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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on Today at 12:11:48 PM »
Added the support to 8 new ZX Spectrum titles (5 classics + 3 homebrews):
A-Team, the - El Equipo A - Part 1/Part 2 (1988)
Beethoven's Revenge 128K/48K version (HB, 2022)
Cheesy Chase Moritz and the Mildewed Moon (HB, 2019)
Eskimo Eddie (1984)
Los Angeles Drugs Bust (1990)
Riding the Rapids (1987)
Shao Lin's Road (1986)
Smudge Bad Moonee Rising (HB, 2022)
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FBN Development / Re: Music replacement?
« Last post by geese howard on Today at 08:48:08 AM »
@dink, is it possible to do with cps2 super street fighter 2 turbo using 3DO soundtracks?
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FBN Development / Re: Music replacement?
« Last post by menikan on Today at 04:45:58 AM »
WOW, I just came across your thread on shmups.system11.org about that and it looks like you already have all the same ideas as me! Amazing that you made it work so flawlessly. And great to see someone else interested in tinkering with what I find to be a somewhat neglected area in this era of crazy shaders and other emulator enhancements - i.e. sound.

I actually have nearly all the Cave soundtracks that were ever separately published on CD which includes I think all CV1000 titles (but of course non-CV1000 games would really benefit as well like DOJ and Dangun Feveron and Espgaluda - in the mentioned thread you wrote that Espgaluda proved trickier in this regard, has anything changed about that?). But I don't know if the lengths as released on CD are different from the ingame versions or if that would even be a problem. I assume they would all need to be uncompressed WAV?
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 21, 2022, 09:44:07 AM »
Added the support to 4 new Megadrive titles:
Odeio Carros (HB, 2020)
Space Invaders v1.6 (HB, 2022)
Stone Protectors (2022)(Piko Int. Aftermarket)
Telethugs (HB, 2020)
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FBN Development / Re: Music replacement?
« Last post by dink on May 21, 2022, 09:08:54 AM »
We (iq_132: impl. dink: finetune) already did it with Donpachi :)  Have you tried Donpachi with the HQ Music mode & soundtrack?
...But, that was easy due to how Donpachi requests each song from the second soundchip, and plays the effects from another.
It would be do-able with cv-1000, but it would be a bit more intense:
Music commands would need to be filtered and re-directed from the ymz700 chip, and effects will need to pass through.
We would also need someone to provide us the soundtracks, maybe you could do it?

best regards,
- dink
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FBN Development / SDL2 src code to enable the use of cheats
« Last post by cjom on May 21, 2022, 06:01:19 AM »

- scrolling list;
- activated cheats listed in green;
- check boxes for cheat's options.



In the file https://github.com/libretro/FBNeo/blob/master/src/burner/sdl/sdl2_gui_ingame.cpp we need to add all this code:
Code: [Select]
#define CHEATOPTIONSMENU 8
#define MAXLINESMENU 21
int firstMenuLine = 0;
UINT16 current_selected_cheat = 0;
int cheatoptionscount = 0;
struct MenuItem cheatOptionsMenu[64];
int CheatMenuSelected();
int CheatMenuOptionsSelected();
bool isCheatActivated[CHEAT_MAX_OPTIONS] = {false}; // Array to keed track of activated cheats and use a different color in list

int IgnoreSelection()
{
  return 0;
}

int SelectedCheatOption()
{
  CheatEnable(current_selected_cheat, current_selected_item);
  CheatMenuSelected();
  return 0;
}

int CheatMenuOptionsSelected()
{
  current_selected_cheat = current_selected_item;
  current_selected_item = 0;
  current_menu = CHEATOPTIONSMENU;
cheatoptionscount = 0;
CheatInfo* pCurrentCheat = pCheatInfo;

  for (int c = 0; c < current_selected_cheat; c++) {
pCurrentCheat = pCurrentCheat->pNext;
  }   // Skip to selected cheat number

  for (int c = 0; pCurrentCheat->pOption[c]; c++) {
    if (_tcslen(pCurrentCheat->pOption[c]->szOptionName) && strcmp(pCurrentCheat->pOption[c]->szOptionName, " ")) {

      // Look for check boxes...
      if ((pCurrentCheat->pOption[c]->szOptionName[0] == '[') && (pCurrentCheat->pOption[c]->szOptionName[2] == ']') && (pCurrentCheat->pOption[c]->szOptionName[3] == ' ')) {
        if (c == pCurrentCheat->nCurrent) pCurrentCheat->pOption[c]->szOptionName[1] = 'X';  // Active cheat option
        else pCurrentCheat->pOption[c]->szOptionName[1] = ' ';                               // Not active option
      } else {
        // Add check boxes
        char tmpoptionname[CHEAT_MAX_NAME+10] = {0};
        if (c == pCurrentCheat->nCurrent) strcpy(tmpoptionname, "[X] \0");  // Active cheat option
        else strcpy(tmpoptionname, "[ ] \0");                               // Not active option
        strcat(tmpoptionname, pCurrentCheat->pOption[c]->szOptionName);
        strcpy(pCurrentCheat->pOption[c]->szOptionName, tmpoptionname);
      }

      cheatOptionsMenu[c] = (MenuItem){pCurrentCheat->pOption[c]->szOptionName, SelectedCheatOption, NULL};

    } else cheatOptionsMenu[c] = (MenuItem){" \0", IgnoreSelection, NULL};    // Ignore cheats options without name
    cheatoptionscount++;
  }

cheatOptionsMenu[cheatoptionscount] = (MenuItem){"BACK \0", CheatMenuSelected, NULL};
cheatoptionscount++;
  return 0;
}


