by: dink on August 11, 2020, 09:55:30 AM
Bad Dude, sfiii3 is working here under dx9 alt blitter, I'm not sure what the problem could be.  can you upload zzburndebug.html and config/fbn.ini (use debug version to make these files)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Bad Dude on August 11, 2020, 04:02:29 PM
Bad Dude, sfiii3 is working here under dx9 alt blitter, I'm not sure what the problem could be.  can you upload zzburndebug.html and config/fbn.ini (use debug version to make these files)

best regards,
- dink

Yeah, the game is working fine, but not in the "Experimental (DirectX Graphic 9)" blitter. Here the messenge: "Couldn't intialise DirectX9 Experimental video output module. Try installing the Direct X End User runtimes (June 2010)". For me, it's not a problem. I was having fun trying to use another settings and found this. So, its just a report for the team knows about that.
Title: Re: FBN Bugs Reports
Post by: dink on August 11, 2020, 08:09:47 PM
Bad Dude, thanks buddy.  You know, I made a mistake and thought you meant the alt blitter, oops! :)
It also doesn't work in the Experimental Blitter here.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 12, 2020, 07:27:08 AM
Don't know if this has been posted before or if this happens on the actual Neo-Geo MVS hardware as well, but Nightmare in the Dark has a graphics issue during Attract Mode. Just let the the opening play out and once the screen scrolls, you see the issue on the left and right sides of the screen.
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 09:57:04 AM
Agozer,
Thanks, it should be OK now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 12, 2020, 06:00:37 PM
Lethal Crash Race seems to crash FBNeo (the emulator locks up, and you have to terminate it manually) if you try to set DIPs from the menu bar.
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 08:49:35 PM
Agozer, thanks for letting us know, a fix is in :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 12, 2020, 09:25:09 PM
the_maq, in tmnt2 the "ugly black line" in the middle of screen during linescroll/raster effect has been fixed, will send up the code as soon as I figure out the next issue (stage 8/flashing).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 13, 2020, 12:19:33 AM
the_maq,
The second tmnt2 issue you reported with the broken fading windows in tmnt2 should be OK now.  Would you do some playtesting to make sure everything is OK with these 2 changes?  The 2 broken scenes are fixed, what I wonder about is other parts of the game that might be affected by these changes.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 13, 2020, 02:40:28 AM
Great :smilie: I'll let u know a.s.a.p...much appreciated.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 13, 2020, 08:58:40 AM
DonPachi: At the title screen, the wavy fire effect in the background has a seam at the right side of the screen. Can't tell if that should or shouldn't be there.
Title: Re: FBN Bugs Reports
Post by: dink on August 13, 2020, 09:21:19 AM
Agozer, that's normal.  Just a suggestion, if you're a fan of this game don't forget to try the high quality music mode :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 13, 2020, 02:21:16 PM
Yeah, already have those high quality samples, just haven't listened to them yet.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 14, 2020, 02:52:23 PM
On the topic of possible bugs... in Hotdog Storm during Attract Mode, the first cycle seems fine but once the hiscore table is shown and the second cycle begins, an odd cacophony of sound effects play over everything, as though there's still a gameplay demonstration going on behind it all.
Title: Re: FBN Bugs Reports
Post by: Joaquim2020 on August 14, 2020, 04:20:37 PM
The emulator is getting more slow by opening, can you performance the start? Or release a better different UI?  :eek:
A new version should do the trick.
Title: Re: FBN Bugs Reports
Post by: dink on August 14, 2020, 10:53:07 PM
On the topic of possible bugs... in Hotdog Storm during Attract Mode, the first cycle seems fine but once the hiscore table is shown and the second cycle begins, an odd cacophony of sound effects play over everything, as though there's still a gameplay demonstration going on behind it all.

Agozer,
it sounds perfectly normal on my side, could you possibly make a video and tell me the timeindex the problem starts at?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 14, 2020, 10:54:28 PM
Way too go, you did it.. imo this is now 99% pcb-perfect emulation in comparison to the real pcb videos on youtube - and after extensive play testing it's safe to say there's no negative activity involved, bar one, you know the one...But apart from that it's all gravy - excellent work - thanks.  :cool:

the_maq, that's really great -  thanks again for the bug reports and testing :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 15, 2020, 12:16:49 AM
Forgot to mention it - its turtles in time again level 4: cave scene emulation issue... on the real hardware when you enter, just before midway the light dims down then illuminates again as you exit from the other end, here's a video: https://youtu.be/zggPGNLwwTs?t=561
Title: Re: FBN Bugs Reports
Post by: Agozer on August 15, 2020, 06:21:43 AM
Agozer,
it sounds perfectly normal on my side, could you possibly make a video and tell me the timeindex the problem starts at?

best regards,
- dink
Just checked, and this doesn't happen in the latest MAME. The sound problem starts immediately after the Demo Play ends (the ship is destroyed) and the hiscore table is shown. I'm using the latest FBNeo from the repository.
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 10:00:47 AM
Agozer, I need to be able to reproduce it in order to fix it, that's why I asked for a video.  Something that might help better:
zip your config/games/hotdogst.nv and ini, config/fbn*.ini and attach it to a message so I can try with your settings?

EDIT:
I noticed a difference between MAME and FBN, when the demo stops and the highscore screen comes up, an explosion sound is heard, but it stops.  But it sounds normal to me..

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 15, 2020, 12:01:30 PM
Weird, maybe it really has something to do with FBN settings.
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 02:07:43 PM
Agozer, thanks - I found the problem, for now you can change 2 settings to get rid of it until a fix is available (later today, probably)

Set:
Audio -> 4point 3rd order sample interpolation
and
Audio -> 4point 3rd order FM interpolation

These 2 settings give better audio quality and most likely won't cause any extra overhead unless you're using a late 90's era pc :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 15, 2020, 08:57:48 PM
Agozer,
The problem is fixed, thanks for finding this bug :)  (exe should be available about 30mins after I posted this)

To all:
Seriously, you guys are really making FBNeo great by taking the time to report stuff like this! :)  Thank you!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 16, 2020, 12:57:51 PM
To all:
Seriously, you guys are really making FBNeo great by taking the time to report stuff like this! :)  Thank you!

It's all thanks to you guys. Besides, the fact FBN is much more open than it's ever been helps a great deal.
Usually, bug reports would rain down right after a release. This should help mitigate this a lot.
Title: Re: FBN Bugs Reports
Post by: Agozer on August 16, 2020, 03:50:00 PM
Ultimate Mortal Kombat 3 (rev 1.2): There are numerous graphical glitches during the fights in Attract Mode. The animations (and general "smoothness") are also very choppy. Seems fine in MAME.

EDIT: Mortal Kombat (rev 5.0) seems to suffer from the same choppiness. A running theme in Midway games?
Title: Re: FBN Bugs Reports
Post by: dink on August 16, 2020, 08:06:13 PM
yes, the midway games have an issue w/the cpu where every other frame gets skipped.  It's unfortunate :(
Unlike everything else I can fix, this one is rather grimm.
Of course some day I'd like to get it fixed - on the bright side, last august (2019) we found out the Sega System 18 had some horrible video bugs, and to fix it required a complete re-working of the video code.  That was on my list of things "that probably will never get done", but, it was indeed fixed just last week.. so, who knows :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 17, 2020, 02:15:43 AM
Any luck with the cave section light dimmer issue in tmnt2..? - regards.
Title: Re: FBN Bugs Reports
Post by: dink on August 17, 2020, 09:52:42 AM
the_maq,
not sure I know about this one, where exactly is it happening? do you have a savestate for it?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 17, 2020, 12:42:11 PM
yes, the midway games have an issue w/the cpu where every other frame gets skipped.  It's unfortunate :(
Unlike everything else I can fix, this one is rather grimm.
Of course some day I'd like to get it fixed.

best regards,
- dink
Wouldnt it be better to disable detection of the MK games until they are actually playable?
Title: Re: FBN Bugs Reports
Post by: the_maq on August 17, 2020, 01:15:40 PM
the_maq,
not sure I know about this one, where exactly is it happening? do you have a savestate for it?

best regards,
- dink
It's uploaded on my 2nd last post, the previous page with the pcb video link - in the video the light dims down exactly at 9:51 seconds, hope this helps - regards
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 17, 2020, 01:21:42 PM
Wouldnt it be better to disable detection of the MK games until they are actually playable?

They are far from being unplayable
Title: Re: FBN Bugs Reports
Post by: dink on August 17, 2020, 02:04:11 PM
the_maq, sorry about that, somehow I miseed your message.  I'll let you know as soon as a fix can be figured out.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 18, 2020, 12:29:05 AM
X-men problem on stage 2: when the platform floor goes down there's no hydraulic sound effect on fbneo..? thought i should report it to compare and analyse - video of pcb: https://youtu.be/qt0j7mPBUB0?t=308 and mame https://youtu.be/VgF_VMQ19aA?t=315
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 09:19:55 AM
the_maq, when I load your state and the platform goes down it sounds just like the pcb and mame.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 18, 2020, 04:20:31 PM
the_maq, when I load your state and the platform goes down it sounds just like the pcb and mame.
The sound emulation is inaccurate. In the youtube pcb video when the attract intro arrives at the title screen, the announcement of "X-Men" has an echo effect which is not present in mame or fbneo - also in the intro scene, Professor x says "Go and save the city", the voice also has an echo effect, but in mame and fbneo it is cut out and a noise sound is played instead. The bass is much deeper in both the PCB recording and the soundtrack - either the hardware emulation is incomplete or there is post-processing being done to the sound and it's just not playing out properly on both emulators - the echo effect isn't used in the music exclusively it's applied pervasively to the sound effects as well - that's my observation of the video so far..
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 08:04:38 PM
the_maq, the k054539 soundchip support a reverb/delay-ish effect which is emulated completely wrong, one of these days I'd like to rewrite it (or rework it) into working order.  though it isn't a very high priority

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 18, 2020, 08:19:00 PM
the_maq, the k054539 soundchip support a reverb/delay-ish effect which is emulated completely wrong, one of these days I'd like to rewrite it (or rework it) into working order.  though it isn't a very high priority

best regards,
- dink
That would be interesting - btw any luck with tmnt2..?
Title: Re: FBN Bugs Reports
Post by: dink on August 18, 2020, 08:24:09 PM
no luck, I might have to revert the code back to the previous version where the entire screen flashes, because it ended up breaking fading in other 4 other places as well.  Usually konami stuff is pretty straightforward as to how it works behind the scenes, that's why I am usually lucky with anything konami, but this one has got me..
Title: Re: FBN Bugs Reports
Post by: shine on August 19, 2020, 07:06:09 AM
There seems to be some variables not properly synced in CPS1 savestates, especially when playing sf2hf games, which perhaps abuses it more.
Being not deterministic means desyncs in online play with rollbacks (retroarch, fightcade), and probably if doing TAS runs. Is there any hint on what to look for which variables are being desynced?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 19, 2020, 08:54:51 AM
There seems to be some variables not properly synced in CPS1 savestates, especially when playing sf2hf games, which perhaps abuses it more.

What are the symptoms ? I don't detect any problem with retroarch's runahead.
Also, we were talking about it in https://neo-source.com/index.php?topic=3717.0 : where are the modified FBNeo sources ?
I also want to ask : where are your users supposed to contact you ? It feels like all your users are coming to us while we have no idea what changes you did to our codebase, and i had a very bad experience with a very rude one of them on discord just last month...
Title: Re: FBN Bugs Reports
Post by: dink on August 19, 2020, 09:06:28 AM
shine, I didn't notice any but I'll look again...  I thought barbudreadmon & me fixed all of them about 2-3 weeks ago.


barbudreadmon, p.s. that is another reason why I avoid discord :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: WILOWAR on August 19, 2020, 01:23:00 PM
HI.  How to properly configure a light gun on a computer mouse in games such as Wild Gunman.

Title: Re: FBN Bugs Reports
Post by: dink on August 19, 2020, 07:51:34 PM
WILOWAR,
NES games use player #2 for the gun port, so go to "Input -> Map Game Inputs (F5)"
Click "P2 Gun X", then Grab Mouse checkbox & move mouse horizontally & wait for window to close.
Click "P2 Gun Y", then Grab Mouse checkbox & move mouse vertical & wait ..
"P2 fire" is the gun trigger.  "P2 Reload" will re-load the gun in some games where you must shoot "offscreen" to reload.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: shine on August 20, 2020, 10:16:11 AM
Thanks dink! that one fixed the music issue (seems to be mostly ok but still not 100%, but can't confirm sorry, been very busy). This reported issue seems to be a new one, even if related to the same CPS1 driver. Basically the other one just affected music (didn't desync), this one affects gameplay (desyncing).
I'd gladly help finding it, just need a bit of help on what to start looking for
Title: Re: FBN Bugs Reports
Post by: dink on August 20, 2020, 11:56:49 PM
Something I've been working on the past couple days.
K054539 + dink's echofxizer v.00001

Xmen "Go and save the city."
this + the "Low Pass Filter" option under audio -> plugin opts. sounds almost exactly like the pcb.
Here's what it sounds like without the "Low Pass Filter", though.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: WILOWAR on August 21, 2020, 11:34:22 AM
Hi. Could you add Amstrad Gx4000 to console list?
Title: Re: FBN Bugs Reports
Post by: JacKc on August 21, 2020, 03:08:03 PM
WILOWAR,

This topic is for reporting bugs and not requesting for arcade and/or console system to be added !
Title: Re: FBN Bugs Reports
Post by: Gab75 on August 23, 2020, 03:25:54 PM
Hi. Could you add Amstrad Gx4000 to console list?

Did you "waste" a little time to read the subject of the topic? Probably no... "FBN Bugs Reports" ;)
Title: Re: FBN Bugs Reports
Post by: RN on August 23, 2020, 05:21:51 PM
I would like someone to take a look at FBN CPS1 (and CPS2) quality of sound (is it a bug?!)

There are serious flaws with the sampling or reproduction quality with pops and cracks where there shouldn't be.

Take a look at the following video for an example (sample!) of the horrendous quality:

https://www.youtube.com/watch?v=zs8QPmCqChU (https://www.youtube.com/watch?v=zs8QPmCqChU)

..............

and this next video shows a comparison between the quality of BGM from the arcade and the emulator:

https://www.youtube.com/watch?v=4EyMhHalFkQ (https://www.youtube.com/watch?v=4EyMhHalFkQ)

thanks in advance.


Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 23, 2020, 07:22:10 PM
and this next video shows a comparison between the quality of BGM from the arcade and the emulator:

https://www.youtube.com/watch?v=4EyMhHalFkQ (https://www.youtube.com/watch?v=4EyMhHalFkQ)

No, it's not ? What i see here is a comparison between a vinyl and a video game (from 1991). The sound i hear when searching videos from the actual arcade cabinet is a lot closer to what i'm hearing in FBNeo than what i'm hearing on that vinyl. I don't know if there is an issue here, but please compare apples to apples.

Also, in the first video, you aren't using FBNeo, you are using fightcade, which uses its own set of changes we don't know about and obviously doesn't even run at the same framerate...
Title: Re: FBN Bugs Reports
Post by: dink on August 23, 2020, 07:38:28 PM
RN those pops/crackles sound like some sort of buffer underflow to the sound card/sound system, and of course, aren't generated by the emulator but by your system's inability to keep the stream of sound to the soundcard supplied at a constant rate.

I get that once in a while with any game when there are like 10 stuck gcc processes in the background eating all of my cpu, but its not dependent on the game in that case. 

Just to be totally sure - tell me which game that is and I'll try it on my side..  I tried regular Street Fighter 2 and its OK.

EDIT: can you try with actual FBNeo from us?  Link to latest exe is here: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the date on the page, the exe's are 40 minutes old at best :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 24, 2020, 03:37:40 AM
So :
- using my headset, i hear the same "clics" in both fbneo standalone and libretro, those "clics" seem more or less hearable depending on audio settings (low-pass, samplerate, interpolation), but i couldn't find settings where they weren't hearable at all.
- from what i'm hearing in your video, the situation seems a lot worse in your fightcade setup

Edit : also, i'm hearing the same "clics" whatever system i'm using (windows & linux x86 hdaudio, linux arm), and other fbneo drivers don't seem to have those "clics", so i'm almost sure it's unrelated to my soundcard(s).
Title: Re: FBN Bugs Reports
Post by: dink on August 24, 2020, 08:38:32 AM
Oh, well that's not good.  Any ideas when this started happening?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on August 24, 2020, 03:25:03 PM
Thanks barbudreadmon and dink for looking into this.

dink, from your URL with the latest FBN build, I installed and setup the same test.
Unfortunately the exact same result is produced, really low end quality sampling/playback.

The systems that I test with are quite reasonable and varied as attached below.


Check the attached savestate for SF2CE that will take you straight to the part of where it's easy to hear the anomalies.

If you need the ROM, let me know.

Title: Re: FBN Bugs Reports
Post by: Agozer on August 24, 2020, 06:16:55 PM
I just noticed that for CPS-3 games, the file info window that lists the required files for a given set (+ Type and CRC), only lists the required SIMM files instead of all the required files.

Also, the Load Game list in general seems to be rife with capitalization errors, especially on secondary titles like "Marvel vs Capcom - clash of the super heroes".
Title: Re: FBN Bugs Reports
Post by: dink on August 24, 2020, 08:15:23 PM
I did a bit of investigating, this is what I found out about the clicks in SF2CE track 07H:
the clicks are present in mame (.223) as well.
the clicks are rhythmic, and are coming from the YM2151 (fm-synth), most likely one of the sounds has a very short attack or decay which is causing this digital-click sound.
Not much we can do for this one.

Regarding what RN calls low sampling rate of the digital pcm sounds:
the MSM6295's sampling rate is super low, 7.5khz!  we're used to 44.1khz (cd-quality), so don't expect much here.  There is a difference between our MSM6295 and MAME's though:
FBNeo's MSM6295 has either a linear or cubic interpolater (depending on setting in ui), both of these reduce digital aliasing during playback but has the side effect of attenuating the top end a bit, so there's a bit less treble in ours. 

I wrote a new high quality digital filter(think EQ) for the echo effect in k054539, perhaps I can apply it here to brighten up our 6295 a bit.  I'll post back with some samples tonight. :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 12:44:22 AM
Please give the latest git version a try, what's changed:
MSM6295 has 2 modes now:
 no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))
 cubic interpolater - removed until further notice (Jan couldn't fix it, nor can I..)

Later, I'll add MSM5295 Interp on/off setting to the UI, the weird settings above is just for testing :)

recording: sf2ce attract mode w/msm6295 interpolater off. 
https://www.youtube.com/watch?v=JFALkzYD_6E

note:
interpolation is usually a good thing that greatly improves audio quality - it just doesn't work out well for the msm6295 due to the low hz of the recordings. 

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 25, 2020, 02:06:12 PM
Just found out that in Shadow Force (World, Version 3), the Demo Sounds DIP switch is inverted; it defaults to Off, and attract mode sounds play, and when set to On, the game is silent.

Also, can't seem to get FBNeo to recognize Shadow Warriors (World, set 1), insisting that graphics ROMs are missing. Same set works fine in MAME.

EDIT: In Spinal Breakers (World), the Coin Slot DIP has a typo ("Individuala").
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 03:09:14 PM
Thanks Agozer, I will look into these issues very soon!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 25, 2020, 03:38:25 PM
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?).
Title: Re: FBN Bugs Reports
Post by: RN on August 25, 2020, 04:54:33 PM
Please give the latest git version a try, what's changed:
MSM6295 has 2 modes now:
 no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))
 cubic interpolater - removed until further notice (Jan couldn't fix it, nor can I..)

Later, I'll add MSM5295 Interp on/off setting to the UI, the weird settings above is just for testing :)

recording: sf2ce attract mode w/msm6295 interpolater off. 
https://www.youtube.com/watch?v=JFALkzYD_6E

note:
interpolation is usually a good thing that greatly improves audio quality - it just doesn't work out well for the msm6295 due to the low hz of the recordings. 

best regards,
- dink

Thanks dink.
I went to https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build), downloaded and installed the build.
However I don't see any of your new options.


After checking your video for the sounds:

Good stuff, but is there any way of increasing the Khz of the MSM6295's sampling rate?
Title: Re: FBN Bugs Reports
Post by: shine on August 25, 2020, 07:38:04 PM
What are the symptoms ? I don't detect any problem with retroarch's runahead.
Also, we were talking about it in https://neo-source.com/index.php?topic=3717.0 : where are the modified FBNeo sources ?
I also want to ask : where are your users supposed to contact you ? It feels like all your users are coming to us while we have no idea what changes you did to our codebase, and i had a very bad experience with a very rude one of them on discord just last month...

Sorry about the delay
We do forward and try to contain them in the official FC Discord and receive lots of feedback/troubleshooting/bugs, we also try to teach them not to reach FBNeo devs, but user base is very very big and eventually someone reaches you, I'm sorry about the troubles (especially since last revision this summer, it attracted lots of new players)

I think the problem he has happens also in regular FBNeo, as when you have a game opened the audio plugin options are greyed out, so to choose a new one you need to open the emu in standalone (we do receive many of those reports too, usually switching audio device fixes sound for them)

Source are here (https://github.com/JordiRos/fightcade-fbneo) and visibly linked on the new web page (https://www.fightcade.com/about), although they are not latest latest, but it's mostly that as a base (current version is unstable and not final). I have an overdue post with our changes and questioning if worth merging, but as far as I see FBNeo is more focused on libretro/retroarch, and the SDL port? I think my changes won't be actually useful in trunk, mostly win32 fixes in render/audio/menus, and a whole bunch of online code - but it's too long to discuss here anyway, and haven't had time yet :(

Back to the CPS1/SF2HF issue, based on prev experience it's usually some variable not properly being saved during burnscan, which make it lose game determinism - so online SF2HF games desyncs, sooner or later. Those issues are hard to identify without rollbacks, but determinism would also break with runahead or TAS speedruns. It's a difficult bug, as reproduction rate is low (and mostly online). Similar reports have been received in other games, but I only remember about TGM2 now. But I don't know much about the emulation code, don't know what to look for in those situations... any hint? I assume those issues will also happen in retroarch (online with rollbacks), except they are detected from FC users as the user base is very large and they play lots of different games (hence more reports).

Thanks for your time
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 08:22:35 PM
Source are here (https://github.com/JordiRos/fightcade-fbneo) and visibly linked on the new web page (https://www.fightcade.com/about), although they are not latest latest, but it's mostly that as a base (current version is unstable and not final). I have an overdue post with our changes and questioning if worth merging, but as far as I see FBNeo is more focused on libretro/retroarch, and the SDL port? I think my changes won't be actually useful in trunk, mostly win32 fixes in render/audio/menus, and a whole bunch of online code - but it's too long to discuss here anyway, and haven't had time yet :(

shine,
Please merge your latest code to github, it would be nice to see (and its also a license requirement, but I don't like to complain about that).  With the exception of barbudreadmon, we (me, iq_132, JacKc, Gab75 et al) all use the win32 ui! :)  I think Kev uses it sometimes too.  In fact, I have been waiting to see your github updated before I even look into that cps1 state issue...

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 25, 2020, 08:50:55 PM
RN,
The new options are available through the old options, check the ()'s in my message :)

I don't hear any pops/clicks at all in the video I made.  with song (07) in the test menu, there still are clicks - these are due to some sort of *possible* bug in the ym2151, because they're also in mame .223 which probably has a newer version of the same 2151.

re: MSM6295: the recorded audio in the game's rom that the MSM6295 plays is 7.5khz.  For reference: a landline telephone is 8khz. there's no possible way to increase the sampling rate.  of course, you can convert it from 7.5khz to 44100, but it's still going to sound like...sh... a 7.5khz-sampled recording.

best regards,
- dink

I went to https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build (https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build), downloaded and installed the build.
However I don't see any of your new options.


After checking your video for the sounds:
  • The treble is much higher but it's overall clearer and brighter, which is great.
  • I still notice some cracks/pops, but, if it is based from MSM6295's sampling rate of 7.5khz then no wonder.
  • I require the same soundtrack as per my earlier comparison videos.

