Author Topic: dink's FBN Development & Fixes thread  (Read 760568 times)

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2295 on: October 01, 2021, 11:27:40 AM »
Must not have flown down to libretro yet then. I'll keep trying.

Hmmmm the libretro port is in sync though, can you still reproduce this if you set the libretro port to 44100 samplerate & disable both interpolations ?

Offline JoelH

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Re: dink's FBN Development & Fixes thread
« Reply #2296 on: October 01, 2021, 02:44:42 PM »
Yes. Its got to be an emulation glitch because you hear what's causing the distortion with low pass off too.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2297 on: October 01, 2021, 03:59:50 PM »
Hi JoelH,
Regarding Dead Angle:
Thanks for figuring out the source of the problem! I've updated the fix & it should be available soon. :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2298 on: October 22, 2021, 01:43:41 AM »
Hi guys, not a lot of news lately, but, some small things:

1. megadrive nonlinear-palette, for more hw-accurate colors inc. shadow+highlight.  thanks to Rupert Carmichael for infos!
2. berzerk/frenzy/moonwarp: occasionally lost words in the speech synth fixed (my bug, oops).  occasionally crackly sounds, fixed by porting more accurate core
3. moonwarp, hooked up analog dial/spinner
4. added mappers 77 and 82 for games Gab75 added to nes
5. fixed pcm sfx sounds in Kickoff (megasys1)
6. fixed bug: when game ran from cmdline, it locked hz @ 60hz for audio, causing the sound pitch to be off for some games which don't run at 60hz.  thanks matead92 for fix!
7. added "map joystick to cursor keys" for zx spectrum, gab75's idea:)
8. state of runahead:  fixes for Pre 90's m-z and Post 90's a-z are all that's left.  This is taking longer than expected, but, when finished - all games in fbn's library should have perfect runahead!

best regards,
- dink

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2299 on: October 22, 2021, 02:52:56 AM »
As usual, excellent work! ;)

Offline ClessxAlghazanth

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Re: dink's FBN Development & Fixes thread
« Reply #2300 on: October 22, 2021, 09:52:46 AM »
Thanks for the great work as usual , dink  :cool:

Offline Kev

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Re: dink's FBN Development & Fixes thread
« Reply #2301 on: October 22, 2021, 11:11:11 AM »
Awesome work as always :)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2302 on: October 27, 2021, 09:14:17 AM »
Thanks for the kind words :)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2303 on: October 27, 2021, 09:19:18 AM »
PCEngine / TG16 got a rework:
All previously non-working/broken games now work:
Cadash
Niko Niko Pun
Dragon Egg
Ghost House
Air Zonk / PC Denjin - Punkic Cyborgs
Benkei Gaiden
Power Tennis
Xserd

+ a few games that broke 2 days ago when I had accidentally committed a bad experimental fix... :)  oops!

best regards,
- dink

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2304 on: October 28, 2021, 01:31:12 AM »
A big thanks for your excellent work! :)
hereunder the snapshots of "now working" games...

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2305 on: October 29, 2021, 05:51:38 PM »
thanks Gab75 and everyone:)

I'm still working hard on PCE/TG16, even though all games are now working there were still some small visual glitches in a few games.  It didn't really bother me until I started playing a 2-all run of Dai Makaimura (ghouls'n ghosts) I noticed some white dots on the top of the screen on the 3rd stage - when it starts..  I had to end the game right there :P

best regards,
- dink

Offline ClessxAlghazanth

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Re: dink's FBN Development & Fixes thread
« Reply #2306 on: October 29, 2021, 07:04:40 PM »
thanks Gab75 and everyone:)

I'm still working hard on PCE/TG16, even though all games are now working there were still some small visual glitches in a few games.  It didn't really bother me until I started playing a 2-all run of Dai Makaimura (ghouls'n ghosts) I noticed some white dots on the top of the screen on the 3rd stage - when it starts..  I had to end the game right there :P

best regards,
- dink

Great to hear  :cool:

The PCE has some of the best shmups ever , along with JP-only hidden gems

Happy to be able to play them all on my favorite emulator

Thanks for the fantastic work as usual , dink  :smilie:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2307 on: November 01, 2021, 10:24:36 AM »
ClessxAlghazanth, great! :)

Well, I finished the pce improvements last night, enjoy :)

as always, should a bug come up, do let me know!

best regards,
- dink

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2308 on: November 01, 2021, 12:23:19 PM »
Hi dink.

Is there a reason why the PC-Engine uses different key defaults than other systems?
I was surprised it uses the num pad rather than the arrows by default.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2309 on: November 01, 2021, 11:26:49 PM »
Hi dink.

Is there a reason why the PC-Engine uses different key defaults than other systems?
I was surprised it uses the num pad rather than the arrows by default.

Hi Stifu,
It was actually down to a bug in the inputs default-izer code - it should be sorted now :)

best regards,
- dink