Also, the function CheatMenuSelectd() in https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L74 needs to be like this:
Code: [Select]
int CheatMenuSelected()
{
  current_selected_item = 0;
  current_menu = CHEATMENU;
cheatcount = 0;
int i = 0;
CheatInfo* pCurrentCheat = pCheatInfo;

while (pCurrentCheat) {
    if (_tcslen(pCurrentCheat->szCheatName) && strcmp(pCurrentCheat->szCheatName, " ")) {
      cheatMenu[i] = (MenuItem){pCurrentCheat->szCheatName, CheatMenuOptionsSelected, NULL};
      if (pCurrentCheat->nCurrent) isCheatActivated[i] = true;
      else isCheatActivated[i] = false;
    } else cheatMenu[i] = (MenuItem){" \0", IgnoreSelection, NULL};    // Ignore cheats without name
pCurrentCheat = pCurrentCheat->pNext;
    i++;
}

cheatMenu[i] = (MenuItem){"BACK \0", MainMenuSelected, NULL};
cheatcount = i + 1;
  return 0;
}


Also edit the ingame_gui_render() function at https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L165 to:
Code: [Select]
void ingame_gui_render()
{
  SDL_SetRenderDrawColor(sdlRenderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
  SDL_RenderClear(sdlRenderer);
  SDL_RenderCopy(sdlRenderer, screenshotTexture, &title_texture_rect, &dest_title_texture_rect);
  incolor(fbn_color, /* unused */ 0);
  inprint(sdlRenderer, "FinalBurn Neo", 10, 10);
  inprint(sdlRenderer, "=============", 10, 20);

  switch (current_menu)
  {
      case MAINMENU:
        current_item_count = MAINMENU_COUNT;
        current_menu_items = mainMenu;
        break;
  case DIPMENU:
  current_item_count = DIPMENU_COUNT;
  current_menu_items = dipMenu;
  break;
  case CONTROLLERMENU:
current_item_count = CONTROLLERMENU_COUNT;
current_menu_items = controllerMenu;
break;
case CHEATMENU:
current_item_count = cheatcount;
current_menu_items = cheatMenu;
break;
case CHEATOPTIONSMENU:
current_item_count = cheatoptionscount;
current_menu_items = cheatOptionsMenu;
break;
  }

  int c = 0;
  // Keep selected line always visible in screen
  if (current_selected_item > firstMenuLine + MAXLINESMENU) firstMenuLine = current_selected_item - MAXLINESMENU;
  else if (current_selected_item < firstMenuLine) firstMenuLine = current_selected_item;

  incolor(normal_color, /* unused */ 0);
  if (firstMenuLine > 0) inprint(sdlRenderer, "( ... more ... )", 10, 30+(10*c));

  for(int i=firstMenuLine; ((i < current_item_count) && (i < firstMenuLine + MAXLINESMENU + 1)); i ++)
{
if (i ==current_selected_item)
{
calcSelectedItemColor();
}
else if ((current_menu == CHEATMENU) && isCheatActivated[i])
{
incolor(0x009000, /* unused */ 0);
}
else
{
incolor(normal_color, /* unused */ 0);
}
    c++;
    inprint(sdlRenderer,current_menu_items[i].name , 10, 30+(10*c));
  }

  incolor(normal_color, /* unused */ 0);
  if (current_item_count > firstMenuLine + MAXLINESMENU + 1 ) inprint(sdlRenderer, "( ... more ... )", 10, 40+(10*c));

  SDL_RenderPresent(sdlRenderer);
}


And finally, we can't just return from cheats menu directly to game, because we we call again the ingame menu it will be empty and not usable. So, it's necessary to add  MainMenuSelected();   just after  case SDLK_TAB:   in https://github.com/libretro/FBNeo/blob/0c0ecfead98c4201d6c8bfc5407d16b01fc5a3d3/src/burner/sdl/sdl2_gui_ingame.cpp#L224

I have some other changes but that's because I completely disabled keyboard support and rely only on gamepad.
7
FBN Development / Music replacement?
« Last post by menikan on May 21, 2022, 01:14:23 AM »
With the newly added CV1000 support, and FinalBurn's low input lag, custom CRT shaders and bezels in Retroarch, save states etc I feel like the only place where modern arcade ports of Cave games are superior to the emulator experience are the stereo sound and rearranged soundtracks. So I was wondering whether it would hypothetically ever be feasible for Finalburn to allow replacing the original ROM sound with custom music and stereo sound? I suppose hacking the ROMs would be necessary too. I know that this is probably a very niche request so I am more wondering out of sheer curiosity whether something like that was technically possible at all.
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FBN Development / Re: Game Consoles (Gab75 adds and more...)
« Last post by Gab75 on May 20, 2022, 02:51:56 PM »
Added six new titles to the NES/Famicom roster:
Beyond the Pins (HB, 2021)
Della DuckTales (Hack, 2022) > https://www.romhacking.net/hacks/6776/
Germ Squashers (HB, 2015)
Inspector Gadget (Hack, 2022) > https://www.romhacking.net/hacks/6830/
More Glider (HB, 2009)
Thief and the Cobbler (Hack, 2022) > https://www.romhacking.net/hacks/6839/
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FBN Development / Re: FB Neo Bugs Reports
« Last post by dink on May 19, 2022, 08:22:53 PM »
Thanks for the bug report Versus, recently a fellow developer is doing some improvements to the neogeo emulation - it looks like this one might be an unintentional side-effect, I'll let them know :)

best regards,
- dink
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FBN Development / Re: FB Neo Bugs Reports
« Last post by Versus on May 19, 2022, 05:20:25 PM »
Hello there. New around these parts. Blazing Star second level background graphics flickering badly.
After messing around with my settings for two days to no avail, I loaded up the same rom in an older version of FBNeo in Retroarch and it worked fine. After updating said older version to new version flickering started again. I can simply set core to MAME-Current and its all fine again.
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