Good stuff, but is there any way of increasing the Khz of the MSM6295's sampling rate?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 26, 2020, 02:16:58 AM
@shine As long as you distribute binaries based on them, we want you to share latest sources, and possibly notify us of any change you do to the emulation code (maybe open a topic dedicated to that on our forum or something), that would help avoiding situations like last month's.
Title: Re: FBN Bugs Reports
Post by: RN on August 26, 2020, 04:05:54 AM
@dink

I understand now about the settings and switched between them to test, ref:

 
Quote
no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))

The "Audio -> 2 point sample interp" is far superiour, reduced clicks/pops, higher treble and brighter.

Note: this doesn't just affect one game rom "sf2ce", it affects all of the cps1 sf2 parent/child (sf2x) variants such as:

sf2hf
sf2b
sf2ceua
sf2koryu

etc.
No doubt affecting all of the cps1 games in general?


I was taking a look at the MSM6295 chip details (.pdf)

http://www.vgmpf.com/Wiki/images/2/22/MSM6295_-_Manual.pdf (http://www.vgmpf.com/Wiki/images/2/22/MSM6295_-_Manual.pdf)

It states:

Code: [Select]
Clock frequncy : 1MHz to 5Mhz

Sampling frequency:
6.5 kHz and 8 kHz (@1.056 Mhz clock)
25.6 kHz and 32 kHz (@4.224 MHz clock)

It looks like up to 32 kHz of sampling can be used? (via clock speed of 4.224 Mhz)


-----------------------------------------
The following information may or may not be relevant:

In a very old mame version it states on game rom info for sf2ce :

Code: [Select]
1xYM2151 3.579580 Mhz
1xMSM6295 7.756 kHz


In groovy mame:

Code: [Select]
Yamaha YM2151 OPM 3.579545Mhz
OKI MSM6295 ADPCM 1.00000000MHz

for both see attached .png images.

It looks from this novice viewpoint that the MSM6295 is being underclock in groovy mame (which could further lead to more cracking popping issues?)

Perhaps this is all academic and of no use, but I'm curious to find the issues/bugs and wonder if any of this info can help.

dink, the change you made already has helped a lot in satisfying my ears and will help others too that have raised this issue of low sound quality.

---- once you hear it..... you can't unhear it ever again..... ----

Title: Re: FBN Bugs Reports
Post by: dink 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
Title: Re: FBN Bugs Reports
Post by: Kev on August 26, 2020, 04:34:07 PM
In my really limited testing, I think it sounds much better with the changes.
Title: Re: FBN Bugs Reports
Post by: dink on August 27, 2020, 09:53:50 AM
thanks for trying, Kev :)
Title: Re: FBN Bugs Reports
Post by: Agozer 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.
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 12:50:15 AM
Agozer, thanks - the Tengai issues & the CPS3 romlist issue are fixed

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink 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
Title: Re: FBN Bugs Reports
Post by: Stifu 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.
Title: Re: FBN Bugs Reports
Post by: stoo 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:


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)
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 28, 2020, 06:22:00 AM
Someone tried it on MAME ? Maybe that's game bug ?
Title: Re: FBN Bugs Reports
Post by: stoo 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.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon 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.
Title: Re: FBN Bugs Reports
Post by: dink 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
Title: Re: FBN Bugs Reports
Post by: Stifu on August 28, 2020, 12:22:09 PM
No problem, dink, and thanks!
Title: Re: FBN Bugs Reports
Post by: Agozer 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.
Title: Re: FBN Bugs Reports
Post by: Neildark 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:
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 07:43:40 PM
Agozer, thanks - they're fixed :)
p.s. the shadoww set was recently updated, make sure to update your romset.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 08:07:25 PM
stoo, welcome :)
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 09:07:37 PM
Neildark, I need some more info regarding (wofjdr) "Tenchi wo Kurau II - Sekiheki no Tatakai (Master Edition, Hack)"

in-game (I chose Bluto from Popeye) I get:
button 1 (Attack): fast sword attack
button 2 (Jump): slow sword attack + horse jumps in front feet.
button 1 + 2: guy says "whoody-yah!" + sword in circles
so, basically same as wof..
If it's doing other than that, check your button mapping - maybe autofire buttons are set on the wrong button? :)

I tried to add more buttons (like wofchp), but they did nothing, am I missing something here? :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Pelucon8 on August 29, 2020, 01:42:43 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

dink, if you are referring to the part of the cave that has to be darkened as you go, it seems to be already resolved:

(https://i.postimg.cc/xjvpMHkQ/1.jpg)
(https://i.postimg.cc/tJkzf3PV/2.jpg)

Thank you very much for solving this  :smilie:
Title: Re: FBN Bugs Reports
Post by: Neildark on August 29, 2020, 03:55:39 AM
yes, sorry Dink, I had autofire button activated on button 2. I have been testing it but it seems that it does not have any extra functionality, I had been confused because next to the name, in the top left, there is a number 9 and in other hacks are the special magic you can do, but here it should be something else because it varies as you play. forgives. :redface:
Title: Re: FBN Bugs Reports
Post by: Agozer on August 29, 2020, 06:34:01 PM
In Wizard Fire (Over Sea v2.1), during Attract Mode, the mist covering the screen is opaque when it's supposed to be mostly see-through.
Title: Re: FBN Bugs Reports
Post by: dink on August 29, 2020, 07:30:28 PM
Pelucon8, great - thanks for testing!

Neildark, it's ok - at least we all learned something about this version of the game. :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 29, 2020, 07:42:23 PM
In Wizard Fire (Over Sea v2.1), during Attract Mode, the mist covering the screen is opaque when it's supposed to be mostly see-through.

Make sure you're using a 32bpp mode - alpha transparency effects for Data East games need it.
for fullscreen, check "Video -> Fullscreen bitdepth"
if you're using the enhanced blitter, try "Video -> Blitter Options -> Advanced Settings -> de-select "force 16bit emulation"
lastly if you're using a windowed mode and it's still not properly transparent, check your desktop settings and make sure to set a 32bit/bpp video mode.
.. also some video effects force it into 16bit mode as well, try disabling those if all the other stuff doesn't work.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Agozer on August 30, 2020, 05:09:48 AM
Make sure you're using a 32bpp mode - alpha transparency effects for Data East games need it.
for fullscreen, check "Video -> Fullscreen bitdepth"
if you're using the enhanced blitter, try "Video -> Blitter Options -> Advanced Settings -> de-select "force 16bit emulation"
lastly if you're using a windowed mode and it's still not properly transparent, check your desktop settings and make sure to set a 32bit/bpp video mode.
.. also some video effects force it into 16bit mode as well, try disabling those if all the other stuff doesn't work.

best regards,
- dink
The thing is, I have all those things set properly.

EDIT: Okay, so the weirdest thing happened... started messing with the blitter options; changed from "No effects" to "RGB Effects" --> No change. Changed back to "No effects", and the transparencies changed to look the way they're supposed to look.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 30, 2020, 08:57:09 PM
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
Yep you got them all, great job..!! thank you for your time and effort... :cool:
Title: Re: FBN Bugs Reports
Post by: dink on August 30, 2020, 09:11:23 PM
Agozer, must be a ghost in the blitter :)


the_maq, great - thanks for testing!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on August 31, 2020, 12:50:02 AM
Asterix - Level 2 game bug..? the player should be behind the 2nd column when entering the pyramid not the other way round, the mame and the pcb versions look normal. Video for mame: https://youtu.be/OKxGbn5FQuQ?t=472 and the pcb: https://youtu.be/Neg_0MmiUp0?t=447.
Title: Re: FBN Bugs Reports
Post by: dink on September 01, 2020, 10:17:11 AM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 01, 2020, 01:39:38 PM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
That's grand I'll give it a go when i get the time - thank you, much appreciated.. :cool:
Title: Re: FBN Bugs Reports
Post by: RN on September 01, 2020, 05:09:26 PM
I've noticed that in fbneo menu:

misc > options > set application thread priority > is broken

It doesn't change the app's priorty in task manager which remains on 'normal'.
I've also tried running fbneo.exe as admin, but still no change happens.

Checking the .ini

Code: [Select]
// The thread priority for the application. Do *NOT* edit this manually
nAppThreadPriority 2

This value does change in the .ini according to which priority level you select in the emulator.
-2 being 'low' all the way to 2 being 'high'.

Tested on Windows 7 x64 SP1
Title: Re: FBN Bugs Reports
Post by: the_maq on September 01, 2020, 11:45:30 PM
the_maq, thank you for the report - this one's fixed now.

best regards,
- dink
I did a full rally on this and it's dead on..!! thanks a bunch for this fix.. :cool:
Title: Re: FBN Bugs Reports
Post by: dink on September 02, 2020, 01:06:40 AM
the_maq, excellent - thanks for verifying

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 02, 2020, 01:09:44 AM
RN,
Confusing as the option is, it actually sets the priority of the emulation thread in the fbneo process - which of course isn't the same as the process priority (the info that shows up in task list or process explorer).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 03, 2020, 03:28:19 AM
RN,
Confusing as the option is, it actually sets the priority of the emulation thread in the fbneo process - which of course isn't the same as the process priority (the info that shows up in task list or process explorer).

best regards,
- dink

I am well confused! lol

So it's an internal priority of the emulator, not a windows management priority?

Would this be for slower PC system setups or testing vs mainboards or what?
Title: Re: FBN Bugs Reports
Post by: dink on September 03, 2020, 03:29:40 PM
RN, think of threads like a mini process inside of a process.  fbn sets only the thread which runs the emulation/input/sound/video to a higher priority.

Setting the process priority (like in task manager -> Set Priority) sets all the threads in the process to a higher priority, so its a little different.

If anyone can prove that setting the process priority higher is more beneficial for fbn, I'll change it.  I did some quick tests experimenting with the process priority and fbn, checking fps w/ffwd and tried lowering audio buffers/etc, and couldn't get any better performance than if the process were at normal (with fbn thread priority at normal)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 03, 2020, 05:22:18 PM
Meteor (bootleg of Asteroids) and Meteorite (Proel bootleg of Asteroids) both are black screen

Thank you.
Title: Re: FBN Bugs Reports
Post by: JacKc on September 04, 2020, 03:04:27 AM
@ littlebear

Yes it is noted in the driver:

Code: [Select]
// not working (all use same read handler/inputs)
//     asterock
//     asterockv
//     meteorite
//     meteorbl
Title: Re: FBN Bugs Reports
Post by: RN on September 04, 2020, 03:58:31 AM
Thanks dink for the information.



If anyone can prove that setting the process priority higher is more beneficial for fbn, I'll change it. 

Test example with the CPS3 driver which demands a lot more of a demand on the CPU than other drivers perhaps. This can make the rom run a bit more sluggish when the windows task manager process is "normal". Upping the priority to "above normal" or "high" gives a far more accurate representation and input latency feedback as expected from the actual mainboard setup.

This typically applies to systems that are perhaps a bit strained, or using some "real time" screen recording (OBS for example), or live streaming etc.

Introducing a task manager control in the FBN menu/config to automatically set a priority value on loading would be so welcomed.
Title: Re: FBN Bugs Reports
Post by: dink on September 04, 2020, 08:47:25 AM
littlebear, sorry, those games aren't working and we forgot to mark them as such.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 12:50:42 AM
RN,
I removed the thread priority thing and replaced it with process priority.  please give it a try.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 01:19:02 AM
littlebear,
the asterrock and meteroite games have been fixed, thanks for reminding us they were broken :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 05, 2020, 07:58:02 AM
RN,
I removed the thread priority thing and replaced it with process priority.  please give it a try.

best regards,
- dink

dink,
Just tested and it works perfect!
It also loads up with the correct priority from the config.

This is excellent and thank you!

Will this brilliant and highly useful feature be implimented in a future release?
Title: Re: FBN Bugs Reports
Post by: dink on September 05, 2020, 09:08:59 AM
RN,
that's good.  Yes, everything that's been done on the git will be in a release when we do one.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: RN on September 06, 2020, 05:07:14 AM
RN,
that's good.  Yes, everything that's been done on the git will be in a release when we do one.

best regards,
- dink

Just a small side note query dink.

With the "nAppProcessPriority" value:

128 = high
32768 = above normal
32 = normal
16384 = below normal
64 = low

Is this correct?
Title: Re: FBN Bugs Reports
Post by: littlebear on September 06, 2020, 05:46:18 AM
littlebear,
the asterrock and meteroite games have been fixed, thanks for reminding us they were broken :)

best regards,
- dink

Thank you.

I found Dragon Ball Z - Super Butouden 2 (T-Eng) crash even with other emulator when patched to CRC BC79B5F2.
if patched to as Romhacking suggestion it is working. then it's crc won't match the dat. Thank you.

Title: Re: FBN Bugs Reports
Post by: dink on September 06, 2020, 09:30:55 AM
littlebear, does non-translated rom crash? 
I'm using [hm04] version because lack of jycompany mapper, its a huge mapper.  Maybe I'll finish the jycompany mapper soon.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 06, 2020, 10:36:31 AM
The non-translate J with CRC BC79B5F2 matching the dat is working.
Title: Re: FBN Bugs Reports
Post by: dink on September 10, 2020, 10:02:54 AM
littlebear,
Dragon Ball Z - Super Butouden 2 (both version) is fixed, please make sure you have the correct roms
original crc32: 2490d360
original + romhacking translation patch: df87586f  @ https://www.romhacking.net/translations/4434/

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 10, 2020, 05:42:15 PM
Thank dink. You are the best !
Title: Re: FBN Bugs Reports
Post by: the_maq on September 11, 2020, 11:03:21 PM
Nearly there..?
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on September 12, 2020, 02:06:41 AM
Nearly there..?
Yes, we know, it still happens for 1 frame, but we probably won't fix that, iirc to get rid of that 1 frame we need proper dma emulation which would have a huge impact on performance, it's just not worth it for this 1 frame alone.
Title: Re: FBN Bugs Reports
Post by: the_maq on September 15, 2020, 11:46:22 PM
Yes, we know, it still happens for 1 frame, but we probably won't fix that, iirc to get rid of that 1 frame we need proper dma emulation which would have a huge impact on performance, it's just not worth it for this 1 frame alone.
So what's the odds for this dmastatus position, dink mentioned about a workaround strategy or some solution for a minimal performance hit to none..?
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 12:16:51 AM
the_maq, I tried implementing it using some new ideas, it didn't completely fix the problem but I was able to get the bad palette part from several frames down to 1 (IIRC).

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 12:28:18 AM
How u doing dink, i checked this bad palette affair on mame just to be sure, and it's running fine..?? what do you think..
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on September 16, 2020, 02:37:08 AM
How u doing dink, i checked this bad palette affair on mame just to be sure, and it's running fine..?? what do you think..

I'll repeat, dma status emulation isn't implemented in FBNeo (what's currently implemented is the workaround strategy), and probably won't be because it'll turn cps3 performances into crap, for 1 frame that does not even affect gameplay (with the lightning strike you can't even notice it without running the game frame per frame, except if you already know it's there).

MAME has dma status emulation and still requires a faster device while using a dynarec, it also has accurate cps3 game installation where you need to install the game from optical media (we don't plan on implementing it either), feel free to use MAME if you are into accuracy at any cost and have a device powerful enough.
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 08:29:24 AM
the_maq, I know how it is on mame and how it is on the pcb, just ran out of patience with the system.  maybe will revisit it sometime in the future.  right now a single weird frame in 1 game on cps3 isn't a big issue to me.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 05:01:04 PM
Fair enough - i forgot to mention that mame's got the same background sprite lag problem like fbneo..?? what do you make of it..
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 08:16:02 PM
the_maq, I'm afraid there isn't much more we can do with cps3 as far as improving it goes.
Title: Re: FBN Bugs Reports
Post by: the_maq on September 16, 2020, 08:25:15 PM
No bother, thanks anyway.. :cool:
Title: Re: FBN Bugs Reports
Post by: littlebear on September 19, 2020, 02:51:27 AM
Wacky Races (128K) get black screen only after it loaded.

Adventures of Buratino, The (48K) emulator crash right after loaded

Thank you.
Title: Re: FBN Bugs Reports
Post by: dink on September 19, 2020, 08:56:00 PM
littlebear,
thanks - both games are fixed, as a bonus, "apb" is also fixed.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 19, 2020, 09:01:05 PM
Thank You .
Title: Re: FBN Bugs Reports
Post by: Svipur on September 20, 2020, 08:59:08 PM
A few more ZX Speccy quirks:

Blinky's Scary School renders FBN non-responsive right after you put anything into the cauldron. (It's supposed to play a short animation on the screen borders - here's a quick vid: https://youtu.be/KWHURovqUNw)

Jet Set Willy 2 also renders FBN non-responsive after you press Enter in the main menu. (It's also supposed to play with the screen borders a little bit, might be related?)

Crystal Castles, Horace Goes Skiing, Jet Set Willy 1, and Auf Wiedersehen Monty (all 48k) reset to Basic right after loading. All these work fine in other emulators.
Title: Re: FBN Bugs Reports
Post by: dink on September 21, 2020, 08:51:04 AM
Svipur,
I fixed Blinky, JSW2 and C.Castles 48k, will try to get to the others later today.  Thanks for helping sort some the spectrum rom issues. 

(note: going to wait until everything is fixed before I check it in though)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Svipur on September 21, 2020, 09:49:59 AM
Cheers, Dlink.
Title: Re: FBN Bugs Reports
Post by: littlebear on September 26, 2020, 01:32:23 AM
Telebunny (HB) black screen after bios.
Title: Re: FBN Bugs Reports
Post by: dink on September 26, 2020, 11:22:35 PM
Telebunny (HB) black screen after bios.

Telebunny (HB) is fixed, thanks for the bug report! :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 27, 2020, 04:25:50 AM
Thank you.
Telebunny (HB)
It stuck at the language selection when ask to press left or right button. Buttons are not respond.
Title: Re: FBN Bugs Reports
Post by: dink on September 27, 2020, 08:58:13 AM
littlebear, oops - I forgot something.  It's fixed now :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on September 27, 2020, 09:20:10 AM
Thank You very much.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on October 05, 2020, 12:11:48 PM
En: Hey there. I think these romsets ( "twinbeeb" and "gradiusb" )maybe load the bubsys bios, right?
But they don't load and shows duplicated "boot.bin / mcu" (obs 'boot.bin' with different crc32).



pt-br: Ola, Acho que esses romsets ("twinbeeb" e "gradiusb") deveriam carregar a bios bubsys, correto?
So que ele nao carrega e mostra "boot.bin / mcu" duplicados (obs: "boot.bin" com crc32 diferente).
Title: Re: FBN Bugs Reports
Post by: littlebear on October 07, 2020, 06:03:35 PM
Spectrum Action Force II , loaded, flashed with title screen then black screen.

Title: Re: FBN Bugs Reports
Post by: Svipur on October 07, 2020, 07:10:05 PM
@littlebear

That's just the game clearing the loading splash screen. Press any key, and the game will proceed to the main menu.
Title: Re: FBN Bugs Reports
Post by: littlebear on October 07, 2020, 07:37:47 PM
Got it. thank you.
Title: Re: FBN Bugs Reports
Post by: Tegrah on October 09, 2020, 01:03:05 PM
DemonFront is having audio issues.
Menu music and sound effects.

I use android Retroarch64 (aarch64) and the last time the audio worked well was the 2020-09-20 core from Libretro/nightly.

Hope this is right place
Title: Re: FBN Bugs Reports
Post by: dink on October 09, 2020, 02:13:36 PM
Thanks for letting us know, should be fixed in a few minutes.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 12:14:17 AM
Thought i'd do a run on some Cps-2 titles for a change.. it's been a while since i gave marvel super heroes a spin (basically it's street fighter on steroids) i noticed this glitch in the bottom foreground, capture 2..??
P.S checked it on mame and a video of the actual hardware, they play normal..
Title: Re: FBN Bugs Reports
Post by: dink on October 10, 2020, 01:14:41 AM
the_maq, thanks for the info.  please tell me how you got to that level, I need to be able to get there from a new game.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 01:17:41 AM
Ok would a save state be of any help..?
P.S this is the second last boss stage - to get there you have to defeat the first six opponents.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 10, 2020, 02:45:23 AM
Ok would a save state be of any help..?

Yes.
It seems there are also issues with the fans in the background
Title: Re: FBN Bugs Reports
Post by: the_maq on October 10, 2020, 03:48:31 AM
Yes.
It seems there are also issues with the fans in the background
I'll get around to the save state after I get back from work.. :cool:
Title: Re: FBN Bugs Reports
Post by: dink on October 10, 2020, 10:22:17 AM
Don't worry about it, I've confirmed it happens in MAME myself (even worse), and on pcb from a friend who owns it.
It might not show up on some videos due to the drastic change in frame scenery vs. video codec that encoded it.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 18, 2020, 12:16:22 PM
The game "Choy-Lee-Fut Kung-Fu Warrior" (ZX Spectrum) makes it into the game, but then it's instant game over, as if the time ran off in a fraction of second.

Also ZX Spectrum, "Hostages": the Kempston joystick doesn't work in the main menu.

I imagine the ZX Spectrum responsibles already know, but being less obvious bugs than instant crashes I thought it wouldn't hurt to notify them here.

EDIT: Both games work fine with keyboard.
Title: Re: FBN Bugs Reports
Post by: the_maq on October 18, 2020, 09:20:33 PM
Thunder blade arcade needs fixing i think.. just noticed this horizontal sprite gap popping up between the green plain and the buildings when it switches from top-down to third-person perspective view..it's the same with mame too, but couldn't see it in the pcb video..this is probably the best quality footage available: https://youtu.be/ygEK2by2E8U?t=50
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 19, 2020, 03:13:38 AM
Thunder blade arcade needs fixing i think.. just noticed this horizontal sprite gap popping up between the green plain and the buildings when it switches from top-down to third-person perspective view..it's the same with mame too, but couldn't see it in the pcb video..this is probably the best quality footage available: https://youtu.be/ygEK2by2E8U?t=50

Is it something happening for 1 frame or something ? If so it might be hard to notice from a pcb video.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on October 19, 2020, 10:52:42 AM
commit - badb6af (https://github.com/finalburnneo/FBNeo/commit/badb6af45b0a839cf5d0ce8c61a365bd103f9998)

In:
static struct BurnRomInfo SpecfrostbyteRomDesc[] = {
   { "Frost Byte (1986)(Mikro-Gen).tap", 49465, 0x89fc6d8, BRF_ESS | BRF_PRG },
};
is a typo.


The correct is:
static struct BurnRomInfo SpecfrostbyteRomDesc[] = {
   { "Frost Byte (1986)(Mikro-Gen).tap", 49465, 0x895fc6d8, BRF_ESS | BRF_PRG },
};
Title: Re: FBN Bugs Reports
Post by: Svipur on October 19, 2020, 11:11:34 AM
@Igor_Arabe

Cheers for catching this one. Fixed to 0x895fc6d8.
Title: Re: FBN Bugs Reports
Post by: the_maq on October 19, 2020, 06:43:29 PM
Is it something happening for 1 frame or something ? If so it might be hard to notice from a pcb video.
I'd say a good few frames at least.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 12:00:41 PM
Neville, it's strange - some games seems to access the kempston completely wrong.
My theory is that I think the authors never had a kempston interface to test with, but they added code for it.  Because I can't get [the games I tried] working on any emulator w/kempston.  I didn't try them all though.  If you do find one that works in Fuse or Speccy (or something else), but not fbneo - please let me know, then I can possibly track down the issue.

best regards,
- dink

The game "Choy-Lee-Fut Kung-Fu Warrior" (ZX Spectrum) makes it into the game, but then it's instant game over, as if the time ran off in a fraction of second.

Also ZX Spectrum, "Hostages": the Kempston joystick doesn't work in the main menu.

I imagine the ZX Spectrum responsibles already know, but being less obvious bugs than instant crashes I thought it wouldn't hurt to notify them here.

EDIT: Both games work fine with keyboard.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 12:03:48 PM
the_maq, thanks for letting us know - I will take a look into it when "Operation: Rewrite-Spectrum" is complete.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 20, 2020, 12:19:24 PM
Neville, it's strange - some games seems to access the kempston completely wrong.
My theory is that I think the authors never had a kempston interface to test with, but they added code for it.  Because I can't get [the games I tried] working on any emulator w/kempston.  I didn't try them all though.  If you do find one that works in Fuse or Speccy (or something else), but not fbneo - please let me know, then I can possibly track down the issue.

best regards,
- dink

I see. I've noticed a few games where Kempston doesn't seem to work right, but from a layman point of view it's hard to tell wether it is a FBN issue or just bad programming from the original developers.

One issue I've noticed, though, it's that in some games Kempston control causes the game to pause intermitently. I just saw it on "Yie Ar Kung Fu", and it runs well with emulated Kempston on Spectaculator.

Thanks for the answer.
Title: Re: FBN Bugs Reports
Post by: dink on October 20, 2020, 08:47:24 PM
I see. I've noticed a few games where Kempston doesn't seem to work right, but from a layman point of view it's hard to tell wether it is a FBN issue or just bad programming from the original developers.

One issue I've noticed, though, it's that in some games Kempston control causes the game to pause intermitently. I just saw it on "Yie Ar Kung Fu", and it runs well with emulated Kempston on Spectaculator.

Thanks for the answer.

Can you try to find more games where the kempston works fine in another emulator but not fbneo?  I'd like to fix this problem, but need a little more to go on :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 21, 2020, 08:14:22 AM
I'll try.

EDIT: "Barbarian II - The Dungeon of Drax (128K)".

"Chicago's 30" --> Doesn't recognise joystick left, but Kempston option doesn't work in Klive, at all.

"Desperado (Topo)" --> Joystick unresponsive, same result in Klive.

"Freddy Hardest" --> Some Kempston combinations pause the game. Works fine in Klive.

"Game Over" --> Fire returns you to main menu. Doesn't have a Kempston specific option, but works fine with Kempston on Klive.

"Lotus" and "Test Drive 2" --> Joystick keeps leaning on the right. Couldn't get Kempston to work under Klive, in either case.

Hope you will have enough test subjects for now. If you need more, just say it.
Title: Re: FBN Bugs Reports
Post by: dink on October 24, 2020, 01:25:23 AM
Neville thanks, but please use reply instead of edit - I didn't even notice for a couple days.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: pintcat on October 25, 2020, 11:52:31 AM
On the 2DS/3DS, FBNeo is unable to open a few of the NeoGeo ROMs. So far I found Metal Slug 2 and King of Fighters 98 not working. Most of the time the program simply quits back to the home menu. Sometimes it even crashes the whole system. It might be size dependend, because smaller ROMs like Metal Slug 1 or Viewpoint work fine. All these ROMs work with FBAlpha on the very same system. Tested on a new 2DS with the latest stable version 1.9.0.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 25, 2020, 12:12:25 PM
On the 2DS/3DS, FBNeo is unable to open a few of the NeoGeo ROMs. So far I found Metal Slug 2 and King of Fighters 98 not working. Most of the time the program simply quits back to the home menu. Sometimes it even crashes the whole system. It might be size dependend, because smaller ROMs like Metal Slug 1 or Viewpoint work fine. All these ROMs work with FBAlpha on the very same system. Tested on a new 2DS with the latest stable version 1.9.0.

Yes, this is definitely a memory constraint issue, there would be no reason for smaller roms to be working otherwise. Sorry but there is nothing we can do about this, FBNeo will keep getting bigger and using more memory every time we add support for new games.
Title: Re: FBN Bugs Reports
Post by: Neville on October 25, 2020, 01:43:35 PM
Neville thanks, but please use reply instead of edit - I didn't even notice for a couple days.

best regards,
- dink

Uh, sorry.
Title: Re: FBN Bugs Reports
Post by: pintcat on October 25, 2020, 10:41:19 PM
Yes, this is definitely a memory constraint issue, there would be no reason for smaller roms to be working otherwise. Sorry but there is nothing we can do about this, FBNeo will keep getting bigger and using more memory every time we add support for new games.
Pity. But wouldn't it be possible to split it into smaller cores which then support only certain systems? Like a pure CPS core, a pure NeoGeo core etc.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 26, 2020, 02:30:44 AM
Pity. But wouldn't it be possible to split it into smaller cores which then support only certain systems? Like a pure CPS core, a pure NeoGeo core etc.

Maybe, if you want to create X repos for split cores dedicated to devices with no memory and maintain them, feel free. Personally i won't provide support for this.
Title: Re: FBN Bugs Reports
Post by: dink on October 26, 2020, 09:40:04 AM
It is a good idea for some systems, but definitely not something we can do / maintain (with our limited resources)  Perhaps the maintainer of the *DS version can do this.
Arcadez maintainer of FBL uses this technique for his original Xbox port - most Xbox's only have 64megabyte of ram.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 27, 2020, 07:25:30 AM
A couple more Spectrum bugs:

Casanova --> Kempston acts as if the right direction was continuosly pressed. Keyboard works fine.

Silent Shadow --> Can't get past the main menu, the option to start the game (0) seems to have no effect.

Both bugs can be reproduced with Klive, but Casanova works fine with Spectaculator.

Title: Re: FBN Bugs Reports
Post by: dink on October 27, 2020, 10:46:10 AM
Neville,
I found a video where they dissect a Kempston interface and explain how it works ( https://www.youtube.com/watch?v=4e1MlxPVyD4 ), this lead me to emulate the hw a bit better.  Now Casanova & Hostages work fine.  Desperado still doesn't, but - I think that game is just bugged anyways.

Thanks for your feedback :)

p.s. Silent Shadow is a weird game, it will only work if you define keys and use keyboard (teclado) to play it.  also, press '8' to start, it kinda looks like '0' though.  This game also has problems with joy in other emu's.  weird..

(p.s.2, new spectrum code won't be on github until tomorrow or later today - got some big changes cooking)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Neville on October 27, 2020, 12:17:09 PM
Awesome news, dink. On one hand I'm sorry I keep telling you guys to add games and solve bugs. On the other, I know this will eventually lead to better emulation.

One thing, though: Can't help but notice how many of the troublesome games are Spanish. Makes me wonder what went on in my country on those days... tight schedules and too much cofee, I guess.

EDIT: And as usual, I forgot to thank the devs for the giant steps Spectrum emulation has taken since the last official release. TAP support, an expanded roster and now better Kempston emulation are terrific achievements, and they make me very excited about future releases.
Title: Re: FBN Bugs Reports
Post by: JoelH on October 28, 2020, 11:15:12 AM
Not sure if this has been reported but the game Dead Angle is literally missing half of its FM-synth.
Title: Re: FBN Bugs Reports
Post by: dink on October 28, 2020, 07:59:38 PM
Not sure if this has been reported but the game Dead Angle is literally missing half of its FM-synth.

JoelH,
I did a quick comparison between fbn and mame and a pcb video, and they sound the same on the titlescreen music / coin / stage 1, but maybe I'm just not getting it - can you please help me realize what sounds are missing?

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 28, 2020, 08:54:25 PM
JoelH,
I did a quick comparison between fbn and mame and a pcb video, and they sound the same on the titlescreen music / coin / stage 1, but maybe I'm just not getting it - can you please help me realize what sounds are missing?

best regards,
- dink

Yeah I'm playing this on an Nvidia Shield and the rhythm track is indeed missing on both this and Lead Angle for the lack of a better explaination. And I've played this a few times on Mame so I know something's wrong.
Title: Re: FBN Bugs Reports
Post by: dink on October 28, 2020, 10:56:38 PM
Can you try it in MAME again just to be sure?  The only rhythm the game has is a light bass-line. 
I tested with a recent version of MAME and there is no difference between it and FBNeo for the titlescreen, coin-up / start-level music and in-game level1 music.  What I'm trying to say is, if I can't see (or hear) the problem, I can't fix it.

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 12:02:10 PM
Can you try it in MAME again just to be sure?  The only rhythm the game has is a light bass-line. 
I tested with a recent version of MAME and there is no difference between it and FBNeo for the titlescreen, coin-up / start-level music and in-game level1 music.  What I'm trying to say is, if I can't see (or hear) the problem, I can't fix it.

best regards,
- dink

Well I have flipped between FBN and Mame 2003-plus and yes it definitely sounds different. That bass line is completely missing from FBN. Its not really unusual though. Cisco Heat sounds very different on FBN than it does on Mame for instance and I'm not sure which is more accurate. Maybe I'll just stick with Mame in this case.
Title: Re: FBN Bugs Reports
Post by: Haze on October 29, 2020, 12:07:14 PM
Nothing in MAME2003/Plus should be used as a reference.  Versions that old are utter trash, and most of the time made with no reference of their own.
Title: Re: FBN Bugs Reports
Post by: dink on October 29, 2020, 12:20:59 PM
Well I have flipped between FBN and Mame 2003-plus and yes it definitely sounds different. That bass line is completely missing from FBN. Its not really unusual though. Cisco Heat sounds very different on FBN than it does on Mame for instance and I'm not sure which is more accurate. Maybe I'll just stick with Mame in this case.

Here's a recording from the current Official FBNeo / Windows UI

https://www.youtube.com/watch?v=PauelwdBJAg

edit: I tried MAME from 2003 (MAME 0.78) and it sounds no different than FBNeo.  Can't find binaries for 2003 plus to check, but I can only assume it's also no different than current MAME or MAME078

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 02:33:46 PM
Well this is what I'm getting on the TV: https://twitter.com/RealLordDalek/status/1321882313228210178.

Maybe there's a setting inside Retroarch thats screwed up. I honestly have no idea.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on October 29, 2020, 03:03:03 PM
Oh, that's on the libretro port. Maybe that's something that happens only at 48000 samplerate (which is the default on libretro) ? Could you check if it happens after setting samplerate to 44100 ?
Also, are you playing on desktop PC ?
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 04:41:34 PM
Oh, that's on the libretro port. Maybe that's something that happens only at 48000 samplerate (which is the default on libretro) ? Could you check if it happens after setting samplerate to 44100 ?
Also, are you playing on desktop PC ?

Playing it on an Nvidia Shield as I'm trying to get away from using my Computer for emulation. Tried the sample rate, didn't work.
Title: Re: FBN Bugs Reports
Post by: dink on October 29, 2020, 09:14:25 PM
with help from barbudreadmon, I found the problem and fixed it.  (it will take a few hours extra to reach the libretro side of things)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: JoelH on October 29, 2020, 09:39:46 PM
with help from barbudreadmon, I found the problem and fixed it.  (it will take a few hours extra to reach the libretro side of things)

best regards,
- dink

Thanks!
Title: Re: FBN Bugs Reports
Post by: the_maq on November 01, 2020, 08:18:30 PM
the_maq, thanks for letting us know - I will take a look into it when "Operation: Rewrite-Spectrum" is complete.

best regards,
- dink
So how is it going with the thunder blade situation??
Title: Re: FBN Bugs Reports
Post by: dink on November 02, 2020, 12:17:01 AM
the_maq got a little side tracked there, give it a try now.
This fix fixes: the small buildings in the background no longer "float" on the horizon.

There are other problems, though, and they also happen on the PCB:
1: the larger side-of-street buildings "magically" appear during the scene change, and are floating above the ground and you can see under them.
2: a few frames after the scene fully changes from below view to front view, the clouds and small buildings in the background "snap into place"

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: the_maq on November 02, 2020, 08:22:53 PM
the_maq got a little side tracked there, give it a try now.
This fix fixes: the small buildings in the background no longer "float" on the horizon.

There are other problems, though, and they also happen on the PCB:
1: the larger side-of-street buildings "magically" appear during the scene change, and are floating above the ground and you can see under them.
2: a few frames after the scene fully changes from below view to front view, the clouds and small buildings in the background "snap into place"

best regards,
- dink
Cheers for that, and about the flimsy looking building appearance, that's Sega's bad, an error on their part.. :mad:
Title: Re: FBN Bugs Reports
Post by: xerf84 on November 03, 2020, 04:05:01 PM
Hello, seeing FBN 1.0, it is normal that if you filter in the MVS search, mvsc and xmvsf appear?, is there a filter for CPS3?. Greetings.  :smilie:
Title: Re: FBN Bugs Reports
Post by: dink on November 03, 2020, 04:25:25 PM
Hi xerf84,
The search box is for a text search - for any text, kuff.  To do what you want, try this:
expand Filters -> Hardware -> Capcom and deselect everything except cps3 if you just want to search cps3.
A click on the "Hardware" checkbox alone will deselect all / select all :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: xerf84 on November 03, 2020, 05:13:01 PM
Thanks for the answer Dink, I thought it could be hardware filtered in the text box, otherwise I know what you mean. Greetings.
Title: Re: FBN Bugs Reports
Post by: Igor_Arabe on November 03, 2020, 07:48:41 PM
In "< ... > src/burn/drv/nes/d_nes.cpp"

Quote
static struct BurnRomInfo nes_lionkinlegcRomDesc[] = {
   { "Lion King Legend, The (China).nes",          524304, 0x0f95fc73, BRF_ESS | BRF_PRG },
};
this is a incorrect crc32 (is the same of t+eng hack)


the correct is:
Quote
static struct BurnRomInfo nes_lionkinlegcRomDesc[] = {
   { "Lion King Legend, The (China).nes",          524304, 0x1309fa69, BRF_ESS | BRF_PRG },
};
Is mentioned in hack documentation
Title: Re: FBN Bugs Reports
Post by: dink on November 03, 2020, 09:09:05 PM
Igor_Arabe,
thanks :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 05, 2020, 03:53:28 PM
Bug found...
J.League GG Pro Striker '94 (Jpn)
gg_jleagu94
Need find the pallet to clean the SEGA logo in the top of it.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 05, 2020, 08:02:50 PM
thanks, gg_jleague94 is fixed
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 06, 2020, 05:39:19 AM
thanks, gg_jleague94 is fixed

Nice!  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on November 07, 2020, 06:35:47 AM
sbubsm bug in the screen.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on November 07, 2020, 09:11:44 AM
Joaquim2020, thanks, it's fixed. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 08, 2020, 09:32:21 AM
More Spectrum bugs:

- 750cc Grand Prix --> HUD not visible ingame.

- Blade Warrior --> Kempston left / right are inverted.

- International 3D Tennis --> Doesn't get past the menu screen.

- Jungle Warfare --> Z exits game and it's also mapped to Kempston fire.

- Kick Off 2 --> Heavy glitches in-game.

- North & South --> Kempston works in the map section, but not in the battle section.
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 12, 2020, 10:48:51 AM
Two more:

Moon Strike --> Z pauses the game

Murray Mouse Super Cop --> Z is mapped... to inventory?
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 10:30:08 AM
Regarding 'Z', the game maps these keys and we can't change that.

I replaced 750cc and Kick Off 2 with tap images, they seem to work fine now.

Intl 3d tennis: game is looking for the '5' key to "enter" on a menu item

Blade Warriorr... hmm, what if you map keyboard?

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: Tegrah on November 13, 2020, 01:49:37 PM
msx  |  bumpy.zip  |  bumpy (1989)(loriciels)(fr)[run'cas-'].cas
I use fbneo on retroarch android

Game plays ok but after touching far right platform on level 3 it crashes. Everytime..
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 02:56:11 PM
Tegrah,
Thanks for letting us know,
It turns out the bumpy cassette image was corrupted - I replaced it with another dump and played it to level 4 without any problem.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on November 13, 2020, 09:02:55 PM
Neville,
Do you use the Z key on keyboard for fire in fbneo?  I have an idea, if a game maps Z as pause or something unwanted, you can re-map the Z key on the Spectrum keyboard to something else (anything else), or just clear it w/"clear lock" for the problem games:
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 14, 2020, 06:30:10 AM
Yes, that should fix it. Thanks for the tip.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 14, 2020, 11:03:58 AM
5 reports:

1- Undercover Cops - Alpha Renewal Version (US) and (World) are not marked as Hacks but as Genuine (they're only visible in the game list if the "Genuine" box is checked).

2- Pururun buttons are not set up properly, as the second player cannot use the second button (bomb).

3- In kof98cps, on the character selection screen, you can't select the characters of the bottom row, except for Shingo and Rugal. I suspect this is a ROM issue and not an emulation issue. Still weird, especially since the same author made kof98ae2016 two years prior, which doesn't have this issue.

4- Some typos in game notes (the same typo might be elsewhere):
- kof2000otc: "ZERO only enable in AES mode" -> "enabled"
- kf2k2ps2b: "hack only enable in AES mode" -> "enabled"

5- Got a crash twice but I can't repro it consistently.
I load a NeoGeo game, such as Magical Drop III or Matrimelee. UniBios 4.0 is enabled. Then I go to the most recent games list, and load the same game again. Result: crash (guru meditation). Doesn't happen all the time. Can also happen on first load.

Code: [Select]
FinalBurn Neo v1.0.0 fatal exception report (Sat Nov 14 17:31:30 2020
).

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x008A92D7
 (attempting to read address 0x0C149204)

EAX: 0x0C149204, EBX: 0x00000000, ECX: 0x00001FDA, EDX: 0x00000000
ESI: 0x0000478E, EDI: 0x00000000, ESP: 0x0028934C, EBP: 0x00000100

----------------------------------------------------------------------
System information:

OS:  Microsoft Windows 7 Service Pack 1 (build 7601)
CPU: CPU Detection not enabled for GCC builds

Physical RAM: 4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
Total RAM:    4194303 KB (4095 MB) total, 4194303 KB (4095 MB) avail
FinalBurn Ne:  138672 KB in use (145604 KB peak, 191900 KB virtual)

Installed displays and display adapters:
    Moniteur Plug-and-Play g?n?rique on NVIDIA GeForce GTX 660 (primary)

----------------------------------------------------------------------
FinalBurn Neo information:

Built on Nov 1 2020, 14:38:30, using GCC 9.1.0.
    Optimised for X86 CPUs.
    Using Unicode for all text.
    Debug functionality absent.

MMX optimisations enabled.
Musashi emulation core enabled for MC680x0 family emulation.

Emulating matrim (Matrimelee / Shin Gouketsuji Ichizoku Toukon (NG...)
    Vertical refresh is 59,18 Hz.
    CPU running at 100% of normal frequency.

Video settings:
    Selected module:    DirectDraw7 / Direct3D7 Enhanced video output
    Interface settings: Running in windowed mode, 1194x896, 32bpp
                        Source image 320x224, 32bpp
    Module settings:    Using Blt() to transfer the image

Audio settings:
    Selected module:    DirectSound3 audio output
    Interface settings: Playback at 44100Hz, 100% volume
    Module settings:    Audio is delayed by approx. 84ms

Input settings:
    Selected module:    DirectInput8 input
    Interface settings: keyboard 0 System keyboard: Clavier
                        mouse    0 System mouse: Souris

Profiling settings:
    Interface settings: Profiling module not initialised

----------------------------------------------------------------------
Detailed process information about fbneo.exe:

fbneo.exe (base address 0x00400000, size 68688 KB)

Exception occurred in module fbneo.exe:
               fbneo.exe (base address 0x00400000, size  68688 KB)

Modules loaded by fbneo.exe:
               ntdll.dll (base address 0x77B40000, size   1536 KB)
            kernel32.dll (base address 0x75570000, size   1088 KB)
             aswhook.dll (base address 0x74F90000, size     56 KB)
          KERNELBASE.dll (base address 0x754E0000, size    284 KB)
            ADVAPI32.dll (base address 0x75430000, size    644 KB)
              msvcrt.dll (base address 0x76AC0000, size    688 KB)
             sechost.dll (base address 0x76980000, size    100 KB)
              RPCRT4.dll (base address 0x76EE0000, size    960 KB)
             SspiCli.dll (base address 0x75260000, size    384 KB)
           CRYPTBASE.dll (base address 0x75250000, size     48 KB)
            COMCTL32.DLL (base address 0x74C20000, size   1656 KB)
               GDI32.dll (base address 0x76850000, size    576 KB)
              USER32.dll (base address 0x77000000, size   1024 KB)
                 LPK.dll (base address 0x76790000, size     40 KB)
               USP10.dll (base address 0x775D0000, size    628 KB)
             SHLWAPI.dll (base address 0x76A60000, size    348 KB)
            COMDLG32.DLL (base address 0x767A0000, size    492 KB)
             SHELL32.dll (base address 0x757B0000, size  12592 KB)
               ole32.dll (base address 0x752D0000, size   1404 KB)
            SETUPAPI.dll (base address 0x76BE0000, size   1652 KB)
            CFGMGR32.dll (base address 0x76FD0000, size    156 KB)
            OLEAUT32.dll (base address 0x766B0000, size    584 KB)
              DEVOBJ.dll (base address 0x76BC0000, size     72 KB)
            AVIFIL32.DLL (base address 0x74F50000, size    100 KB)
               WINMM.dll (base address 0x70640000, size    200 KB)
             MSACM32.dll (base address 0x74F70000, size     80 KB)
             MSVFW32.dll (base address 0x74EF0000, size    132 KB)
             WININET.DLL (base address 0x77100000, size   4316 KB)
    api-ms-win-downlevel-user32-l1-1-0.dll (base address 0x752C0000, size     16 KB)
    api-ms-win-downlevel-shlwapi-l1-1-0.dll (base address 0x75530000, size     16 KB)
    api-ms-win-downlevel-version-l1-1-0.dll (base address 0x76970000, size     16 KB)
             version.DLL (base address 0x73B80000, size     36 KB)
    api-ms-win-downlevel-normaliz-l1-1-0.dll (base address 0x75540000, size     12 KB)
            normaliz.DLL (base address 0x769A0000, size     12 KB)
            iertutil.dll (base address 0x76410000, size   2272 KB)
    api-ms-win-downlevel-advapi32-l1-1-0.dll (base address 0x77740000, size     20 KB)
             USERENV.dll (base address 0x75550000, size    100 KB)
             profapi.dll (base address 0x76B80000, size     44 KB)
               IMM32.DLL (base address 0x769B0000, size    384 KB)
               MSCTF.dll (base address 0x77670000, size    824 KB)
              dsound.dll (base address 0x74BA0000, size    456 KB)
            POWRPROF.dll (base address 0x74F20000, size    148 KB)
             dinput8.dll (base address 0x74B70000, size    192 KB)
               ddraw.dll (base address 0x74A80000, size    924 KB)
            DCIMAN32.dll (base address 0x74EE0000, size     24 KB)
              dwmapi.dll (base address 0x6EFE0000, size     76 KB)
                d3d9.dll (base address 0x746D0000, size   1804 KB)
             d3d8thk.dll (base address 0x746C0000, size     24 KB)
            D3DX9_43.dll (base address 0x6B4D0000, size   2044 KB)
             uxtheme.dll (base address 0x71300000, size    512 KB)
                 HID.DLL (base address 0x74ED0000, size     36 KB)
            WINTRUST.dll (base address 0x76820000, size    188 KB)
             CRYPT32.dll (base address 0x75680000, size   1160 KB)
              MSASN1.dll (base address 0x76B70000, size     48 KB)
             CLBCatQ.DLL (base address 0x77540000, size    524 KB)
            MMDevApi.dll (base address 0x748A0000, size    228 KB)
             PROPSYS.dll (base address 0x6E7A0000, size    980 KB)
            AUDIOSES.DLL (base address 0x74A40000, size    216 KB)
            imagehlp.dll (base address 0x76B90000, size    172 KB)
             CRYPTSP.dll (base address 0x711C0000, size     92 KB)
              rsaenh.dll (base address 0x71180000, size    236 KB)
              ncrypt.dll (base address 0x71100000, size    228 KB)
              bcrypt.dll (base address 0x6EBF0000, size     92 KB)
    bcryptprimitives.dll (base address 0x748E0000, size    244 KB)
               GPAPI.dll (base address 0x74A00000, size     88 KB)
            cryptnet.dll (base address 0x74A20000, size    116 KB)
             WLDAP32.dll (base address 0x76A10000, size    276 KB)
            D3DIM700.DLL (base address 0x6A2D0000, size    816 KB)
            RICHED20.DLL (base address 0x74980000, size    472 KB)
             nvd3dum.dll (base address 0x5FE00000, size  17556 KB)
    api-ms-win-core-synch-l1-2-0.DLL (base address 0x73C70000, size     12 KB)
                avrt.dll (base address 0x75090000, size     28 KB)

----------------------------------------------------------------------
Title: Re: FB Neo Bugs Reports
Post by: dink on November 14, 2020, 04:10:01 PM
Hi Stifu,
Thanks for the infos!

Regarding UCCOPS Alpha Renewal, it's actually a genuine release from IREM :)
I'll try to have Pururun and other infos fixed by tonight.

Regarding the crash, if you can help us track it down, that would be very very great!
First, grab Dr.Mingw - it will help examine the crash and produce a log file that will give us a hint where the crash is happening at.  It'll take 1 minute to install:
https://github.com/jrfonseca/drmingw/releases/download/0.9.2/drmingw-0.9.2-win64.7z
unzip to somewhere, go to the bin subdirectory and run "drmingw -i" (from commandline)

(note: To uninstall drmingw, go back into the bin subdirectory and run "drmingw -u". then delete it.)

Now you'll need a fbneo executable compiled w/debug and symbols, grab it here:
https://www.sendspace.com/file/nk506h
unzip/rename it to the same exe name as your current fbneo executable.

When FBNeo crashes, it'll bring up a "Guru Meditation error" box like in the attached image below - be sure to press the [Debug] button, this will call up Dr.Mingw and it will attempt to log as much information about the crash as possible.  Save this log and send it to me via PM. 
Also include your config/fbneo.ini file, and config/games/romname.ini file - romname being the rom name of the game that caused the crash.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 14, 2020, 04:17:57 PM
Regarding UCCOPS Alpha Renewal, it's actually a genuine release from IREM :)

Ooooh, I was sure it was a hack, especially with such a weird name. Nice!

I'll try to reproduce the crash by following everything you've said, and I'll report back once I have.

By the way, I take it the Pururun issue is an easy fix? Just making sure you noticed that one, since I've been editing my comment multiple times.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 14, 2020, 09:18:44 PM
Stifu, thanks, I'm anxious to see what you come up with re: the crash.
re: pururun, I got it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 15, 2020, 07:59:56 AM
Stifu, thanks, I'm anxious to see what you come up with re: the crash.

Sadly, I couldn't repro so far. I wonder if your more recent debug exe is more stable than the 1.0.0.0 release build I had. Maybe that bug is already fixed?
I'll keep trying...

re: pururun, I got it :)

Cool, thanks!
Title: Re: FB Neo Bugs Reports
Post by: dink on November 15, 2020, 09:49:28 AM
Stifu,
Sometimes the debug version does things differently, and that alone is enough to suppress or mask a crash condition.  Here's the latest non-debug exe, but it contains the some debug stuff required for Dr.Mingw to find where the crash is happening.
https://www.sendspace.com/file/neir4z  (includes Pururun 2p joy button2 fix)

Before you replace the previous debug exe, can you please test Dr.Mingw by loading the previuos debug exe, press Alt-C (insta-crasher debug key), then hit the debug button and see if Dr.Mingw comes up?  If a Dr.Mingw window that looks sorta like notepad with some crash-information comes up, it's a-ok :)  (Alt-C is only available in the regular debug version)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 15, 2020, 06:05:14 PM
Hey dink,

Before you replace the previous debug exe, can you please test Dr.Mingw by loading the previuos debug exe, press Alt-C (insta-crasher debug key), then hit the debug button and see if Dr.Mingw comes up?  If a Dr.Mingw window that looks sorta like notepad with some crash-information comes up, it's a-ok :)  (Alt-C is only available in the regular debug version)

Yep, that works.

Sometimes the debug version does things differently, and that alone is enough to suppress or mask a crash condition.  Here's the latest non-debug exe, but it contains the some debug stuff required for Dr.Mingw to find where the crash is happening.

Oh boy, that one crashed on the first try! Gonna send you the details by PM.

(includes Pururun 2p joy button2 fix)

Thanks again for that! My wife and I like this game a lot. We used to play it with MAME. I should have fully tested it back when you guys added support for it.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 15, 2020, 08:31:10 PM
Hi Stifu,
Thanks for your help, I'm confident that the problem is squashed - please try this exe: https://www.sendspace.com/file/o971dy

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 16, 2020, 01:39:53 AM
Hi dink,

Right. No crash so far.

Thank you.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 21, 2020, 10:43:12 AM
Possible button mapping bug I've found: in the arcade Tetris by Atari (atetris), the game tells you to press Start on the title screen, but pressing Start does nothing. You need to press Button 1 instead. Or maybe it's because the original cab has few buttons, and Start and Button 1 are the same thing?
Title: Re: FB Neo Bugs Reports
Post by: dink on November 21, 2020, 04:12:00 PM
Possible button mapping bug I've found: in the arcade Tetris by Atari (atetris), the game tells you to press Start on the title screen, but pressing Start does nothing. You need to press Button 1 instead. Or maybe it's because the original cab has few buttons, and Start and Button 1 are the same thing?

There's nothing wrong - In the service mode / switch test, rotate and start are the same button.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 21, 2020, 05:56:40 PM
Thanks for confirming. It's just that according to my tests, the key (1) or button usually bound to Start does not work for that game. I brought it up in case it was possible to have some kind of double mapping for such games (either Z or 1 triggers rotate / start).
Title: Re: FB Neo Bugs Reports
Post by: littlebear on November 23, 2020, 05:11:25 PM
Street fighter Zero CPS changer and it clone have coin keys as pause key.
thank you
Title: Re: FB Neo Bugs Reports
Post by: dink on November 23, 2020, 08:22:01 PM
Street fighter Zero CPS changer and it clone have coin keys as pause key.
thank you

littlebear, this is normal - the cps-changer doesn't have coin.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: littlebear on November 23, 2020, 08:44:20 PM
ok . thank
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 29, 2020, 09:38:21 AM
Trying Eeekk!, characters seem to be displayed behind every element you pass through, like stairs. You can still see the characters, but their colors are altered.
But in some videos I see online, that's not the case, and characters are displayed above background elements: https://youtu.be/e-W1mqA-B0M
I'm not sure which behavior is correct. I couldn't find a video of the original arcade cab.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 29, 2020, 09:59:54 AM
Stifu,
Eeekk! on EPOS hw uses a blitter where pri mixing is not really possible (at least, not in hw), which is why you get weird colors when your character goes over/under objects.  I'm pretty sure that was the intended effect by the developer.

Eeekk! on Pac-Man HW is tile-based, so the main sprite is always above everything.

The Eeekk! video you linked is that of the Pac-Man HW variety.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on November 30, 2020, 02:25:53 PM
Got some major graphics glitches playing Riot over libretro in the form of disappearing sprites on Round 2.
Title: Re: FB Neo Bugs Reports
Post by: Neville on November 30, 2020, 03:58:30 PM
I've found a "thing" in the FBN menus... not a bug, more like a typo. According to Wikipedia Sega Megadrive is wrong, the proper spelling is Sega Mega Drive. Or Genesis.

See https://en.wikipedia.org/wiki/Sega_Genesis

This affects the hardware filter settings, and likely nothing else.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on November 30, 2020, 05:09:02 PM
Eeekk! on EPOS hw uses a blitter where pri mixing is not really possible (at least, not in hw), which is why you get weird colors when your character goes over/under objects.  I'm pretty sure that was the intended effect by the developer.

Eeekk! on Pac-Man HW is tile-based, so the main sprite is always above everything.

The Eeekk! video you linked is that of the Pac-Man HW variety.

Hey dink, thanks for confirming.

According to Wikipedia Sega Megadrive is wrong, the proper spelling is Sega Mega Drive.

True. That's how it's written right on the console.
Title: Re: FB Neo Bugs Reports
Post by: dink on November 30, 2020, 08:27:53 PM
Got some major graphics glitches playing Riot over libretro in the form of disappearing sprites on Round 2.

JoelH,
Ahh, Riot is one of my favorites, so it needs to get fixed asap :)
Can you please post a screenshot?  I'm at round 2, and everything looks fine, so maybe I'm not at the right spot.
Are you using the rom "riot" or a different version?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on December 01, 2020, 01:27:34 AM
re: Riot,  I fixed a little timing issue that fixed a video glitch in the 2nd boss cutscene - please give the new exe a try.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on December 02, 2020, 07:54:30 PM
JoelH,
Ahh, Riot is one of my favorites, so it needs to get fixed asap :)
Can you please post a screenshot?  I'm at round 2, and everything looks fine, so maybe I'm not at the right spot.
Are you using the rom "riot" or a different version?

best regards,
- dink

Yeah I'm running the rom riot (the only one). Looks like its fixed though so I don't know what happened. Shrug.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 03, 2020, 01:02:02 AM
JoelH I think the timing fix mentioned above fixed it.  Thanks for letting us know!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on December 09, 2020, 01:58:18 PM
in <...>/src/burn/drv/megadrive/d_megadrive.cpp

crc wrong, is the same of unhacked rom.

Quote
// shadow of the beast (Hack, Spanish)
// https://www.romhacking.net/translations/3668/
static struct BurnRomInfo md_beastsRomDesc[] = {
   { "shadow of the beast (Hack, Spanish).bin", 1048576, 0xbd385c27, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000  },
};


the correct is this (w/ ips+checksum fix):
Quote
// shadow of the beast (Hack, Spanish)
// https://www.romhacking.net/translations/3668/
static struct BurnRomInfo md_beastsRomDesc[] = {
   { "shadow of the beast (Hack, Spanish).bin", 1048576, 0xde6b78e7, BRF_PRG | SEGA_MD_ROM_LOAD16_WORD_SWAP | SEGA_MD_ROM_OFFS_000000  },
};



Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 09, 2020, 04:40:23 PM
I bet those are not FBN bugs but game bugs (or oddities), but here goes: in Wily Tower, the "3" character (displayed on the score or on the bottom right bonus counter) has blue and red on it, for some reason, like a mini French flag. Also, there seems to be some minor tile issues on the title letter, like on the "T" where some parts that should be yellow are purple.
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 09, 2020, 06:36:20 PM
in <...>/src/burn/drv/megadrive/d_megadrive.cpp

crc wrong, is the same of unhacked rom.


the correct is this (w/ ips+checksum fix):

can you sendme your fix?
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 09, 2020, 06:56:03 PM
you use roms no intro, it will be fixed so that there is no confusion
Title: Re: FB Neo Bugs Reports
Post by: Igor_Arabe on December 09, 2020, 07:20:55 PM
Well i use the rom mentioned on "read-me / informations" of patch (the correct to do). Some roms is no-intro, some else goodgen .
Hmm i remembered an identical case in NES... i will check later.

Thanks charles32k.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 09, 2020, 09:05:19 PM
I bet those are not FBN bugs but game bugs (or oddities), but here goes: in Wily Tower, the "3" character (displayed on the score or on the bottom right bonus counter) has blue and red on it, for some reason, like a mini French flag. Also, there seems to be some minor tile issues on the title letter, like on the "T" where some parts that should be yellow are purple.

Stifu,
The problem has actually been verified to be on the pcb as well, so I guess it was a bit of an oversight at irem back in the day.  Perhaps they were in a rush to get it released, who knows :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on December 10, 2020, 04:47:30 PM
I figured as much. Thanks for confirming!
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 11, 2020, 03:32:22 PM

I found a bug in the dragon ball z from megadrive when the screen is divided
Title: Re: FB Neo Bugs Reports
Post by: dink on December 11, 2020, 11:47:17 PM
charles32k,
Hi, thanks for the bug report.  It's fixed (md vdp: vertical window clipping impl.)
I hope this fix doesn't cause new bugs, but if you see something weird please post a screenshot.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: charles32k on December 12, 2020, 08:16:31 AM
Thank you
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 12, 2020, 02:41:22 PM
pacmanblvd, the game is shown upside down, does anyone know if it is a configuration problem?
Title: Re: FB Neo Bugs Reports
Post by: dink on December 12, 2020, 08:27:26 PM
xerf84,
It needed a little fixing, try now. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 12, 2020, 11:08:21 PM
THanks dink, all ok. Saludos  :cool:
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 04:45:11 PM
Why does Mario Mario Bros. (US, Revision G) and (US, Unknown Rev) have the same roms but some with different names?. I only have the mario.zip rom and in the list it appears as if I also had marioo.zip

It's practically the same game but with different named roms.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 13, 2020, 07:55:44 PM
Xerf84, it's just a glitch, and has been removed. :)
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 08:34:13 PM
Once again, thank you for your excellent work dink. Cheers
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 13, 2020, 10:54:44 PM
Hi Dink, the same problem with Galaxy Force 2, the only different file is motorpcb.prg which I don't have, but it still marks Galaxy Force 2 (Super Deluxe unit) as available.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 14, 2020, 12:39:36 AM
This one is actually normal - the same romset can run both versions of the game.  The motor program is optional since we don't emulate the motorized cabinet :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: xerf84 on December 14, 2020, 11:10:08 AM
Je, ok thanks dink
Title: Re: FB Neo Bugs Reports
Post by: LodeyTTV on December 14, 2020, 04:36:25 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on December 14, 2020, 05:18:35 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.

Oh, you are that fightcade guy from discord... if you can reproduce this issue with our client and give more information on reproducing it (i don't think there is such an issue, never heard of it, including from people also playing on real hardware), i guess we can look into it. Otherwise, we stopped providing support for fightcade because they don't respect our license.
Title: Re: FB Neo Bugs Reports
Post by: dink on December 14, 2020, 08:20:44 PM
Garou: Mark of the Wolves has some sound issues with FBNeo. A lot of times there are high frequency piercing sounds and music notes that extend for multiple seconds creating a very disturbing cacophonous sound. Known issue, I suppose, just hope it can be fixed some day, it's existed for years now.

Hi,
In order to fix a problem we have to be able to reproduce the problem.

I played a quick game and couldn't notice any problem like that, so, we need some more info:

Where in the game does this happen?  Make a savestate when the problem starts happening (or right before it starts happening is best) using FBNeo v1.0.0.01, found on here: https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

Attach it to a message here or upload it to something like https://www.sendspace.com/ and post the link.

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Haze on December 15, 2020, 07:27:24 AM
Oh, you are that fightcade guy from discord... if you can reproduce this issue with our client and give more information on reproducing it (i don't think there is such an issue, never heard of it, including from people also playing on real hardware), i guess we can look into it. Otherwise, we stopped providing support for fightcade because they don't respect our license.

If they're not respecting your license why not just be more direct with your words.  It's an illegal distribution of FBN.

It's no better than what Barry did if that is the case.

You should be taking legal action against them, not supporting them.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on December 15, 2020, 08:39:55 AM
If they're not respecting your license why not just be more direct with your words.  It's an illegal distribution of FBN.

It's no better than what Barry did if that is the case.

You should be taking legal action against them, not supporting them.

It has been said several times actually, yeah they have gone totally illegal, actually it seems they even allow their client to download copyrighted content, but that doesn't mean we wouldn't fix a bug that actually exists in FBNeo source code.
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 03, 2021, 09:44:33 PM
hi
umk3 Smoke fatality graphic glitch
Title: Re: FB Neo Bugs Reports
Post by: dink on January 04, 2021, 07:37:48 PM
Thanks Klaus, I think the stars are paying tribute to The Great Conjunction :)
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 04, 2021, 08:33:03 PM
Thanks Klaus, I think the stars are paying tribute to The Great Conjunction :)
haha :cool:
Title: Re: FB Neo Bugs Reports
Post by: dink on January 05, 2021, 01:43:36 AM
klaus, problem is fixed, thanks for reporting! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: klaus2018 on January 05, 2021, 02:07:20 AM
Thank you :cool:
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on January 06, 2021, 07:04:54 AM
When i made this fatality for the first time, i didn?t get it, why the world is destroyed, if even shao khan dies as well in the world too.  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: dink on January 06, 2021, 09:28:59 AM
alignment of Jupiter and Saturn caused this illusion.
Title: Super street fighter II X 940311 Japan
Post by: geese howard on January 08, 2021, 03:09:33 PM
Game: Super street fighter II X 940311 Japan

Sometimes music, while fight round changes, slowly go to low volume until mute, then returns when you hit or take a hit from the opponent.
Today i have issues at ryu and fei long?s stage.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 09, 2021, 10:53:20 AM
geese howard,
it's simple, there's volume buttons in the input config,  go to input config, scroll down and find them, then check "clear lock" and "clear input" button. ..for both "Volume Up" "Volume Down"

or maybe I'll remove these stupid volume buttons, since they always cause problems.. hmm...  (I think it was barry's idea anyways)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on January 09, 2021, 11:20:08 AM
I think there's a problem with the horizontal resolution of Wonder Boy (wboy.zip) and associated ROM sets - FBN seems to be stretching the image. I tried changing the aspect ratio options, but it didn't make any difference.
Title: Re: FB Neo Bugs Reports
Post by: charles32k on January 09, 2021, 04:15:24 PM
try delete config and create new?
Title: Re: FB Neo Bugs Reports
Post by: dink on January 10, 2021, 02:08:22 AM
Al82,
Select this option: Video -> Stretch -> Correct aspect ratio

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on January 10, 2021, 09:55:44 AM
geese howard,
it's simple, there's volume buttons in the input config,  go to input config, scroll down and find them, then check "clear lock" and "clear input" button. ..for both "Volume Up" "Volume Down"

or maybe I'll remove these stupid volume buttons, since they always cause problems.. hmm...  (I think it was barry's idea anyways)

best regards,
- dink


I didn't even know that these volume buttons existed... :S

thanks again!!
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 18, 2021, 03:40:28 PM
Got a weird one. NBA Jam seems to be playing every speech sample game in the wrong places.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 18, 2021, 08:29:42 PM
JoelH,
I tried NBA Jam and compared with PCB recording and even MAME, and it sounds right even though it sounds like some samples are "out of place".
Can you make a video just incase I am not noticing the problem?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 18, 2021, 08:34:23 PM
JoelH,
I tried NBA Jam and compared with PCB recording and even MAME, and it sounds right even though it sounds like some samples are "out of place".
Can you make a video just incase I am not noticing the problem?

thanks,
- dink

Well if it was screaming "RICHMOND!" at you for no apparent reason, that's the glitch. Seems to be the worst on V. 1.0 of TE.

EDIT Can confirm that regular NBA Jam works fine so its just TE I guess.
Title: Re: FB Neo Bugs Reports
Post by: dink on January 20, 2021, 02:09:14 AM
JoelH, nbajamte should be OK now, please give it a try.  This one was tricky

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 20, 2021, 02:45:24 PM
JoelH, nbajamte should be OK now, please give it a try.  This one was tricky

best regards,
- dink

I guess it hasn't trickled down yet to Retroarch Plus because I'm still having problems. Will try again later.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on January 20, 2021, 04:15:35 PM
I guess it hasn't trickled down yet to Retroarch Plus because I'm still having problems. Will try again later.

Retroarch plus is the version from android play store ? You might consider manually installing the apk from the buildbot (http://buildbot.libretro.com/nightly/android/), i heard those builds are less buggy and more up-to-date.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on January 20, 2021, 11:08:16 PM
Retroarch plus is the version from android play store ? You might consider manually installing the apk from the buildbot (http://buildbot.libretro.com/nightly/android/), i heard those builds are less buggy and more up-to-date.

Thanks. Got it working now, and boy was it frustrating just to get FBN to load on AArch64 for some reason
Title: Re: FB Neo Bugs Reports
Post by: bishojo_jojo on January 22, 2021, 11:38:29 PM
hi, i'm having a bit of trouble trying to set my HD CRT TV as my fullscreen monitor.

my setup is an HD CRT, a 4k monitor, and a 4k projector; i am using windows 10 x64.

FBneo 1.0 will not accept the CRT as an option no matter what i do.
all monitors appear in the drop-down menu, but if i try to select the CRT as either the horizontal or vertical games monitor, it will revert to whatever option was set before.
i can still choose between my other two monitors, so i know the option is functional.

the only method that worked was to set the CRT as a main display and disable all other monitors.
even then, the fullscreen monitor drop-down menu defaults to a blank space instead of the "generic pnp monitor (default)" option.
toggling to fullscreen still works & scales properly under this condition, so i know it is possible at least.




the tv is an Ikegami HTM-1517R (not too far from a sony BVM) outputting as 640x480p through crt-emudriver/R9 380x.
i tried outputting from either Custom Resolution Utility or straight out of a GTX970 from nvidia's drivers (all after many clean installs).
i also tested many different resolutions since the CRT can output HD signals, but the issue remained consistent throughout.

the CRT must be connected through analog, so i am outputting from a DVI-I to VGA cable -> extron 160xi interface -> 4x BNC cables (RGBS ) into the TV.
since this connection is another consistent factor throughout this troubleshooting: could using the DVI-I as an analog out cause incompatibility somehow? i do not have other analog outputs available unfortunately.
Title: Re: FB Neo Bugs Reports
Post by: Voljega on January 25, 2021, 05:29:02 PM
When launching Hyper Rally for Colecovision, FBNeo stays stuck on a screen saying that the game requires Super Game Module.
All the others SGM games work fine
Title: Re: FB Neo Bugs Reports
Post by: dink on January 25, 2021, 08:46:33 PM
Voljega, hyper rally fixed :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on January 31, 2021, 11:38:33 PM
WWF Wrestlemania: the intro fades to black and this shows up at the last second, that's the ringside crowd.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 01, 2021, 03:37:07 AM
Thanks for the report, that frame doesn't happen on MAME, i couldn't confirm with a pcb video though.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 01, 2021, 10:07:13 AM
fix for wwf is in :)
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 01, 2021, 03:13:03 PM
"always show clones" option overlap "show available".
I had only one clone (ssf2xj), however when i enable option to show clones, it shows including unavailable sets.


https://ibb.co/xmgGLkw
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 10:23:59 AM
geese howard,
If you scan roms from the game list (F6 -> "Scan ROMs" button) does it help?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 02, 2021, 02:19:47 PM
geese howard,
If you scan roms from the game list (F6 -> "Scan ROMs" button) does it help?

best regards,
- dink

Yes, solved the problem.
Was it a known bug?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 04:53:38 PM
geese howard,
Yes, it comes up now and then (sometimes), but its a hard one to find! :(

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 02, 2021, 08:51:38 PM
WWF Wrestlemania Audio Issue: Audio blanking out after the Razor Ramon card - during the intro's and ingame ?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 02, 2021, 08:56:35 PM
the_maq, can you give me a savestate file from several seconds (the previous screen or so) right before the sound goes out?

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 02, 2021, 09:04:16 PM
the_maq, can you give me a savestate file from several seconds (the previous screen or so) right before the sound goes out?

thanks,
- dink
This might help ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 03, 2021, 12:51:56 AM
the_maq, please give it a try now

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 03, 2021, 02:05:10 AM
the_maq, please give it a try now

best regards,
- dink
Sound issue sorted - thanks for the fix.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 04, 2021, 11:32:57 AM
This is not so much a bug in a game, but anyway...

In Revolution X's Game Information window, under Rom Info, files revx.u51 - revx.u54 are listed twice. Also, since this game is a lightgun game, I have no clue how one is supposed to navigate the Service Menu.


In Galactic Storm (Japan), pushing the Start button to exit the different menus in the Test Menu does nothing. Te Start button works just fine otherwise. Also, is it possible to implent an "invert Y-axis"  option in the game inputs window? Galactic Storm uses inverted (flight stick) Y axis, and I personally can't handle that very well.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 04, 2021, 02:13:53 PM
Hi Agozer,
It might look strange, but revx's main roms are also loaded in the gfx roms section, so the duplicates are not a mistake.
For service mode: use p1 start to go up, p2 start to go down and button 1 to select.  (revx)

The Galactic Storm service menu is a bit "buggy".  If you get stuck somewhere, just reboot and go back into service mode if you need/want to.

It turns out the game has normal up/down and I had mistakenly configured it for the inverted flight-style Y axis. Oops.  It's fixed now :)

best regards,
- dink

This is not so much a bug in a game, but anyway...

In Revolution X's Game Information window, under Rom Info, files revx.u51 - revx.u54 are listed twice. Also, since this game is a lightgun game, I have no clue how one is supposed to navigate the Service Menu.


In Galactic Storm (Japan), pushing the Start button to exit the different menus in the Test Menu does nothing. Te Start button works just fine otherwise. Also, is it possible to implent an "invert Y-axis"  option in the game inputs window? Galactic Storm uses inverted (flight stick) Y axis, and I personally can't handle that very well.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 05, 2021, 04:13:52 AM
Killer instinct crashing at the end of stage 1 ?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 05, 2021, 06:51:47 AM
Killer instinct crashing at the end of stage 1 ?

Killer instinct is broken and was removed from official builds for that reason.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 05, 2021, 02:34:27 PM
Big thanks for the clarifications dink. Much appreciated.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 06, 2021, 12:13:58 AM
Terminator 2 - Judgment Day: Anyone know how to remove the green crosshair ?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 06, 2021, 12:40:34 AM
the_maq, I forgot to upload the code for yunit(term2) when I added the crosshair removal dip/option to revx and term2.  It should be available shortly.  Another new feature from a day or 2 ago: term2 and revx will auto-calibrate the guns if a prior nvram isn't found. (config/games/term2.fs or revx.fs)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 06, 2021, 12:44:30 AM
the_maq, I forgot to upload the code for yunit(term2) when I added the crosshair removal dip/option to revx and term2.  It should be available shortly.  Another new feature from a day or 2 ago: term2 and revx will auto-calibrate the guns if a prior nvram isn't found. (config/games/term2.fs or revx.fs)

best regards,
- dink
Cool....thanks for that. :cool:
Title: Re: FB Neo Bugs Reports
Post by: Wtorm on February 06, 2021, 08:05:02 AM
No files are shown when I select the bios tag in the genre filter
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 06, 2021, 04:57:39 PM
DoDonPachi III seems to only show a black screen after starting, same goes with the "Black Ver" Dai-Ou-Jou clone. PGM support seems to have undergone some sort of regression. Has the PGM BIOS sets changed?

Also, seemingly which ever Demon Front romset I try, FBNeo lists both the parent set and the "Single Board PCB Version" clone, when I just want the parent set.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 06, 2021, 08:11:25 PM
Agozer,
Actually something changed with the pgm asic simulation for kov but it should be totally unrelated to ddp3 as they use separate codepaths.

Anyways, I checked ddp3, ddpdoj and ddpdojblk on my dev version of fbneo, they all load and coin/play fine.
Then I grabbed the latest exe's from our git repo (unzipped dates from a few hrs ago) https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
..tested all 3 versions of ddp3 and they work fine with a new installation/fresh exe as well.

my pgm bios, ddp3, ddpdoj and ddpdojblk romsets are all dated April 2020.

I'm not 100% on this about demon front, but I think one of the standalone pcb versions shares romsets with the cartridge (parent) version.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 07, 2021, 03:17:08 AM
Has the PGM BIOS sets changed?

No, my pgm bios file was last modified in 2018 and still works with those games. Did you perhaps mistakenly replace your FBNeo pgm bios by MAME's ? Fyi, they are different (MAME has 2 less files which are actually ddp3 and theglad bioses).
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 07, 2021, 05:04:09 AM
Agozer,
Actually something changed with the pgm asic simulation for kov but it should be totally unrelated to ddp3 as they use separate codepaths.

Anyways, I checked ddp3, ddpdoj and ddpdojblk on my dev version of fbneo, they all load and coin/play fine.
Then I grabbed the latest exe's from our git repo (unzipped dates from a few hrs ago) https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
..tested all 3 versions of ddp3 and they work fine with a new installation/fresh exe as well.

my pgm bios, ddp3, ddpdoj and ddpdojblk romsets are all dated April 2020.

I'm not 100% on this about demon front, but I think one of the standalone pcb versions shares romsets with the cartridge (parent) version.

best regards,
- dink
Tried again with a new FBNeo.exe from the repository, and the same thing happens in ddp3 and ddpdojblk -- just a black screen. I'm stumped. My PGM BIOS files also seem to be the ones FBNeo uses, not MAME's. Also, the files in both sets seem up-to-date (CRC's match). FBNeo detects both just fine. Anyway, if it helps at all, here's my fbneo.ini

EDIT: Did a fresh install of FBNeo to a different folder, now the games work. Apparently, their config files (.fs/.ini) were borked.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 07, 2021, 08:54:01 AM
Do you still have the broken ini/fs files?  I'd like to see what went wrong in-case it might be preventable.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 07, 2021, 02:19:53 PM
Do you still have the broken ini/fs files?  I'd like to see what went wrong in-case it might be preventable.

best regards,
- dink
Sorry, those are long gone.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 14, 2021, 02:29:13 PM
Crime City (World): The game's Attract Mode seems silent regardless of the state of the "Demo Sound" DIP switch.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 14, 2021, 02:57:51 PM
Agozer,
The demo sounds in Crime City only triggers every several attract-mode iterations for a few seconds.  I think it's on the 3rd time the cop car goes by or so.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 14, 2021, 03:58:24 PM
Agozer,
The demo sounds in Crime City only triggers every several attract-mode iterations for a few seconds.  I think it's on the 3rd time the cop car goes by or so.

best regards,
- dink
Wow, really? Never thought some games treat their Attract Mode like that.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 15, 2021, 11:07:19 AM
Agozer,
Yes, remember back to the early 90s in an arcade - some games would have sounds all the time, others would make sounds every few minutes or so.  It was a nice sound, especially when mixed with the sound of the bowling alley, or other ambient sounds from the surroundings, where the arcade was located :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 16, 2021, 11:58:51 AM
I do remember; miss those days and that atmosphere, to be honest.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 17, 2021, 04:00:47 PM
Trying to run Rolling Thunder (rev 3); FBNeo crashes with a Guru Meditation.

Code: [Select]
FinalBurn Neo v1.0.0.01 fatal exception report (Wed Feb 17 22:58:04 2021
).

----------------------------------------------------------------------
Exception 0xC0000005 (EXCEPTION_ACCESS_VIOLATION) thrown.
EIP: 0x005342CF
 (attempting to read address 0x00000000)

EAX: 0x06237E10, EBX: 0x06237E10, ECX: 0x58BA256A, EDX: 0x00000000
ESI: 0x77D54660, EDI: 0x00000000, ESP: 0x06237DF0, EBP: 0x00000001
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 17, 2021, 04:30:33 PM
thanks for the report agozer, it's fixed
Title: Re: FB Neo Bugs Reports
Post by: WILOWAR on February 18, 2021, 02:17:16 PM
I have got guru medition error on FBA NEO start:

#c0000005 . 00000000
Title: Re: FB Neo Bugs Reports
Post by: dink on February 18, 2021, 08:16:10 PM
WILOWAR, so you can't open fbn at all?  Please post your files from config folder: fbneo.ini and fbneo.roms.dat

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Agozer on February 22, 2021, 02:25:04 PM
Sega System 32, all games:

The Service button doesn't seem to work properly. This makes it almost impossible to navigate the Test Menu as it seems to do the same thing as the Test button (i.e. make selections).
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 22, 2021, 02:54:40 PM
Sega System 32, all games:

The Service button doesn't seem to work properly. This makes it almost impossible to navigate the Test Menu as it seems to do the same thing as the Test button (i.e. make selections).

Service, Service 1, 2 and 3 are mapped as 9 key.
Change one and you can navigate (key 1 used to change options and 9 to confirm).
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 22, 2021, 07:22:55 PM
Spider man the video game leaving a bit of garbage on the right and bottom right hand corner after the memory test ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 22, 2021, 09:03:08 PM
Hi the_maq,
Thanks for letting us know - it's been fixed.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 22, 2021, 10:23:30 PM
Yep the same problem with Golden axe R.O.D.A. along with the bottom half of the freeplay missing text - player 3 and 4 rotate constantly on the character select screen when the cabinet is set to 4 players ??

EDIT: I'm also getting the occasional slowdown with this and spiderman - plus spiderman crashed on me a few times ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 22, 2021, 11:56:01 PM
Thanks, I didn't have time to test anything other than the default settings.  Can you reproduce any of the crashes in spiderman?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 02:05:01 PM
the_maq, the problems you mentioned are fixed, except for the spiderman crash - because I can't reproduce it (yet).

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 23, 2021, 04:00:30 PM
the_maq, the problems you mentioned are fixed, except for the spiderman crash - because I can't reproduce it (yet).

best regards,
- dink
The crash..
Title: Re: FB Neo Bugs Reports
Post by: Plavil on February 23, 2021, 06:55:43 PM
Hello neo-geo community and emu creator(s). Many thanks for the titanic work and constant updates of the emulator.
I ran into the fact that the keyboard does not read circular movements well in Samurai Shodown V (Special). I compared with the Chinese emulator (GOTVG/X-zone), Steam Build (Code Mystics port).. So far, I have not found a way to upload gifs here, but you can see on them that with the same pressing of movements, the file burn neo does not register the movements correctly, but the steam build and the Chinese emulator register them (circural moves) .
I checked that this problem is inherent only to the keyboards, the joysticks works equally well in all emulators and steam build.
Final burn neo is now used for fightcade2 and redgppo (for fighting games and coop experience), and people suffer from these inconveniences.. As far as I understand, the developers of these platforms do not understand how the emulator works in order to solve the problem, so all hope is on you
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 08:30:24 PM
the_maq,
Hi, I'm trying to rule out something here - I need you to record the crash again, this time using the option "Record from Power-On".

Thanks & best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 23, 2021, 08:52:13 PM
Plavil,
Can you explain to me how to make these movements with joystick and keyboard so I can see what the problem might be?
I don't know fighting games, so you will have to explain it well.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Plavil on February 23, 2021, 09:00:02 PM
https://gifyu.com/image/ZEmU (https://gifyu.com/image/ZEmU)

Of course, I will try to upload a gif, not sure if I'm doing it right (Such forums are new to me).

Half-Circular* movements in fighting games are usually referred to as 1236P/1236S/1236SK

And the emulator, for some reason, does not register them correctly
In order to make them, you need to draw a semicircular movement with an arcade stick, like a young moon or half a circle

I can do this moves with keyboard (I have been playing fighting games since childhood), but in FBNeo that they do not work correctly
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 23, 2021, 10:46:44 PM
the_maq,
Hi, I'm trying to rule out something here - I need you to record the crash again, this time using the option "Record from Power-On".

Thanks & best regards,
- dink
Round two...got a bit of a pattern going on here which i didn't pick up on earlier in the game - it stalls during spidey's leap position - shown in the pic (haven't checked yet with the rest of the gang) ??
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 24, 2021, 03:07:25 AM
Final burn neo is now used for fightcade2 and redgppo (for fighting games and coop experience), and people suffer from these inconveniences.

In the first place, we don't support software that use our code without respecting our license.

Also, i believe the issue with half-circle and keyboard is a fairly known one that doesn't only affect FBNeo : it's happening when opposites (left and right) are pressed at the same time during the move, something that's impossible on a standard controller. In FBNeo, if you do that, both directions are nullified, to avoid crashing pcb, i guess other softwares might be handling this differently.
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 10:33:35 AM
the_maq,
please post you're config/games/spidman.ini and spidman.nv files, I think your config is different than mine, so the recording goes out of sync.

EDIT:
This is going to be a tough one to sort, so I need a bit of extra help tracking it down.
Could you also try to reproduce the crash with completely default settings?  for example, rename or move spidman.nv somewhere temporarily, then load fbn & start game & start a recording (from power on) and try to cause it to crash. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 02:12:58 PM
the_maq,
Please disregard part of the previous post:
good news - I found the problem and a fix will be available shortly (~30 minutes after this is posted)

p.s. it would still be nice to get your spidman.nv and spidman.ini file, though, for testing

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 02:25:23 PM
Plavil:
To help me figure out the problem, please get the latest fbneo exe from here:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

Load up the game and then:
Game -> Replay -> Record Input
make sure [X] Record from Power On <- is checked

Now try to do several moves with half-circle using Keyboard
Close recording and do it again (a new recording, new game), but this time using joystick.

Post both recordings here and I will try to see where the problem is.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on February 24, 2021, 05:21:46 PM
Plavil, did you check for ghosting ? (ghosting is when you press several keys on a keyboard and some don't get registered)
There is a tester at https://drakeirving.github.io/MultiKeyDisplay/

Typically, here, if i'm already pressing left and bottom, right won't be registered, do you have the same issue ? If so, maybe try using WASD for directions (they aren't affected by ghosting for me), i think lots of keyboard gamers are doing that.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 24, 2021, 07:00:37 PM
the_maq,
Please disregard part of the previous post:
good news - I found the problem and a fix will be available shortly (~30 minutes after this is posted)

p.s. it would still be nice to get your spidman.nv and spidman.ini file, though, for testing

best regards,
- dink
Had a busy day at work i just got back, but here we are..
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 24, 2021, 08:27:54 PM
Part of the background in Rad Rally for system 32 is not correctly displayed (mountain stage) will this be an easy fix ??
Title: Re: FB Neo Bugs Reports
Post by: dink on February 24, 2021, 09:08:17 PM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one, I'm afraid.  Unlike Konami or some other vdp's that I've fixed in the past, this is a very wild and untamed beast.  I spent a couple days just on that one, and every time it came with contradictory results - fixing the select screen would break later parts of the game.  I've marked all the games with little gfx issues in the game notes, but, if you find anything else please post it, because it could be something that could be fixed - and of course, its always good to have a log of the issues.

So far these are known:
Jurassic Park: continue screen (after death) is sometimes covered up depending on the scene
TitleFight, Dark Edge: background issues


best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: JoelH on February 24, 2021, 10:45:09 PM
A lot of those S32 bugs have been in the MAME drivers for years so I've come to accept them.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 25, 2021, 09:17:55 AM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one...

Is it based on MAME source code?
Title: Re: FB Neo Bugs Reports
Post by: dink on February 25, 2021, 01:00:01 PM
geese howard, the vdp is
Title: Re: FB Neo Bugs Reports
Post by: the_maq on February 25, 2021, 01:07:54 PM
the-maq,
regarding the S32 games: we've inherited a bunch of vdp bugs on this one, I'm afraid.  Unlike Konami or some other vdp's that I've fixed in the past, this is a very wild and untamed beast.  I spent a couple days just on that one, and every time it came with contradictory results - fixing the select screen would break later parts of the game.  I've marked all the games with little gfx issues in the game notes, but, if you find anything else please post it, because it could be something that could be fixed - and of course, its always good to have a log of the issues.

So far these are known:
Jurassic Park: continue screen (after death) is sometimes covered up depending on the scene
TitleFight, Dark Edge: background issues


best regards,
- dink
No problem, I'll keep a lookout and I appreciate all that you and the rest of the team have done so far. :cool:
Title: Re: FB Neo Bugs Reports
Post by: geese howard on February 25, 2021, 03:45:07 PM
it seems that golden axe system 32 dont respect window limits. Can you see half monster in the bottom of screen?
I?m using quadruple size.

(https://ibb.co/V3qFjH5)

https://ibb.co/V3qFjH5



Edit: Same mame

I dont remember how arcade was....
Title: Re: FB Neo Bugs Reports
Post by: dink on February 27, 2021, 09:01:14 AM
geese howard, it's normal
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 02, 2021, 06:37:37 PM
F1 super lap: System 32 - bottom half of the score table is missing along with the racer in the foreground ? Here's footage of the actual board https://youtu.be/1lr7KVgg28w?t=113..
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 03, 2021, 01:32:29 AM
Seems like another gfx issue we inherited, thanks for the report.
Title: Re: FB Neo Bugs Reports
Post by: littlebear on March 03, 2021, 05:20:34 AM
Gunfight 3in1  shows black screen after loading.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 03, 2021, 06:08:06 PM
suratk

Intermittent freezing (often and obvious, but random) on chapter 4 - fly me to the moon
I was able to compete the game (with patience) and all other chapters have no issues.

tested in most recent Retroarch port on Windows 10 and Retropie/rpi4
Title: Re: FB Neo Bugs Reports
Post by: dink on March 03, 2021, 08:04:37 PM
Hi matchew64,
I played this one to the end about a month ago and didn't get any freezing in #4.
Just a couple questions to help me reproduce the problem (so it can be fixed):
Do you have run-ahead on?  If so, can you play chapt.4 again with it turned off and see if it helps?
When it freezes, does it ever un-freeze, or do you have to reload a state from before the freeze?

p.s., I will have to wait for barbudreadmon to convert the libretro state to fbneo-style before it can be checked out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 03, 2021, 09:16:59 PM
Run-ahead was not enabled during my playthroughs.

The game freezes for about 2-10 seconds intermittently, only throughout chapter 4. The level can technically be completed.

Thank you for all of your hard work. My 9 year old and I both appreciate everything that you do to keep this project going.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 04, 2021, 03:28:44 AM
@dink i'm getting those freezes too, i played around with various settings and compile flags but couldn't find one that would improve situation, nothing in asan/ubsan either, i also noticed some error on "character rom" in diag. Here is the converted state.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 04, 2021, 09:47:57 AM
Thanks barbudreadmon!

Matchew64,
Problem solved, or at least I think it is :)  give it a try when the update is available on the libretro side.
Thanks for letting us know about this problem!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 04, 2021, 01:12:50 PM
suratk

I completed an entire playthrough with no issues on the Retroarch port. Thank you for fixing this one.

If you ever need a specific game tested, send a request my way and I'll be happy to do it.
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 04, 2021, 07:56:07 PM
Spiderman: System 32 - lagging again ??
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 05, 2021, 09:32:45 AM
@dink

In Rampage World Tour (rmpgwt).

Could you map the Player 3 buttons in order to play with the werewolf?

Thank You!!
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 05, 2021, 10:20:16 AM
@fastpop72 it should be fixed
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 05, 2021, 12:32:36 PM
@fastpop72 it should be fixed

MANY THANKS @barbudreadmon

Title: Re: FB Neo Bugs Reports
Post by: dink on March 05, 2021, 02:16:12 PM
Spiderman: System 32 - lagging again ??

Care to explain a little more what is going on?  I loaded your state and started playing, everything seems fine though.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on March 05, 2021, 06:33:03 PM
Its pretty sluggish without autoframeskip on (just like with all other System 32 games) but I think that's more a problem with what I'm running it on (an Nvidia Shield)
Title: Re: FB Neo Bugs Reports
Post by: iq_132 on March 05, 2021, 07:50:06 PM
Its pretty sluggish without autoframeskip on (just like with all other System 32 games) but I think that's more a problem with what I'm running it on (an Nvidia Shield)
Emulation of system 32 is VERY CPU intensive. The shield really isn't going to cut it.
Title: Re: FB Neo Bugs Reports
Post by: JoelH on March 05, 2021, 08:29:00 PM
Emulation of system 32 is VERY CPU intensive. The shield really isn't going to cut it.

Well outside of some snags, Auto runs 'em fine so I don't consider it a problem.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 02:52:08 AM
HIGH IMPACT FOOTBALL -- SUPER HIGH IMPACT FOOTBALL -- TROG

These three Y-Unit hardware games have some unused vertical lines on far right side. In mame they're full screen.

On the two football games is missing the START button mapping for players 2, 3 & 4.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 03:13:15 AM
REVOLUTION X

The games seems have two unused lines at the bottom screen and you can't navigate Diagnostic screen because there are the two volume control missing (- & +).

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 04:12:27 AM
T.N.K. 3 (tnk3)

Player 2 has a strange behaviour when using the "Button 3 (Rotate)", the upper gun is spinning fast. Using Player 1 the behaviour is correct, instead.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 06, 2021, 10:34:05 AM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 06, 2021, 03:43:58 PM
Hey. I've noticed visual glitches in the road background of Cue Brick. Check out the right part of the road, as well as the clouds. Attaching a savestate just before entering that stage. Thank you.
Title: Re: FB Neo Bugs Reports
Post by: geese howard on March 06, 2021, 04:52:48 PM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.

fastpop72

Including .fs/.ini files and screenshots will help them to solve quickly.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 06, 2021, 04:56:00 PM
RAD RALLY (radr & radru)

Using FBNEO in Windows when you start the rom in windowed mode the green "L" of the shift are scattered through the screen and the title screen is stretched to the left.

If you toggle to FULL SCREEN the graphics seems to take the right place.

Thanks.

Hi Fastpop72,
Please post your config/fbneo.ini and config/games/radr.* files, so I can try to reproduce the problem.  (I can't on my side that's why I'm asking)

nest regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 07, 2021, 03:17:38 AM
Hi Fastpop72,
Please post your config/fbneo.ini and config/games/radr.* files, so I can try to reproduce the problem.  (I can't on my side that's why I'm asking)

nest regards,
- dink

Hello @dink... Here's the ini files, a screenshot (even screenshot gets corrupted) and a pic made with my phone to see exactly the bug.
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 07, 2021, 09:54:20 AM
HARD DUNK (harddunk)

The Player 3 commands are not mapped.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 07, 2021, 10:16:04 AM
Hi fastpop72,
Rad Rally:
After a bit of research I found that the Autopause function is conflicting with the mode change at game start.
aka: Misc -> Options -> Auto Pause
EDIT: It should be completely fixed now, thanks for the bug report :)

Hard Dunk:
Regarding p3+, we intentionally don't automap those, but you can map them and add it to your master preset file if you'd like.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 08, 2021, 11:41:40 AM
@fastpop72 thanks for the reports, all those issues should be solved except for tnk3, which is a known issue (see https://github.com/finalburnneo/FBNeo/blob/master/src/burn/drv/pre90s/d_snk.cpp#L7)

Edit : actually i had to revert the "2 lines at bottom" fix for revx, reason for the difference with MAME : MAME is rendering this at 400x254 while FBNeo renders this at 400x256, but we can't set height to 254 because it'll break scanlines with directx
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 08, 2021, 02:56:11 PM
@barbudreadmon

THANK YOU!!!!
Title: Re: FB Neo Bugs Reports
Post by: pacioso on March 08, 2021, 05:42:33 PM
reporting missing background graphics from Phelios
Title: Re: FB Neo Bugs Reports
Post by: dink on March 08, 2021, 08:57:10 PM
pacioso, thank you, problem is fixed!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on March 09, 2021, 03:47:38 AM
reporting missing background graphics from Phelios

Scary Background, thanks for the fix dink.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2021, 10:11:41 AM
Hey. I've noticed visual glitches in the road background of Cue Brick. Check out the right part of the road, as well as the clouds. Attaching a savestate just before entering that stage. Thank you.

Stifu,
Thanks for the report.   I did quite a bit of debugging on this one, and starting to think that this is a bug in the game.   If you notice, the tiles on the right side are flipped wrong, and for example, the tip of the cloud is character #F84 (on both sides, yet the one on the right side is flipped wrong).  There is no other data to say that the one on the right is supposed to be flipped - well, none that I could find, at least.
All I can do now is declare it as a possible game bug.

EDIT: The Japanese version doesn't exhibit this problem, and it's still in english

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on March 09, 2021, 03:29:28 PM
I see. I saw videos where the graphics were correct, but they may have been videos of the Japanese version. I can't find a video of the game running on real hardware...
Thanks for taking the time to look into this, dink!
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 09, 2021, 07:43:02 PM
OutRunners

This is not an emulation error per se, but rather corresponds to the area where the title and preview are displayed.

When taking the screenshots they look good individually:

(https://i.postimg.cc/Prx1W5zv/orunners.png)(https://i.postimg.cc/yNq9CXq0/orunners2.png)

But in the game selection area, the screenshots look like squashed:

(https://i.postimg.cc/LX21n98X/22.jpg)

Greetings
Title: Re: FB Neo Bugs Reports
Post by: dink on March 09, 2021, 11:03:35 PM
Pelucon8:
That doesn't look good at all.  I'm trying to think of a good work-around / fix / solution....
Title: Re: FB Neo Bugs Reports
Post by: dink on March 10, 2021, 03:55:08 PM
Pelucon8,
I created a fix for single screen title&preview pic on a double-monitor game.  (outrunners) - please give it a try :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 10, 2021, 04:36:26 PM
Thank you very much, dink. Now everything is displayed correctly:

(https://i.postimg.cc/brNgwTWF/22.jpg)

By the way, some time ago I also reported something similar with the game World Rally 2 and, as now, you solved it yourself  :biggrin:

Regards
Title: Re: FB Neo Bugs Reports
Post by: dink on March 10, 2021, 08:00:42 PM
Pelucon8, excellent! :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on March 10, 2021, 11:21:37 PM
Stadium cross: System 32 - The player 2 screen is bugged ?
Title: Re: FB Neo Bugs Reports
Post by: dink on March 11, 2021, 01:00:42 AM
the_maq, thanks for the bug report - problem solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 11, 2021, 02:08:09 AM
@barbudreadmon

Hello, could you rise the max players for the new namco driver games? In libretro core you can't map player 3 & 4.

The games that needs 4 players are Exvania, Numan Athletics, Super World Court, Knuckle Heads.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 11, 2021, 03:27:41 AM
@fastpop72 done, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: MTR on March 11, 2021, 10:27:32 AM
Hello,

First of all thanks for all your great work on this great emulator.
Unfortunately the Namco-NA games (tested with cgangpzl, emeralda, exvania, numanath and tinklpit) don't seem to work on android (NVIDIA Shield - Retroarch 64bit) - just black screen hanging at around 34 fps.
Another thing I've noticed is lack of sample playback in Bomber Man World / New Dyna Blaster - Global Quest - the explosion sound is very weak. This was fixed in MAME (0.142u2: Alex Jackson hooked up sample playback in Bomber Man World / New Dyna Blaster and clones and removed GAME_IMPERFECT_SOUND flag).
Also Ketsui doesn't have default settings (it won't allow continues after game over).

Thanks a lot in advance.

edit: one more - all (I think) rohga driver games (Rohga, Nitroball, Wizard Fire etc.) should run at 58fps.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on March 11, 2021, 11:31:58 AM
@MTR Namco NA should be ok on android now, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: dink on March 11, 2021, 04:04:34 PM
MTR,
Thanks for letting us know :)   the sound in Bomberman World should be OK now.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: MTR on March 11, 2021, 04:54:00 PM
The games run great now. Thanks a lot barbudreadmon & dink.
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 12, 2021, 02:43:20 PM
Stadium cross

At the start of the game and a few seconds later, the sound of the motorcycle engine disappears during the whole race except during jumps and for a brief moment.

This does not happen in mame (version 0.220 is the one I use).

Regards
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 12, 2021, 04:02:08 PM
Stadium cross

At the start of the game and a few seconds later, the sound of the motorcycle engine disappears during the whole race except during jumps and for a brief moment.

This does not happen in mame (version 0.220 is the one I use).

Regards

I noticed too the sound engine (and the croud) disappearing but i use mame 0.227 and the behaviour is the same. Are you sure that mame 0.220 has sound ok?

UPDATE: It turns out Stadium Cross is one of those games that has a separate sound route for the engine speakers (requiring its own machine config). That will require a bit of research.

(Info taken from mametesters:  https://mametesters.org/view.php?id=7607  )
Title: Re: FB Neo Bugs Reports
Post by: dink on March 12, 2021, 04:53:00 PM
The sound in stadium cross was never fully emulated by mame, I tried a few times to improve it, but didn't get anywhere.  mame .220 is exactly the same as the latest .229, you might be confusing your bikes engine sound with the endine sounds of the riders next to you, but after they get ahead or you get ahead, it goes away.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on March 12, 2021, 06:02:00 PM
Well, you're right, I don't know what I was thinking. That's what happens when you compare emulators with 3 beers in your body.  :biggrin:

Regards

I noticed too the sound engine (and the croud) disappearing but i use mame 0.227 and the behaviour is the same. Are you sure that mame 0.220 has sound ok?

UPDATE: It turns out Stadium Cross is one of those games that has a separate sound route for the engine speakers (requiring its own machine config). That will require a bit of research.

(Info taken from mametesters:  https://mametesters.org/view.php?id=7607  )

@fastpop72

The truth is that it is quite strange, the sound of the engine of my bike did not sound when I was alone on the track (I let my rivals overtake each other) except in the jumps, that is, only the voice of the commentator was heard during the whole race. In version 0.220, when doing the same exercise above, the sound of my engine is heard constantly.

The strange thing is that now, when reloading the game again in FBN, you hear the engine of my bike constantly during the race.

 I really have no idea how it happened.

______________________________________________________________________________

I think I know what happens. When I start the game with Multi-Screen Mode on, the sound of my bike goes away during the race, but when I start the game to display it on one screen (Multi-Screen Mode off), the sound of my bike's engine is constant throughout the race.

______________________________________________________________________________

I noticed another thing, not always the sound of the engine of your bike will sound during the whole race when you first load the game, but curiously, when you restart the game (F3), the sound of the bike comes back during the whole race...

The truth is like random, and when the sound of the engine of your bike does not sound when you just load the game, you just have to restart (F3). I tried this 5 times and it worked.

This "tip" works in both:
Multi-Screen Mode: Enabled
Multi-Screen Mode: Disabled
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 13, 2021, 09:40:25 AM
I noticed another thing, not always the sound of the engine of your bike will sound during the whole race when you first load the game, but curiously, when you restart the game (F3), the sound of the bike comes back during the whole race...

The truth is like random, and when the sound of the engine of your bike does not sound when you just load the game, you just have to restart (F3). I tried this 5 times and it worked.

Yes you were right. At the first play engine sound doesn't work but if you press Reset (F3) as soon as the race starts then restart the game you can hear the engine sound appears during game.

Title: Re: FB Neo Bugs Reports
Post by: WILOWAR on March 13, 2021, 11:19:01 AM
Air Rescue, arescue -  title screen flickering and half display

Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 14, 2021, 04:55:50 AM
Air Rescue, arescue -  title screen flickering and half display

I don't think it's a bug.

FBNeo recognize the game as single-screen but this arcade was released as a twin-screen game.

Half of the title screen is in the right screen, as you can see in mame.


(https://i.imgur.com/ugvBiWv.png)


If you start game for Player 1 you can see an alternative title screen for Player 2.


(https://i.imgur.com/VP9XvxB.png)


I think the only thing to do in FBNeo is to fix the double screen mode in arescue & clones....

Title: Re: FB Neo Bugs Reports
Post by: Joaquim2020 on March 14, 2021, 08:50:06 AM
Nice fix! I remember there is a nother game as well have similiar problems, but is not on FBNeo Yet.

Apache 3.

This can be checked dink?  :eek:

https://www.youtube.com/watch?v=kqOK9zKj4ds
Original Hardware: https://www.youtube.com/watch?v=zT9VGh4ftj4

Title: Re: FB Neo Bugs Reports
Post by: dink on March 14, 2021, 09:36:50 AM
Air Rescue - this is a linked dual-machine game, and we only emulate 1 of the machines.  Outrunners for example, runs both screens on a single machine(pcb).  The flicker on the titlescreen is normal incase you're wondering.

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: geese howard on March 18, 2021, 03:58:09 PM
Sometimes roms?s icons dont load correctly
I must click on another game and return to see right icon.
In this case, ssf2xj.ico exists on support/icons folder.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 25, 2021, 07:49:19 PM
Retroarch build Windows 10

wboy

Area 6, Round 4

After defeating the boss (lion), you ascend on a platform to the goal. Except on this level; the platform falls instead, and you die.

Title: Re: FB Neo Bugs Reports
Post by: dink on March 25, 2021, 08:26:37 PM
Hi matchew64,
This is actually a "dirty little joke" added by the developers of the game - if you take too long to beat the boss or your health runs into the red zone, the platform falls and you have to play the level over.  Here's 2 screenshots I just made to show how the health bar controls the direction of the elevating platform:
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 25, 2021, 08:43:49 PM
Thanks, Dink.

That level is mean.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 25, 2021, 09:21:44 PM
Yes, very mean.  A tip for the boss: get up close; within like 3 character-widths (or so), and he can't hit you with fireballs. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on March 27, 2021, 11:37:16 PM
Sometimes roms?s icons dont load correctly
I must click on another game and return to see right icon.
In this case, ssf2xj.ico exists on support/icons folder.

sometimes system doesn't have enough gdi handles to load too many icons.  Did you try to increase per process gdi handle quota?
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 11:25:08 AM
Emeraldia (emeralda & emeraldaja) garbled logo..

(https://i.imgur.com/fvLzFkE.png)

The romset emeraldaj is not affected...

PS: @dink THANK YOU for fixing the na1 background color!! I will test the driver extensively now...
Title: Re: FB Neo Bugs Reports
Post by: dink on March 28, 2021, 11:49:15 AM
You're welcome.
I know about emeralda, but don't understand yet how to fix it. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 12:49:06 PM
Great Sluggers (gslgr94u) missing faded selection bar (see pics).

In FBNeo:
(https://i.imgur.com/nScEuK1.png)

In Mame:
(https://i.imgur.com/2Nd3XAI.png)
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on March 28, 2021, 02:29:44 PM
J-League Soccer V-Shoot (vshoot) little pixel garbage in upper-left corner.

(https://i.imgur.com/QWs3CtB.png)
(https://i.imgur.com/WYPxXKj.png)
(https://i.imgur.com/mfggwha.png)

Same in Mame.
Title: Re: FB Neo Bugs Reports
Post by: dink on March 28, 2021, 11:15:00 PM
Hi fastpop72,
Sprite shadowing over tilemap function added to namconb1/2, this fixes the selection on gslgr94u.  Thanks for your bug report!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Osso on March 29, 2021, 02:33:58 AM
Hi,
FWIW MAME isn't handling gslgr94u correctly. There are screenshots on how it should really look here: https://mametesters.org/view.php?id=3161
Nice work adding this system to FBNeo!
Title: Re: FB Neo Bugs Reports
Post by: dink on March 29, 2021, 10:38:16 AM
Hi Osso,
To get that effect, and also to get the proper colors in sws97 also (to be like PCB), the shadow/highlight palette entry for 0xffe (c355) needs to be either 0x800 or 0x1800.  At first I thought this was configured somewhere, the only likely candidate being 3rd word of spriteram (0x0180 gslgr94u, sws97), but j-league contradicts.
Maybe it's just as simple as configuring the shadow offset to 0x800 for nb1?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Osso on March 29, 2021, 12:06:46 PM
Wow, this was quick!
I'm not the right person to discuss this with, as I have very limited technical knowledge. I took the liberty to link you post in the MAMETesters bug.
Thanks for looking into this :)
Title: Re: FB Neo Bugs Reports
Post by: dink on March 29, 2021, 08:11:51 PM
Osso,
thanks :)
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on March 31, 2021, 02:19:40 PM
Retroarch, Win10

battlane

Final "boss" missing graphics, green bar on right edge
Title: Re: FB Neo Bugs Reports
Post by: dink on March 31, 2021, 11:36:17 PM
Hi matchew64,
thanks for the bug report - the problem has been solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 08, 2021, 10:21:23 PM
@Dink - The cheat dat won't work with the Midway titles for e.g. the Mortal kombat games and T2 arcade etc ?
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 08, 2021, 11:16:22 PM
RetroArch, Win10 (also present in stand-alone fbneo)

baraduke

menu prizes during "lottery" are slightly offset.

mame posted for reference.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 09, 2021, 09:54:55 AM
matchew64, thanks - problem solved :)
Title: Re: FB Neo Bugs Reports
Post by: dink on April 09, 2021, 09:55:47 AM
@Dink - The cheat dat won't work with the Midway titles for e.g. the Mortal kombat games and T2 arcade etc ?

they should work fine now :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 09, 2021, 08:20:56 PM
they should work fine now :)

best regards,
- dink
Cheers :cool:
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on April 13, 2021, 05:20:43 AM
Contra (contra)

Seems the "bullets&rollers" going in the right corner has been fixed today in Mame. Here's the pull request: https://github.com/mamedev/mame/pull/7951

FBNeo has the same bug.

(https://i.imgur.com/ExCz2R4.png)

(https://i.imgur.com/AlV627S.png)

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 13, 2021, 09:40:27 AM
@fastpop72 thanks for letting us know, we just backported it
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on April 13, 2021, 11:46:15 AM
@fastpop72 thanks for letting us know, we just backported it

Cool!!! Quick fix! I love you all FBNeo staff!
Title: Re: FB Neo Bugs Reports
Post by: Neildark on April 18, 2021, 04:31:40 AM
Hello. I do not know if it has been commented before, but in Wizard Fire (Over Sea v2.1), in some levels the transparencies do not work when you use 'Blitter Option' Direct x9Alt and any xBR filter (the best for 2D games). Greetings.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 18, 2021, 09:11:46 AM
fastpop72 thanks :)
Title: Re: FB Neo Bugs Reports
Post by: dink on April 18, 2021, 09:16:18 AM
Neildark,
That's an unfortunate side-effect of some effects, xBR runs at 16bpp, and in order to do alpha transparencies (in an efficient manner) the system needs 32bpp.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 02:24:14 AM
For some reason vertically aligned games such a Moon Cresta and Ms.Pac Man are displayed upside down on my laptop pc (Windows 8 64 bit) I've tried disabling 'rotate vertically aligned games' , tried different resolutions with no avail
The issue only occurs when I'm on basic blitter (Direct Draw) mode , other modes don't have this problem

The thing is , I can use basic blitter without such issue on my old Windows XP 32 bit computer (FBNeo 1.0.0 version XP Build)

Any ideas on the issue ?

Edit:I noticed another vertical game , Mr.Do runs fine without this problem

Games on Pacman hardware and Moon Cresta seems to be effected by the issue

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 19, 2021, 04:31:15 AM
@ClessxAlghazanth : "FBNeo 1.0.0" doesn't look like a proper version from our buildbot, where did you download this ? Make sure you download FBNeo from https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build. Anyway, about your issue, those games are flipped when emulated, and we use hardware acceleration from the gpu to unflip them, so it looks like something might be wrong with hardware acceleration on your laptop.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 19, 2021, 09:01:06 AM
ClessxAlghazanth, Some video drivers don't support hardware flipping in directdraw, so this is why some vertical games aren't properly flipped using the basic blitter.  To overcome this, use the Enhanced Blitter - it works fine in WinXP, it should work perfectly in WinXP - I use this one on my XP machine.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 06:27:36 PM
@ClessxAlghazanth : "FBNeo 1.0.0" doesn't look like a proper version from our buildbot, where did you download this ? Make sure you download FBNeo from https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build. Anyway, about your issue, those games are flipped when emulated, and we use hardware acceleration from the gpu to unflip them, so it looks like something might be wrong with hardware acceleration on your laptop.

Thanks , I see :) I'll check my video driver acceleration settings

I have downloaded the build from the github (official release)

ClessxAlghazanth, Some video drivers don't support hardware flipping in directdraw, so this is why some vertical games aren't properly flipped using the basic blitter.  To overcome this, use the Enhanced Blitter - it works fine in WinXP, it should work perfectly in WinXP - I use this one on my XP machine.

best regards,
- dink

I tried using enhanced blitter , but while it works fine at most times , some vector games such as Black Widow and Tag Scan run like in slow motion with it :(

I guess checking and updating the video drivers and changing the blitter according to the game would be the best thing to do :)

Title: Re: FB Neo Bugs Reports
Post by: dink on April 19, 2021, 08:24:16 PM
Thanks , I see :) I'll check my video driver acceleration settings

I tried using enhanced blitter , but while it works fine at most times , some vector games such as Black Widow and Tag Scan run like in slow motion with it :(

I think it might be down to the blitter settings.  Care to try something?  Choose the Enhanced Blitter, load Black Widow and then go to "Video -> Blitter Options -> Disable all effects".  If that doesn't help, try toggling "Video -> Blitter Options -> Advanced Settings -> use DirectX Texture Management" and "Video -> Blitter Options -> Advanced Settings -> Force 16bit emulation".  For these options you might have to restart FBNeo to notice any effect.  If neither of those help, could you try pressing backspace while Black Widow is open and observe the fps counter at the top-right of the screen?  What kinda fps do you get with basic and enh. blitters? 

You might also try the latest cutting-edge version of FBNeo @ https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the 2019 release date on that page, a robot updates the files in the links many times a day :)

*edit* I remember on my WinXP machine, I had to run without vsync, so you might also try toggling "Video -> Enable Vsync (windowed)" if none of the above methods help.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 19, 2021, 10:09:30 PM
I think it might be down to the blitter settings.  Care to try something?  Choose the Enhanced Blitter, load Black Widow and then go to "Video -> Blitter Options -> Disable all effects".  If that doesn't help, try toggling "Video -> Blitter Options -> Advanced Settings -> use DirectX Texture Management" and "Video -> Blitter Options -> Advanced Settings -> Force 16bit emulation".  For these options you might have to restart FBNeo to notice any effect.  If neither of those help, could you try pressing backspace while Black Widow is open and observe the fps counter at the top-right of the screen?  What kinda fps do you get with basic and enh. blitters? 

You might also try the latest cutting-edge version of FBNeo @ https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/tag/appveyor-build
Ignore the 2019 release date on that page, a robot updates the files in the links many times a day :)

*edit* I remember on my WinXP machine, I had to run without vsync, so you might also try toggling "Video -> Enable Vsync (windowed)" if none of the above methods help.

best regards,
- dink

Thank you !

I tried using the enh blitter with all effects disabled and while it works at full speed with windowed mode , it lagged badly on fs mode

I messed around a bit more with the options and found out that regardless of the blitter mode , every game I tried runs in slow motion with Fullscreen Mode with triple buffering enabled (both basic and enh blitter modes run fullspeed with triple buffering turned off , except for vector games)

But with enh blitter mode , even I disable all effects (regardless of triple buffer on or off) Black Widow runs around 20 fps :(

So , use basic blitter for almost everything , and switch to enh blitter for Pacman hardware games and Terra Cresta (unless they are upside down)

I have attached screens for reference

Btw can I just replace the executable in my FBNeo folder in order to use the cutting edge build ? Would I need to audit my roms with clrmamepro ?
Title: Re: FB Neo Bugs Reports
Post by: Al82 on April 25, 2021, 09:19:19 AM
I think there's a display bug in Zero Team USA - the player sprite always seems to display over the top of other sprites; I compared to a recent version of MAME, which doesn't have the problem (comparison shot included). An older version of MAME does have the same problem, which suggests some kind of fix for the driver was implemented recently.

There's also a problem with the second boss who leaps on top of the I-beam girders; he leaps on top of one girder, but then randomly appears on top of another (could be related to first problem I guess). I've attached a save state.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 25, 2021, 09:54:34 AM
Hi Al82,
The "zeroteam" version of zeroteam has some pretty big protection issues and it's one reason why I left it stay buggy like that.  (check the game Notes:)  The clones under it "New Zero Team" and "Zero Team 2000" are perfect though, and not much different from the parent, so I recommend using one of those.  I think one of those clones is exactly the same as "zeroteam", but one has a different level order.  I can't remember which, though!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 25, 2021, 10:57:49 PM
Not sure if it's a bug but foreign (Japanese) text in history.dat is not displayed correctly (I'm running W8 in Japanese so language support shouldn't be the issue , I suppose ?)

Best regards
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 25, 2021, 11:31:35 PM
Jumping Pop (set 1) gives and guru meditation error and doesn't run (same for set 2)

Attached screens for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: dink on April 25, 2021, 11:58:41 PM
Hi,
Regarding the Jumping Pop crash (guru meditation error), can you please try with a current version of FBNeo (1.0.0.01-git version from today).
I think this problem was already fixed since the 1.0.0 release.

Download at:
WinXP version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-xp-gcc.7z

Win7+ version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

These links will always download the absolute latest version (compiled about 3 hours ago).

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 26, 2021, 07:39:47 PM
Hi,
Regarding the Jumping Pop crash (guru meditation error), can you please try with a current version of FBNeo (1.0.0.01-git version from today).
I think this problem was already fixed since the 1.0.0 release.

Download at:
WinXP version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-xp-gcc.7z

Win7+ version:
https://github.com/finalburnneo/FBNeo-WIP-Storage-Facility/releases/download/appveyor-build/fbn-win32-gcc.7z

These links will always download the absolute latest version (compiled about 3 hours ago).

best regards,
- dink

I've just downloaded the latest 1.0.0.01 build from github but guru meditation error is still there :(
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 26, 2021, 08:25:01 PM
Same problem here - mines is Windows 7 ??
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 26, 2021, 08:59:21 PM
RetroArch, Win10

mmatrix

Player 1 accumulates EXP at a much lower rate than player 2, regardless of player ability. I finished a play through and never got past EXP level 3, whereas player 2 was at level 5 well before the ending. Player 1 was a 41 year old "gamer" and player 2 was a 9 year old, for reference.

I would attach a photo or save state, but I am not sure how it would actually help.

Thank you for all of your hard work, guys.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 26, 2021, 09:13:40 PM
I've just downloaded the latest 1.0.0.01 build from github but guru meditation error is still there :(

Hi,
Please download again and try, problem is fixed now :)  (if not, wait 15 minutes and download again, bot needs to finish compiling)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 26, 2021, 09:17:09 PM
RetroArch, Win10

mmatrix

Player 1 accumulates EXP at a much lower rate than player 2, regardless of player ability. I finished a play through and never got past EXP level 3, whereas player 2 was at level 5 well before the ending. Player 1 was a 41 year old "gamer" and player 2 was a 9 year old, for reference.

I would attach a photo or save state, but I am not sure how it would actually help.

Thank you for all of your hard work, guys.

Hi,
Can you erasing the nvram and try again?  I wonder if some sort of rank got saved.  I know games like Battle Garegga does this.  Also could you try a game in mame to see if the same thing happens there?
It's the only thing I can think of to try to narrow down the issue.

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 26, 2021, 09:41:52 PM
Hi,
Please download again and try, problem is fixed now :)  (if not, wait 15 minutes and download again, bot needs to finish compiling)

best regards,
- dink

Wow , that was quick once again !  :wink:

Do I have to download after this button on the github page turn to green ?

I redownloaded the latest build and voila ! I can finally play Jumping Pop on my favourite emulator  :cool:

Although the game is more or less a rip-off of Data East's Tumble Pop , I like the game because I actually knew this game before discovering the original  :p
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 26, 2021, 11:34:44 PM
Some problems with these updates (I don't know which one exactly):

(https://i.postimg.cc/14xtjpS7/mal.jpg)
(https://i.postimg.cc/nrm7rVc5/mal2.jpg)

Super contra: Intermittent sound quite annoying. Then it gives the following message:
(https://i.postimg.cc/gkYknkJZ/super-contra.jpg)

Shinobi: Shinobi: As soon as it starts, it gives an error or you hear that intermittent sound:
(https://i.postimg.cc/kgHn1QyQ/shinobi.jpg)

Funky Jet: The same as in "super contra" or simply does not start and then this message appears:
(https://i.postimg.cc/QMWjRF6R/Funky-Jet.jpg)

Tumble Pop: Same as in super contra and "funky jet" or sometimes it doesn't go beyond the Data East screen. It always gives this error:
(https://i.postimg.cc/Vv4wjn6b/Tumble-Pop.jpg)

I have not tried other games, but I went back to a previous update and the above mentioned problems disappeared. In this one there are no problems:
(https://i.postimg.cc/KvKp7tRS/bien.jpg)

I use the xp version

greetings
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 27, 2021, 12:29:17 AM
@Dink

RetroArch, Win10

mmatrix

I cleared the NVRAM for the game and the issue still persists. I played through mame 0.139 and the "issue" is also there.

Player 1 simply does not level up as quickly as player 2. Perhaps it was built that way into the game?

I have play tested through the first 4 levels with both players several times, with the same ship, and get the same results, unless I am missing something...
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:30:26 AM
Not sure if it's a bug but foreign (Japanese) text in history.dat is not displayed correctly (I'm running W8 in Japanese so language support shouldn't be the issue , I suppose ?)

Best regards

This is fixed now, thanks for the report :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:31:20 AM
Some problems with these updates (I don't know which one exactly):

Please re-download & try again, an old bug was uncovered while fixing something in the ym2151 which caused these crashes.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 01:36:44 AM
@Dink

RetroArch, Win10

mmatrix

I cleared the NVRAM for the game and the issue still persists. I played through mame 0.139 and the "issue" is also there.

Player 1 simply does not level up as quickly as player 2. Perhaps it was built that way into the game?

I have play tested through the first 4 levels with both players several times, with the same ship, and get the same results, unless I am missing something...

Hmm, curious!  I will have to do some research on this one.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 27, 2021, 02:12:53 AM
Everything seems to be fine now. Thank you very much for fixing it, dink.  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 06:26:13 AM
FBNeo has a rom "umk3uc" which is a hack of umk3. it hangs on continue screen and doesn't show all included graphics.  i'm the author of the hack and i would like to contact the developer who added this hack to provide information how to fix all the issues.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:15:57 AM
KOHR,
Hi, can you please provide info for fixing your hack?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 10:53:20 AM
The current emulation level doesn't work with default settings. No way to make it work with the main branch. I would've made a new branch with FBNeo optimized settings. My rom is contionuously updating so i think i will just ask you to change checksums like once a year. Does this plan sound OK?
If yes, i will provide a source file with the new checksums when it's done
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 02:53:22 PM
KOHR, ok, but what kinda settings do we need to change to make it work?
Title: Re: FB Neo Bugs Reports
Post by: KOHR on April 27, 2021, 04:01:54 PM
The game hangs on the continue screen. The only thing is changed here is text. I don't know why it can hang the game but i'll revert this screen to default.
FBNeo emulation of sound for UMK3 is very bad. Default sound level is increased from 50% to 90%. This makes the game sound unbelievable bad for the hack. I'm going to revert it to the default value.
The game has additional graphics banks like another hack, "umk3 plus". I use hacked MAME to use those banks. An emulator should tell the rom he knows about the additional banks or rom will use standard banks only. I'm going to copy umk3 plus code for this, and force the rom to use the extened graphics without asking the emulator about this.
How should i provide the sources? Can i attach it here? What version should i use as a base? There will be really minor difference from your source, like new checksums for all files, nothing more i think.
Can i use emulator's name in the title screen? Like "FB NEO rom_version" to people can see it's a different branch.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 27, 2021, 04:31:30 PM
The game hangs on the continue screen.

Hmmmm dink fixed that one with https://github.com/finalburnneo/FBNeo/commit/43582a2885e77eac83cf493f107b803a677fcbfb a few months ago, but it seems to be back (after the new tms340x0 cpu core got ported ?).
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 27, 2021, 07:46:31 PM
@Dink - T2 - Arcade has been Guru Meditated  ?
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:17:25 PM
the_maq, Although, I think this was already fixed, try downloading the current exe, if it isn't, please let me know.

to all, I'm re-working some code, please be patient. :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 27, 2021, 09:20:45 PM
The game hangs on the continue screen. The only thing is changed here is text. I don't know why it can hang the game but i'll revert this screen to default.
FBNeo emulation of sound for UMK3 is very bad. Default sound level is increased from 50% to 90%. This makes the game sound unbelievable bad for the hack. I'm going to revert it to the default value.
The game has additional graphics banks like another hack, "umk3 plus". I use hacked MAME to use those banks. An emulator should tell the rom he knows about the additional banks or rom will use standard banks only. I'm going to copy umk3 plus code for this, and force the rom to use the extened graphics without asking the emulator about this.
How should i provide the sources? Can i attach it here? What version should i use as a base? There will be really minor difference from your source, like new checksums for all files, nothing more i think.
Can i use emulator's name in the title screen? Like "FB NEO rom_version" to people can see it's a different branch.

Hi KOHR,
instead of making a new hack just for fbneo, why don't you let me try to properly support your hack? :)
I can lower the volume, and support the extra banks - no problem.  I'll even look into the continue screen.  Just, please attach or PM me links to the hacked mame code you are talking about so I can see how it is done (the banking, etc).  If you think any file might be questionable, use PM.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on April 27, 2021, 09:59:37 PM
the_maq, Although, I think this was already fixed, try downloading the current exe, if it isn't, please let me know.

to all, I'm re-working some code, please be patient. :)

best regards,
- dink
It's working - cheers  :cool:
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 28, 2021, 07:08:27 AM
Something about mortal kombat 2. I remember that in the original machine (and I can attest to this since I had the original plate in 1997) when entering a coin a voice came out that said "excellent", however in mame since some time ago this voice is omitted when entering a coin.

I know that this voice is heard when you enter coins when you are in character selection or when you are in a game, but what I mean is that it is not heard when you start the game emulation.

It's not a big deal and it doesn't bother, but the curious thing is that in an old version of mame (mame32 0.70) you can hear that voice from the beginning when you start the emulation. For some reason or another, in more recent versions of mame and fbn, it was lost or not emulated.

I will try to make two videos for you to see what I mean (they came out backwards, XD):

https://www.mediafire.com/file/7ko7w6wokwc8u52/MK2.rar/file (https://www.mediafire.com/file/7ko7w6wokwc8u52/MK2.rar/file)

In a nutshell, on the screen where the mortal kombat 2 logo appears with the classic "insert coin" you can't hear the voice that says "excellent".

Greetings.
Title: Re: FB Neo Bugs Reports
Post by: dink on April 28, 2021, 10:28:32 AM
Pelucon8, I've been told an original mk2 pcb doesn't play "Excellent" on coin during attract mode.  Maybe there's some different versions of boards, where the newer version does play it, it's possible.  I tried to find a video for proof of someone coining up a real mk2 machine on yt, but they all have them on freeplay.  (real men don't use freeplay!!)
Early mame emulation didn't emulate the sound board, it was just a sample playback simulation, so that can't be considered.

All I am saying is: find me a video of a real mk2 machine coin-up during attract.  I need to see the full machine.  That's the reassurance I need in order to debug it.  :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Pelucon8 on April 28, 2021, 02:31:01 PM
dink, I really don't know what revision of the pbc I had, but I do remember that when I threw coins it said that phrase, maybe it is as you say and that some pbc had them, I don't know. I sold the plate many years ago.

I will look for a video on youtuve to see if there is luck.

Regards  :smilie:
---------------------------------------------------------------------------------------------------------------------------------

Well, it seems that apparently it is not, here I found a video that, according to the title, is the original mk2 pbc and does not emit any sound when inserting coins:

https://www.youtube.com/watch?v=P0oZ218nloI

But I'm sure I heard it in my pbc.... or am I confused with the "Outstanding" of mk3, pbc that I also had in those years?

It is better to leave it as it is now.

Regards.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 28, 2021, 09:22:57 PM
Battle Garegga has a strange crackling noise around the start of 2nd stage (regardless of the stage order) which lasts for a few seconds and then goes away

Using the parent rom
Battle Garegga (Europe / USA / Japan / Asia) (Sat Feb 3 1996)

Anyone experienced something similar ?

I have the latest github build

Best regards

Title: Re: FB Neo Bugs Reports
Post by: matchew64 on April 28, 2021, 11:08:06 PM
RetroArch, Win10

edf

flickering garbage at two places. One in the intro screen, the other half-way through stage 2

not present in mame 0.139

Obviously not a huge deal, but I notice these kinds of things.

Thanks, as always!
Title: Re: FB Neo Bugs Reports
Post by: dink on April 29, 2021, 12:53:07 AM
Battle Garegga has a strange crackling noise around the start of 2nd stage (regardless of the stage order) which lasts for a few seconds and then goes away

Using the parent rom
Battle Garegga (Europe / USA / Japan / Asia) (Sat Feb 3 1996)

Anyone experienced something similar ?

I have the latest github build

Best regards

I'm trying to reproduce the problem on my side, but I can't.  Of course, it needs to be reproduced in order to fix it.
Can you give me a savestate file from right before the crackling starts?

Does this problem happen if you turn the Low-pass Filter option off?   Or does it help if you increase the buffersize under "Audio -> Buffer size"?
Lastly, if you press backspace to show FPS, do you notice a drop in framerate as it crackles?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on April 29, 2021, 01:26:20 AM
RetroArch, Win10

edf

flickering garbage at two places. One in the intro screen, the other half-way through stage 2

not present in mame 0.139

Obviously not a huge deal, but I notice these kinds of things.

Thanks, as always!

thanks matchew64, the problem has been fixed :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 01:52:16 AM
I have managed to reproduce the sound issue in Battle Garegga after having a few tries

This time happened at the start of the 1st stage

I used to have the low pass filter off last time the issue occured , this time i have it turned on

Save file attached for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 02:17:42 AM
@ClessxAlghazanth : What about fps ? Considering your previous issues, i can't think of this as something unrelated to the poor performances of your computer.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 02:32:27 AM
@ClessxAlghazanth : What about fps ? Considering your previous issues, i can't think of this as something unrelated to the poor performances of your computer.

I checked again and the fps is around 59~60 fps and no frame rate drop happens while the issue happens

I'll fiddle a bit more with the sound options and see if there is any change

By the way what does 2-point and 4-point order sample interpolation do ?

And I wonder changing sound buffer (currently set to 6) may cause any difference ?

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 02:43:07 AM
I checked again and the fps is around 59~60 fps and no frame rate drop happens while the issue happens

Hmmm, the game is supposed to run at a solid 60fps. Do you have frameskip enabled ? How is the fps if you disable it ?
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 03:11:49 AM
Hmmm, the game is supposed to run at a solid 60fps. Do you have frameskip enabled ? How is the fps if you disable it ?

I have normally it disabled

Tried with Auto frameskip 'On' and no noticeable difference , still 59~60 fps , going up and down constantly (no noticeable slowdown)

Another issue (bug?) maybe but not sure

Space Firebird (1980) autofire doesn't function (doesn't shoot at all)

Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 03:30:24 AM
I have normally it disabled

I recommend leaving it enabled.
The thing with "crackling sound" issues is that almost all of them are caused by poor performances, and the few that aren't are usually reproducible consistently and will last for more than a few seconds.
I got perfectly normal sound here using your savestate.
Did you check your cpu usage in your task manager ?

Edit : spacefb, it seems something is preventing rapid fire, it even happens with "physical" auto-fire (my controller has an auto-fire setting), it might be that the game is deliberately refusing rapid fire ?
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 04:38:50 AM
I recommend leaving it enabled.
The thing with "crackling sound" issues is that almost all of them are caused by poor performances, and the few that aren't are usually reproducible consistently and will last for more than a few seconds.
I got perfectly normal sound here using your savestate.
Did you check your cpu usage in your task manager ?

Edit : spacefb, it seems something is preventing rapid fire, it even happens with "physical" auto-fire (my controller has an auto-fire setting), it might be that the game is deliberately refusing rapid fire ?

Got it  :wink: Will keep auto-frameskip on and check the cpu usage (nothing game-breaking so no prob  :smilie:)

Probably something acting up with my laptop (which is far less than ideal for a gaming computer  :p)

Space Firebird , that is interesting

I wonder if any other games have that kind of behaviour (in terms of preventing cheating maybe?)
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on April 30, 2021, 08:51:39 AM
I wonder if any other games have that kind of behaviour (in terms of preventing cheating maybe?)

I don't think that would be something that fancy, it's just that programmers of old never even thought about autofire, and something in their program probably goes wrong when fire button is pressed too frequently. Did you know that many cabinets crash if you trigger opposite directions at the same time ?
Title: Re: FB Neo Bugs Reports
Post by: dink on April 30, 2021, 09:24:23 AM
My fps bounces between 59.96 and 60.8, that's ok, though it's trouble if it dips below 60 for several frames.
Try "Audio -> Select Plugin -> XAudio 2", sometimes this gets a bit better results on some systems.
Another 2 things to try:
"Misc -> Options -> Set application process priority -> Above Normal" (enable this)
And also "Misc -> Options -> Enable High resolution system timer" (try toggling this)

Lastly, I can recommend SysInternals Process Explorer https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer
Open the cpu graph, click the little cpu graph which is directly in the middle of the menu bar and watch it as you play a game, to see if there are any spikes in cpu usage when the crackles occur.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on April 30, 2021, 09:31:17 PM
My fps bounces between 59.96 and 60.8, that's ok, though it's trouble if it dips below 60 for several frames.
Try "Audio -> Select Plugin -> XAudio 2", sometimes this gets a bit better results on some systems.
Another 2 things to try:
"Misc -> Options -> Set application process priority -> Above Normal" (enable this)
And also "Misc -> Options -> Enable High resolution system timer" (try toggling this)

Lastly, I can recommend SysInternals Process Explorer https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer
Open the cpu graph, click the little cpu graph which is directly in the middle of the menu bar and watch it as you play a game, to see if there are any spikes in cpu usage when the crackles occur.


Thanks ! :cool: will try and report

Asteroids Deluxe black screen in-game

The main screen is displayed fine , but after starting to play , the screen is all black (the sound effects keep playing)

The thing is that , I can swear it ran fine last time I played it

I have only changed priority : above normal this morning  (changing it back to normal, changing blitter doesn't help)

I also tried deleting the config files of the game , didn't help :(

(savestate attached for reference)

Any ideas on this ?

Best regards
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 01, 2021, 02:15:54 AM
@ClessxAlghazanth : it appears this one crashes from its hiscore support i added recently, so i disabled the hiscores in astdelux for now
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on May 01, 2021, 07:00:54 AM
@ClessxAlghazanth : it appears this one crashes from its hiscore support i added recently, so i disabled the hiscores in astdelux for now

Thank you a ton !  :cool:  Working again without issues  :cool:

New one (bug?) I found

New Sinbad 7


You can't enter your initials on highscore screen (fire button doesn't work , which functions perfectly in-game)

Screen and savestate for reference

Best regards
Title: Re: FB Neo Bugs Reports
Post by: dink on May 01, 2021, 04:02:56 PM
Hi ClessxAlghazanth,
The HS entry bug in New Sinbad 7 has been around for ages, it also happens in mame.  I might have to try to get to the bottom of it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on May 16, 2021, 01:57:57 AM
I found a small graphic bug in "Golden Axe: The Revenge of Death Adder (arcade)"... to be honest, it's not a big issue and it's in MAME counterpart too.
In any case: the potions sprites are always in front of the semi-trasparent background elements, also when they should be behind... it can be seen in the attached snapshots (waterfall).
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 16, 2021, 04:22:55 AM
A little "ghost dog" bug in Hot Rod during attract mode.

It happens only after some cycle of attract mode...

Here screenshots & state.

(https://i.imgur.com/9BKCWUN.png)

(https://i.imgur.com/Z4U7GDj.png)
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 21, 2021, 08:15:04 AM
Crazy Rally (crzrally) needs a tuning with Low Pass Filter activated.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 09:06:12 AM
fastpop72 thanks for the reports, fix is in for crazy rally, though I'm still not sure how to fix the ghost dogs.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 21, 2021, 03:56:11 PM
Roller Jammer (rjammer) need low pass tuning.

Thanks.
Title: Re: FB Neo Bugs Reports
Post by: tikman on May 21, 2021, 08:25:47 PM
It seem that FBNeo can't detect games (same rom name) when they're both in sub-directory.....

for example I have 2 contra games...

1. Contra (USA) nes_contra
2. Contra (US / Asia, set 1)

FB neo doesn't detect the other contra.... the work around is to put the other file in the root rom directory....
Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 08:37:46 PM
tikman,
try putting the main roms directory at the last entry in the roms directory dialog (path #20)

as far as I can remember - that's the solution, if you still have trouble please attach your config file :)

best regards,
- dink

Title: Re: FB Neo Bugs Reports
Post by: dink on May 21, 2021, 08:38:03 PM
fastpop72, thanks :)
Title: Re: FB Neo Bugs Reports
Post by: tikman on May 21, 2021, 09:16:16 PM
tikman,
try putting the main roms directory at the last entry in the roms directory dialog (path #20)

as far as I can remember - that's the solution, if you still have trouble please attach your config file :)

best regards,
- dink

yeah! I add the parent rom directory so that it can be detected... it works just fine....  :smilie:


This game doesn't seems to have Fire 1 / 2 Game input  the default should be z / x no bullets coming out (can't shoot the enemy)...

Bullet (FD1094 317-0041)
Bullet (FD1094 317-0041 decrypted)


Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 22, 2021, 12:22:13 AM
This game doesn't seems to have Fire 1 / 2 Game input  the default should be z / x no bullets coming out (can't shoot the enemy)...

Bullet (FD1094 317-0041)
Bullet (FD1094 317-0041 decrypted)

That's a twin stick game, "P1 Up/Down/Left/Right 2" control the bullets
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 04:25:53 AM
In Tough Turf, as you get out of the truck at the beginning of the first stage, there's a long "beeep" sound. It confused me at first, I thought the sound was coming from somewhere else in my house (the fact it sounds exactly like my washing machine does not help). :D
Is that a bug, or is that supposed to be a truck sound, maybe? I cannot find videos of the original cabinet to verify that.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 09:06:18 AM
Stifu, that "beep"-sorta noise is just the squeek of the breaks as the truck stops :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 09:31:20 AM
Thanks for confirming, dink.

Something weird about this game: no matter what, I can't manage to attack while jumping. This is especially weird since you can see the hero jump kick in the intro of stage 7 (https://youtu.be/SVFrKO0ltB8?t=965). Am I missing something?
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 10:12:29 AM
Thanks for confirming, dink.

Something weird about this game: no matter what, I can't manage to attack while jumping. This is especially weird since you can see the hero jump kick in the intro of stage 7 (https://youtu.be/SVFrKO0ltB8?t=965). Am I missing something?

The only attack you can make while jumping in the game is the jumpkick, but it's very fiddly - your timing has to be perfect in going in a direction + jump + kick for it to work.  Keep trying, you'll get it :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on May 22, 2021, 03:29:08 PM
Oooh, I see. If I just press jump and kick at the same time, it works every time. I should not try to press kick after jumping. Not very intuitive.
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on May 22, 2021, 07:27:21 PM
While you are on the topic of tturf I noticed that player 2 can only join at the very beginning and not throughout. I verified that it?s the same in Mame, so I figure that it is intentional.

It just seems odd. Another tturf oddity?

This was on Retroarch but I believe that I also tried it on stand alone Mame.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 22, 2021, 11:07:09 PM
matchew64,
Try setting the "Continues" dip to anything besides "None", it will then allow P2 to buy-in after the game has started. 

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: matchew64 on May 22, 2021, 11:52:17 PM
@Dink

You are an all-knowing Oracle!

Sorry that I didn't check the dips.
Title: Re: FB Neo Bugs Reports
Post by: dink on May 23, 2021, 01:43:41 AM
I just remembered a similar issue with a game good buddy gamezfan was working on a few years ago, and enabling continues/buy-in was set the same way.  If it weren't for that random memory I would have been clueless :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on May 27, 2021, 11:16:57 PM
I can't seem to get to Unibios settings screen on latest FBN.What I actually want to do is to make the game run in

Mode:Console
Region:Japan

mode , while using Unibios

I know I have to press A B C buttons simultaniously when the Unibios boot screen shows up , but it does nothing

I tried using latest 4.0 and previous 3.3 versions , same result

I can use normal AES Japan bios without issues

best regards,
Title: Re: FB Neo Bugs Reports
Post by: fastpop72 on May 29, 2021, 04:03:01 AM
Dunno if it's a bug but i wanna ask @dink:

About Popeye driver....

On the real Popeye hardware, sprite colour 0 is not transparent with respect to overlapping sprites. It's only transparent with respect to the
background graphics. When two sprites overlap in Popeye, the sprite with the highest priority completely overdraws the sprite underlying it, including
the transparent area (pixel with colour value 0). The result is that instead of proper sprite prioritzing, overlapping sprites are overdrawn like chunky blocks.

In FBNeo the overlap of the sprites has transparent background, in mame not. And it seems the correct visualization is in mame.

FBNeo:
(https://i.imgur.com/xmpyFEb.png)

Mame:
(https://i.imgur.com/g4cZtBB.png)

Surely FBNeo visualization is surely much better but not pcb-accurate... or not?

In this real hardware video you can see behavior at minute 1:43

https://youtu.be/ZT6d8nca3MI

Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on May 29, 2021, 06:41:09 AM
I have to say, if inaccurate looks better and has no downside, i'm totally fine with it. I'm slightly more interested by the differences in color tones, it seems "darker" in FBNeo.

Edit : that's probably the 2 related changes :
Quote
0.194: Joe Magiera added clone Popeye (bootleg set 2). Caius added clone Popeye (bootleg set 3). Fixed background in Popeye (Japan), Popeye (Japan, Older) and Popeye (bootleg set 1). Popeye (Japan) does not run on the exact same hardware as Sky Skipper & was the basis for the popeyebl set. Fixed horizontal and vertical scroll register behaviour in Popeye. Changed function names from the game name to the hardware id the functionality was first used in. Fixed Popeye background scrolling when screen is flipped. Implemented sprite priority & clipping according to description in MT03725. Note: On the real Popeye hardware, sprite colour 0 is not transparent with respect to overlapping sprites. It's only transparent with respect to the background graphics. When two sprites overlap in Popeye, the sprite with the highest priority completely overdraws the sprite underlying it, including the transparent area (pixel with colour value 0). The result is that instead of proper sprite prioritzing, overlapping sprites are overdrawn like chunky blocks [smf, Oliver_A]. Moved protection save state into driver_start() leaving driver init for decryption, combine sprite proms & invert bootleg proms in the rom load, bank the sprite palette & only update the palette if the bank register changes, draw background directly into bitmap & include the area above the background buffer (although it's not clear exactly where the values are fetched from on real hardware) [smf]. Changed description of clone (bootleg) to 'Popeye (bootleg set 1)', (Japan, Sky Skipper hardware) to 'Popeye (Japan)' and (Japan, Sky Skipper hardware, Older) to 'Popeye (Japan, Older)'.
0.153: Changed Popeye to use palette computed from schematics. Also implemented interlaced field support. This is actually read by the game. Popeye now has netlist filtering and amplification for AY-3-8910A [Couriersud]. Note: On the original Popeye board, sound channel A from AY-3-8910 is run through a discrete filter, producing a smoothed wave form. This only affects sound channel A. Popeye driver cleanups [Alex Jackson]. No more legacy CUSTOM_INPUT on Popeye (emu\ioport.h) [Miodrag Milanovic]. Added 'Netlist Sound Device' (48000 Hz).
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 09:15:35 AM
fastpop72,
I know about that, but, at the same time, I'd rather keep it as it is.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 09:23:45 AM
ClessxAlghazanth,
I just tested on my side, pressing A+B+C at the Unibios boot screen brings me right to the settings,
then I chose Region Setup -> Japan / Console, hit reset(F3), it's now at Japan/Console mode.
Also pressing ABC at the Unibios screen brings me back to the same settings.

So right when the Unibios screen fades in, press A+B+C and hold until the settings come up, if it's not working, check the input settings, see if anything is mapped to autofire (scroll down past the System Macro's), and make sure not to use those buttons to press A+B+C.

best regards,
- dink

I can't seem to get to Unibios settings screen on latest FBN.What I actually want to do is to make the game run in
Title: Re: FB Neo Bugs Reports
Post by: dink on May 29, 2021, 11:44:51 AM
fastpop72,
re: Popeye:
the more I think about it, I might try to emulate it like the pcb but have a dip option to have the old style as well.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on May 29, 2021, 01:46:03 PM

re: Popeye:
the more I think about it, I might try to emulate it like the pcb but have a dip option to have the old style as well.


Good thinking... probably this would be the best solution! ;)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on May 30, 2021, 06:30:45 PM
WWF Wrestlemania Audio: @Dink, The audio goes to mute again but this time after the Undertaker card roll during the full cycle, not sure if it's real arcade behaviour or whether it's the emulation side of it?
Title: Re: FB Neo Bugs Reports
Post by: dink on May 30, 2021, 08:50:41 PM
WWF Wrestlemania Audio: @Dink, The audio goes to mute again but this time after the Undertaker card roll during the full cycle, not sure if it's real arcade behaviour or whether it's the emulation side of it?

I'm not too sure about this one being a bug in the emulation because everything still works fine - just insert a coin or 2 or start the game to see (well, hear).  Previously when we had encountered that other, somewhat similar bug, the sound would be completely screwed up after that happened.

I'll look into it a little deeper to see if anything weird is going on that might have been overlooked, though.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on June 11, 2021, 02:10:23 AM
I tried the game Snapper. I get a black screen, but the audio and everything else seems to work. Just no display.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on June 11, 2021, 05:12:44 AM
I tried the game Snapper. I get a black screen, but the audio and everything else seems to work. Just no display.

fix is on git, atomicp (same hardware) was affected too, thanks for the report !
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 08:17:16 AM
Hi,
Loading Battle Bakraid in Fbneo 1.0.0.01, Libretro version and leaving it in attract mode mode for around half an hour makes the screen to start showing garbage, and music will stop sounding as well.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 14, 2021, 09:22:11 AM
Hi Sputnik,
Is it possible you could try with the latest .03 version?  I let it run for about an hour and 10 minutes on the latest standalone fbneo and couldn't see a problem like that.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 09:27:54 AM
Hi Dink,
sure, I'm updating fbneo from source on retropie as we speak, I'll let you know in a while
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 12:31:58 PM
Hi,
Loading Battle Bakraid in Fbneo 1.0.0.01, Libretro version and leaving it in attract mode mode for around half an hour makes the screen to start showing garbage, and music will stop sounding as well.

Using current version, i can't reproduce this. Are you maybe using some non-standard settings like cpu overclock, runahead or whatever ?
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 03:14:57 PM
Tried with .03 and it also happens with that version, although it takes longer. No CPU overclock or runahead set up, just using zfast vertical shader.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 04:19:40 PM
Tried with .03 and it also happens with that version, although it takes longer. No CPU overclock or runahead set up, just using zfast vertical shader.

What's your device ?
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 14, 2021, 05:00:31 PM
What's your device ?
A Raspberry Pi 3B+
Title: Re: FB Neo Bugs Reports
Post by: iq_132 on July 14, 2021, 05:46:55 PM
A Raspberry Pi 3B+
How's the temperature after that long? Any heating issues?
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 14, 2021, 06:09:57 PM
Yeah, i was wondering if it's not some kind of stability issue with your device. Is it overclocked ? Is it properly cooled ? Does it happen too if you set it back to standard clock ? Mine had a lot of failures with just a 50Mhz oc, and it wasn't even that hot actually, so i stopped overclocking it.
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 15, 2021, 02:35:16 AM
How's the temperature after that long? Any heating issues?

Not that I'm aware of, no Rpi's thermometer icon is shown on screen and I can exit the game and continue using the machine normally. Pi is not overclocked, although it doesn't have any cooling system either.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 02:52:43 AM
I managed to break bbakraid, it turns out yesterday the game didn't break because i increased its cpu clock, when you do that you get a "sound error" at boot and the game never seem to stop working, i can't seem to reproduce it after changing samplerate from 48k (libretro core's default) to 44.1k (standalone's default) either (edit: nvm, it finally happened), so i suppose the issue is tightly related to sound board emulation, it happened on both arm and x86_64. The issue i encountered seemed kinda different from what was reported though : the game seemed to keep rebooting while showing garbage for me, the game had some kind of huge slowdown right before that issue. I ran the game for ~15 minutes at x7 speed to get this.

Attaching a screenshot of the garbage screen and a savestate.

Edit : duration before crash seems very random, nothing in asan/ubsan, playing it safer on cflags didn't help either
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 15, 2021, 03:15:15 AM
I managed to break bbakraid, it turns out yesterday the game didn't break because i increased its cpu clock, when you do that you get a "sound error" at boot and the game never seem to stop working, i can't seem to reproduce it after changing samplerate from 48k (libretro core's default) to 44.1k (standalone's default) either (edit: nvm, it finally happened), so i suppose the issue is tightly related to sound board emulation, it happened on both arm and x86_64. The issue i encountered seemed kinda different from what was reported though : the game seemed to keep rebooting while showing garbage for me, the game had some kind of huge slowdown right before that issue. I ran the game for ~15 minutes at x7 speed to get this.

Attaching a screenshot of the garbage screen and a savestate.

@barbudreadmon, that's it, didn't realise game was rebooting though, neither the slowdown but I didn't stay long enough watching the screen to see it anyway.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 15, 2021, 10:56:45 AM
barbudreadmon & pals:
hmm, I can't reproduce it here, maybe I didn't try enough?
Anyhow: another game on libretro that a local friend has been getting:
game: maglord (magician lord), the sound stops working after 10-30 minutes of attract mode.  when coining up, nothing is heard and nothing (no music, sfx, etc) after that.  I can't repro this on standalone, can anyone?  If so, can you record a movie file so I can play it back and see where the bug happens?
Let me clarify: probably the only way either is getting fixed is if someone can record a movie file (Replay -> Record Input.  from power on checked!) for me with the bug happening.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 01:07:52 PM
Hmmm maybe something about interpolation ? libretro port is using 4-point 3rd order as default for both settings, i'll do more tests.
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 02:44:21 PM
hmm, I can't reproduce it here, maybe I didn't try enough?

I confirm it happens for me on standalone, i mapped FFWD then pressed it until the issue happened (10-15 minutes)
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 15, 2021, 03:28:00 PM
Attached a replay + a savestate right before the crash
Title: Re: FB Neo Bugs Reports
Post by: barbudreadmon on July 16, 2021, 03:19:22 AM
game: maglord (magician lord), the sound stops working after 10-30 minutes of attract mode.

Hmmm i couldn't reproduce this one after running the attract for nearly an hour. We'll need to confirm some things :
- is he running maglord or maglordh ? that second one has additional cutscenes so i think it's a popular clone
- which bios is he using ? if he is using unibios, which settings ?
- is he using standard 100% cpu clock ?
- anything else worth mentioning, like runahead ?

I remember years ago we had a report like this on some neogeo game, iirc it was happening when using a combination of overclocking and USA bios, and the bug even persisted in eeprom after setting everything back to normal.
Title: Re: FB Neo Bugs Reports
Post by: dink on July 16, 2021, 10:04:28 AM
Hi,
bbakraid is fine now.

Regarding maglord, the only thing I know for sure is that he has runahead off.  The others I'll have to ask the next time he's around.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on July 16, 2021, 10:09:32 AM
Hi,
bbakraid is fine now.

Regarding maglord, the only thing I know for sure is that he has runahead off.  The others I'll have to ask the next time he's around.

best regards,
- dink

Awesome Dink! what was the issue with bbakraid, could you elaborate?
Title: Re: FB Neo Bugs Reports
Post by: dink on July 16, 2021, 11:05:56 AM
Sputnik there's a video status register, it's 16bits in length.  The top 8 bits is the status (vblank/hblank/etc) and the bottom 8 is the line#.  The line# goes from 0-262, and it needed to get masked so that it doesn't go over 255.  As it was previously, it went over 255, which caused one of the bits in the top of the register to get flipped.  Out of the many times I've played battle bakraid, I never ran into the bug.  As far as I know it only happens in attract mode, not during the gameplay.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on July 25, 2021, 09:43:02 PM
Hi  :smilie:

I'm not sure if it's a bug with FBNeo , but Galaga (Midway set 1 with fast shoot hack)  freezes on this screen , regardless of any dip switch settings I applied  :S

Other revisions seem to work fine
 
Best regards,
Title: Re: FB Neo Bugs Reports
Post by: dink on July 26, 2021, 12:08:32 AM
Hi ClessxAlghazanth,
thanks for letting us know - problem solved :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 04, 2021, 07:13:18 PM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 12:03:48 AM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?

Please zip and attach config/games/tmnt2.nv and tmnt2.ini so I can investigate

thanks,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on August 05, 2021, 12:25:56 AM
@Dink: Turtles in time (4 players ver. UAA) having a boot up issue during rom check?

Are you sure you are not using a wrong ROMset? I tested the game and it seems work correctly...
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 12:39:34 AM
the_maq, gab75: I found out that the RunAhead feature and some drivers' eeprom (nvram) don't mix well, a fix will be available shortly for tmnt2.

EDIT: should be good soon as git builds the new exe :)  just first delete config/games/tmnt2.nv  and load the game as usual.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 05, 2021, 02:04:12 AM
the_maq, gab75: I found out that the RunAhead feature and some drivers' eeprom (nvram) don't mix well, a fix will be available shortly for tmnt2.

EDIT: should be good soon as git builds the new exe :)  just first delete config/games/tmnt2.nv  and load the game as usual.

best regards,
- dink
Cheers :cool:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 05, 2021, 04:30:36 PM
When loading the game Mobile Suit Gundam Final Shooting, my mouse cursor gets hidden, which I thought implied I should play the game with the mouse, but the game is controlled with the keyboard by default. That's a bit weird to me. Is that intended?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 04:52:38 PM
Stifu,
Can you please attach your config file for the game, config\games\gdfs.ini and I'll take a look.  Although, first check that player 2's inputs aren't set to use the mouse.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 05, 2021, 05:42:27 PM
Here you go. Thanks.

Edit: in the game inputs, I see:
Quote
P1 Gun X - Mouse 0 X axis
P1 Gun Y - Mouse 0 Y axis

So I guess P1 is set to use both the keyboard and the mouse?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 05, 2021, 08:25:46 PM
Stifu, oh - that's right - I totally forgot about this game's input:  it can accept input from the mouse and (digital)joystick. 
If you'd rather use the joystick - Go into the input editor and right click P1 Gun X/Y, check the "clear lock" checkbox, then press the clear lock button.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 10, 2021, 12:08:06 AM
NES driver Cheats is invalid. It should be the problem after adding Lua scripting
Title: Re: FB Neo Bugs Reports
Post by: dink on August 10, 2021, 09:38:43 AM
KOF2112, nes driver cheats are in a different format, because only way to properly support cheats on NES (with banking, etc) is using by using the Game Genie method.  For example, see attached files:
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 16, 2021, 11:35:21 PM
thank dink

Another problem is the language file error

Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 09:23:28 AM
KOF2112, language file fixed, please try now.  btw: must export template first.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 17, 2021, 11:02:45 AM
thank dink, language file fix :biggrin:



Picture content is not in language file
Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 08:59:42 PM
KOF2112, it's fixed - try now.  need to export template again, some ID's changed for lua window.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 17, 2021, 09:09:34 PM
Metamorphic force: the transparency effect here looks dodgy?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 17, 2021, 11:22:26 PM
the_maq, that's one of those issues that me and others have never been able to figure out, hopefully some day we'll get it - though!

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 18, 2021, 12:04:20 AM
the_maq, that's one of those issues that me and others have never been able to figure out, hopefully some day we'll get it - though!

best regards,
- dink
@dink - i disabled the runahead and its back to normal - what do you make of it?
Title: Re: FB Neo Bugs Reports
Post by: KOF2112 on August 18, 2021, 12:54:23 AM
thank dink, :biggrin:

"IPS Patch Manager", Below
"Language:", content is not in language file

RTEXT          "Language:", IDC_IPSMAN_LANGUAGE

Change RTEXT to LTEXT

LTEXT           "Language:", IDC_IPSMAN_LANGUAGE

Title: Re: FB Neo Bugs Reports
Post by: dink on August 18, 2021, 09:17:33 AM
@dink - i disabled the runahead and its back to normal - what do you make of it?

Oh, that's a totally different issue than I'm thinking of, thanks for pointing it out.
The problem I was thinking of is that the color-effect should be over the boss-guy, but he's infront of it <- this is the one I can't figure out.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on August 18, 2021, 09:26:03 AM
thank dink, :biggrin:

"IPS Patch Manager", Below
"Language:", content is not in language file

RTEXT          "Language:", IDC_IPSMAN_LANGUAGE

Change RTEXT to LTEXT

LTEXT           "Language:", IDC_IPSMAN_LANGUAGE


Thank you :)
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 18, 2021, 11:50:00 AM
Oh, that's a totally different issue than I'm thinking of, thanks for pointing it out.
The problem I was thinking of is that the color-effect should be over the boss-guy, but he's infront of it <- this is the one I can't figure out.

best regards,
- dink
sh** that is a tricky one !!
Title: Re: FB Neo Bugs Reports
Post by: dink on August 20, 2021, 12:43:35 AM
the_maq, the issue with runahead is fixed now, thanks again for the report! :)

p.s. anything using k056832, k053250, k054338, and gx mixer (xexex, gijoe, mystwarr/metamorphic force/gaiapolis/moo mesa, bucky, asterix, dbz, early/mid-90s konami stuff) has a new state format, so don't load the old states or.. else!  If you're playing a game using states, finish it first before upgrading.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 20, 2021, 03:44:25 AM
the_maq, the issue with runahead is fixed now, thanks again for the report! :)

p.s. anything using k056832, k053250, k054338, and gx mixer (xexex, gijoe, mystwarr/metamorphic force/gaiapolis/moo mesa, bucky, asterix, dbz, early/mid-90s konami stuff) has a new state format, so don't load the old states or.. else!  If you're playing a game using states, finish it first before upgrading.

best regards,
- dink
Thank you for your time and effort :cool:
Title: Re: FB Neo Bugs Reports
Post by: Stifu on August 20, 2021, 08:06:40 AM
The intro of Big Karnak (with the horses) sounds bad with low-path filter on.
Title: Re: FB Neo Bugs Reports
Post by: dink on August 20, 2021, 09:26:10 AM
Stifu, thanks, it's fixed now.  Also noticed that dips were wrong for lives and coin/credit, so fixed those as well.  After loading bigkarnk, go to dips / hit [defaults] then [ok] and reset to get the correct settings, or delete config/games/bigkarnk.ini before starting.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on August 21, 2021, 01:17:14 AM
RunAhead bugs
Since this feature was added a few weeks back, behind the scenes I've been nonstop fixing drivers for runahead bugs.
state-wise the driver must be 100% perfect in order for runahead to work.  Common problems observed:
Game won't boot, or weird boot-up error
Game missing sprites or sound
Anything weird that fixes itself when you turn RunAhead off

If you run into one of these bugs, there's no need to take pictures and/or make a state file** - just post the rom name here!
** unless its later in the game, or something that is really hard to notice

I've fixed hundreds of games so far, but sure could use some help finding others that slipped past me! :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 24, 2021, 09:43:43 PM
@Dink: Sunset Riders (4 Players ver. UDA) EEPROM BAD ?
but no problems with the rest of them..
Title: Re: FB Neo Bugs Reports
Post by: Gab75 on August 25, 2021, 01:40:44 AM
@Dink: Sunset Riders (4 Players ver. UDA) EEPROM BAD ?
but no problems with the rest of them..

I tested the ROM (ssridersuda), it works correctly... are you sure to have the right ROMset and the latest FBN "WIP" version? Moreover, did you delete the related config (old) files in *FBN/config/games folder (ssridersuda.ini and ssridersuda.nv)?
Title: Re: FB Neo Bugs Reports
Post by: dink on August 25, 2021, 01:49:58 AM
the_maq,
do you have a current exe?  I fixed a bug that could cause that very problem a few days back.  try removing config/games/ssridersuda.nv after upgrading :)
If this is infact happening with the latest exe, try deleting the nv file and see if you can re-produce the problem, and let me know how if you can.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: the_maq on August 25, 2021, 01:54:17 AM
the_maq,
do you have a current exe?  I fixed a bug that could cause that very problem a few days back.  try removing config/games/ssridersuda.nv after upgrading :)
If this is infact happening with the latest exe, try deleting the nv file and see if you can re-produce the problem, and let me know how if you can.

best regards,
- dink
Yep i deleted them and it's working again as normal - cheers team :cool:
Title: Re: FB Neo Bugs Reports
Post by: JoelH on September 01, 2021, 09:13:34 AM
Ok got a glitch. The YM2151 sounds for Nitro Ball have either gone missing or are being drowned out by PCM. Its very strange.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 01, 2021, 09:35:02 AM
Ok got a glitch. The YM2151 sounds for Nitro Ball have either gone missing or are being drowned out by PCM. Its very strange.

Thanks, I've cranked up the volume a bit on the ym2151, it's really hard to get this game balanced because there are so many things playing at once.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on September 04, 2021, 08:40:41 AM
I think there could be a bug in Jackie Chan - The Kung-Fu Master (rev 3); there's a visible "tiling" effect in the background when the camera moves around, dividing the play area into visible squares. I cross-referenced it against MAME, but the effect didn't occur. I've included a screenshot and save stat; hope this helps  :smilie:
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 09, 2021, 08:49:27 AM
Hang On (Rev A)

The game doesn't go into free play mode even after selecting free play for both coin A and B (I tried restarting several times) :confused:
Title: Re: FB Neo Bugs Reports
Post by: dink on September 09, 2021, 10:14:21 AM
I think the freeplay on hangon never worked, the inputs/dips were probably just copied from outrun back in the day (in fbneo and mame) - sorry about that :(
Title: Re: FB Neo Bugs Reports
Post by: retroFuture on September 13, 2021, 09:10:03 AM
Hi, apologies for the repost, but it appears that there is no activity on the 'dink's FBN Development & Fixes' thread.
Anyway, here is my bug report:

Great 1000 Miles Rally: Evolution Model!!! (gtmre)
[Lakka 3.4 / RetroArch 1.9.9 - FBNeo Core V1.0.0.03]

Vehicle select screen glitches car portraits for about a frame before displaying them correctly.
Initial frames when screen first loads also seem glitchy.
Small vehicle graphics also glitch when their colors automatically change.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 13, 2021, 02:39:44 PM
Wizard Fire (Over Sea v2.1)

During the attract mode, once the actual gameplay starts the mist covering most of the screen is opaque instead of transparent. This seems to occur if you have a SoftFX effect on (I'm using 3xBR Rounded with the Enhanced blitter).

This can be "fixed" by enabling "RGB effects" --> no change, and then choosing "No effects" --> now the mist is transparent like it should be, but there's a problem: "No effects" disables SoftFX algorithms. Enabling 3xBR Rounded (or supposedly any SoftFX algorithm) turns the mist opaque again.

EDIT: The mist looks fine with the AdvanceMAME 2x and 3x filters, but it seems that the mist is opaque when any other filter is enabled.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 03:54:43 PM
retroFuture, thanks, sometimes I get really busy (or life gets crazy) and I forget things - sorry about that!  I'll look into it and see what can be done.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 04:14:24 PM
Agozer, this is actually normal behavior even though it seems crazy, let me try to explain:
Alpha transparency effects on the dataeast deco16 hw require 32bpp, if the video mode is any less than 32bpp, the transparency effects will get disabled and become opaque.

Some SoftFX effects only run at 16bpp, and they switch the video mode to 16bpp if when you select them. 

Hopefully that helps clear things up a little.

best regards,
- dink

Wizard Fire (Over Sea v2.1)

During the attract mode, once the actual gameplay starts the mist covering most of the screen is opaque instead of transparent. This seems to occur if you have a SoftFX effect on (I'm using 3xBR Rounded with the Enhanced blitter).

This can be "fixed" by enabling "RGB effects" --> no change, and then choosing "No effects" --> now the mist is transparent like it should be, but there's a problem: "No effects" disables SoftFX algorithms. Enabling 3xBR Rounded (or supposedly any SoftFX algorithm) turns the mist opaque again.

EDIT: The mist looks fine with the AdvanceMAME 2x and 3x filters, but it seems that the mist is opaque when any other filter is enabled.
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 13, 2021, 04:42:03 PM
Ooh, I understand now.

Possibly a stupid follow-up question: Is it possible to "fix" SoftFX to run at 32bpp, or is it too much work (as in, having to rewrite every filter from scratch) or simply impossible due to the original codebase of FBAlpha?

Is the Deco16 the exception with 32bpp transparencies? Does this "problem" affect other drivers/games?
Title: Re: FB Neo Bugs Reports
Post by: dink on September 13, 2021, 09:11:04 PM
The Deco16-based games have a 32bpp requirement for alpha transparencies.  Some don't though, like things running on taitof3 and some konami.  This is not something that can be easily changed.

Each SoftFX filter has its own set of rules and is mostly radically different from the next, also a lot of them are written in assembly so I'd rather not touch them at all.  On the other hand, *xbr does have a 32bit version.  I might be able to get it working.

best regards,
- dink


Ooh, I understand now.

Possibly a stupid follow-up question: Is it possible to "fix" SoftFX to run at 32bpp, or is it too much work (as in, having to rewrite every filter from scratch) or simply impossible due to the original codebase of FBAlpha?

Is the Deco16 the exception with 32bpp transparencies? Does this "problem" affect other drivers/games?
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 14, 2021, 10:58:03 AM
The Deco16-based games have a 32bpp requirement for alpha transparencies.  Some don't though, like things running on taitof3 and some konami.  This is not something that can be easily changed.

Each SoftFX filter has its own set of rules and is mostly radically different from the next, also a lot of them are written in assembly so I'd rather not touch them at all.  On the other hand, *xbr does have a 32bit version.  I might be able to get it working.

best regards,
- dink
I would really like to see this.

Shouldn't there be a note in the Load Game window for Deco16 games along the lines of "Using SoftFX will break transparencies"? I mean, I can't be the only one who has stumbled upon this and have no idea why the game doesn't look like it's supposed to.

I'm not even sure if the user documentation for the old FBAlpha ever mentioned that SoftFX only uses 16bpp and may cause problems with drivers that require 32bpp... or was Deco16 support implemented after FBAlpha?
Title: Re: FB Neo Bugs Reports
Post by: Stifu on September 14, 2021, 03:12:57 PM
The musics in Eight Forces are all extremely short loops (during title screen, player select and stages). Is this an emulation bug, or is the game actually that botched? Thanks.
Title: Re: FB Neo Bugs Reports
Post by: dink on September 15, 2021, 09:03:08 AM
Agozer first I'll try to fix some of the effects to work with 32bit, if it can't be done - that will be the next option.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 15, 2021, 09:21:22 AM
The musics in Eight Forces are all extremely short loops (during title screen, player select and stages). Is this an emulation bug, or is the game actually that botched? Thanks.

I've never actually seen an arcade board of this game, so I can't say for sure.  It does sound like it's looping at the wrong point...  Tried a few things to improve this, but, it's still completely weird.  I'm leaning towards "it's probably really that crappy", until I see a pcb recording.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 12:06:06 AM
Agozer, the xbr effect now works @ 32bpp

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 09:57:45 AM
I think there could be a bug in Jackie Chan - The Kung-Fu Master (rev 3); there's a visible "tiling" effect in the background when the camera moves around, dividing the play area into visible squares. I cross-referenced it against MAME, but the effect didn't occur. I've included a screenshot and save stat; hope this helps  :smilie:

Hi Al82,
Thanks for the bug report. I looked into this and even tried to fix it, but...
The fix for this causes some nasty side effects with games on the suprnova system (jchan shares its sprite code with suprnova), so for now I've decided to not break supernova (which has a dozen+ of great games) and leave Jackie Chan as-is until a better fix can be found or made.

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 16, 2021, 03:48:20 PM
AL82,
I came up with a solution for jchan that won't affect the Supernova system.  Thanks again for your bug report, the problem is solved :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Sputnik on September 17, 2021, 09:14:40 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

Title: Re: FB Neo Bugs Reports
Post by: retroFuture on September 17, 2021, 09:21:14 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

I reported this bug a few weeks ago.
Good news! Fixeight is currently working. You may just need to update.
[Lakka 3.4 / RetroArch 1.9.9 - FBNeo Core V1.0.0.03]
Title: Re: FB Neo Bugs Reports
Post by: dink on September 17, 2021, 09:26:40 AM
Hi Dink,
fixeight seems to be not working in Retroarch, using FBNeo Core V1.0.0.03. When loading it, I'm getting just a black screen.

Hi Sputnik,
We had this problem a while back, maybe a month ago.  Try to upgrade to a more current version of the core, it should work OK then :)
It will still be .03, as this is the current development version, but we update it about once a day (more or less)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: Al82 on September 17, 2021, 02:44:47 PM
AL82,
I came up with a solution for jchan that won't affect the Supernova system.  Thanks again for your bug report, the problem is solved :)

best regards,
- dink

Awesome work as always, much appreciated!  :biggrin:
Title: Re: FB Neo Bugs Reports
Post by: Agozer on September 17, 2021, 04:44:33 PM
Agozer, the xbr effect now works @ 32bpp

best regards,
- dink
Absolutely wonderful. Thank you so much; now Wizard Fire (and others) look right.
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 18, 2021, 09:59:11 PM
Strider (US set 1) gives a black screen after the 'ram rom initializing' screen , game doesn't start :(

Same for Strider Hiryu (Japan)
Title: Re: FB Neo Bugs Reports
Post by: dink on September 19, 2021, 01:19:53 AM
Strider (US set 1) gives a black screen after the 'ram rom initializing' screen , game doesn't start :(

Same for Strider Hiryu (Japan)

Go to dips and hit the [defaults] button, then hit [ok], does that help?

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: dink on September 19, 2021, 01:21:05 AM
Al82,
Agozer,
Glad it worked out :)

best regards,
- dink
Title: Re: FB Neo Bugs Reports
Post by: ClessxAlghazanth on September 19, 2021, 02:56:11 AM
Go to dips and hit the [defaults] button, then hit [ok], does that help?

best regards,
- dink

I'm not sure what was wrong , but that fixed the issue  :cool:

Thank you ! :smilie:
Title: Re: FB Neo Bugs Reports
Post by: Meister on September 22, 2021, 02:54:06 AM
Hello !

I'm using FBNEO with command line.  Yesterday, i played MK2 and MK3.

If you play with mk2 or mk3 to command line, the music of the game seems more faster than if you play with the UI.

Strange, isn't it ?

The version is 1.0.0.3 under Windows 8 and the other version Windows XP.

(Great work anyway)