Author Topic: FB Alpha 0.2.96.98 Release  (Read 18593 times)

Offline Barry Harris

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FB Alpha 0.2.96.98 Release
« on: September 21, 2008, 11:24:30 AM »
Quote
- Removed the keys for Neo Geo M1 decryption - the values are now derived from the rom,
  thanks to Haze and cyberwills [Barry]
- Fixed a memory issue in the HD6309 and M6809 CPU interfaces [kev]
- Allowed hi-res PNG images [Captain CPS-X]

http://www.barryharris.me.uk/article_view.php?id=128
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Offline KOF2112

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Re: FB Alpha 0.2.96.98 Release
« Reply #1 on: September 21, 2008, 12:46:23 PM »

Thanks renewal Release FB Alpha 0.2.96.98


Favorites Selection Menu, The language does not have the effect :S

Offline Johnboy

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Re: FB Alpha 0.2.96.98 Release
« Reply #2 on: September 21, 2008, 01:37:28 PM »

Bug?

Game -> Load NeoGeo MVS cartridges -> Selecting one or more games -> OK -> doesn´t work

Offline iq_132

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Re: FB Alpha 0.2.96.98 Release
« Reply #3 on: September 21, 2008, 01:38:27 PM »
Yeah, that's still a WIP feature.


Offline magicfly

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Re: FB Alpha 0.2.96.98 Release
« Reply #4 on: September 23, 2008, 03:42:34 AM »
Hello, i'm still getting crashes while trying to load some games, or browsing games by typing the initial letter of the game...
don't know what happened, but until .96 release everything worked fine...
can you check the attached log? ..maybe it can be usefull

Thank you so much!  ;p

« Last Edit: September 23, 2008, 03:44:21 AM by magicfly »

Offline Barry Harris

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Re: FB Alpha 0.2.96.98 Release
« Reply #5 on: September 23, 2008, 04:37:14 AM »
Hello, i'm still getting crashes while trying to load some games, or browsing games by typing the initial letter of the game...
don't know what happened, but until .96 release everything worked fine...
can you check the attached log? ..maybe it can be usefull

Thank you so much!  ;p



You have a corrupt PNG in your previews folder. Clear the folder if in doubt.
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Offline Aquashark

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Re: FB Alpha 0.2.96.98 Release
« Reply #6 on: September 25, 2008, 03:38:46 AM »
sometimes when i load a savestate the colour palette seems corrupted:
SFA2, Super SF2 Turbo

video settings for blitter Enhanced

this usually gets fixed by reloading the savestate and this seems to happen only with CPS2 games.

PS: a small request - can you please add hotkeys for Record Input and Stop Input Recording in the next build? right now it's a nightmare to record something hard to perform, because after each failed attempt you have to navigate the menu to stop/record again.

Offline MasterPhW

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Re: FB Alpha 0.2.96.98 Release
« Reply #7 on: September 25, 2008, 07:25:07 AM »
Would it be possible, to let FBA output a error text, to see, which png is corrupt!?
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Offline Barry Harris

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Re: FB Alpha 0.2.96.98 Release
« Reply #8 on: September 25, 2008, 07:44:45 AM »
Would it be possible, to let FBA output a error text, to see, which png is corrupt!?

It's likely to be the one that you selected as FBA crashed. :)
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Offline MasterPhW

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Re: FB Alpha 0.2.96.98 Release
« Reply #9 on: September 25, 2008, 12:05:33 PM »
It's likely to be the one that you selected as FBA crashed. :)
I never had this problem, but there already seem to be some guys, that have the problem, but don't know which png crashed the emulator. It was just a suggestion, but if it would create to much work, it won't be worth the hassle.
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Offline magicfly

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Re: FB Alpha 0.2.96.98 Release
« Reply #10 on: September 25, 2008, 05:32:10 PM »
hello Treble Winner
well, i've tried to browse all the png's with a file checker and to browse through windows...everything is OK.

if it's OK, i can tell you the source where i get those png's....

just tell me ;)

Thanks!

Offline CaptainCPS

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Re: FB Alpha 0.2.96.98 Release
« Reply #11 on: September 25, 2008, 06:13:56 PM »
magicfly, you're free to post it, PNGs are not illegal afaik ^^

btw, Windows and lot of other applications will open the PNGs with no issues because they aren't using the same core that FBA uses to open the PNGs (libpng), and the current implementation into FBA has some issues with some bit depths of the PNGs (this is what I have noticed so far in my research), if the PNG is not 32 bit the most probable thing is that it will work without any crash.

SeeYaa!
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Offline Huggybaby

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Re: FB Alpha 0.2.96.98 Release
« Reply #12 on: September 26, 2008, 04:58:32 PM »
Hello, i'm still getting crashes while trying to load some games, or browsing games by typing the initial letter of the game...
I get the same crashes. My snaps are from the same place as magicfly's.

Most of them are:
Altered Beast
Arkanoid
Cookie and Bibi 3
Date Quiz Go Go
Digger Man
Final Tetris
Gardia
Garogun Seroyang
G-LOC Air Battle (US)
Honey Dolls
Hyper Street Fighter 2
Meijinsen
Metal Saver
Metal Slug 5
MS Pacman
MS Pacman Champion Edition
MuHanSeungBu
Multi Champ Deluxe
Pang Pang
Pochi and Nyaa
Power Instinct Legends
Puzzle Star
Rock Duck
Samurai Shodown V / Samurai Spirits Zero (set 1)
Samurai Shodown V / Samurai Spirits Zero (set 1 uncensored)
SNK vs. CAPCOM SVC CHAOS
SNK vs. CAPCOM SVC CHAOS (JAMMA PCB, set 1)
SunA Quiz 6000 Academy (940620-6)
Super Model
Super Triv
Tang Tang
The Killing Blade (v104)
The Killing Blade (v109)
The King of Fighters 2003 World and Japan
Thunder Heroes
Toppy and Rappy
Twin Adventure (World)
Wonder Stick

Here are a few png's, they work in mame, and are all 24 bits:
http://www.mediafire.com/?qmx5ymjjzn0
« Last Edit: September 26, 2008, 06:55:25 PM by Huggybaby »

Offline denzilla

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Re: FB Alpha 0.2.96.98 Release
« Reply #13 on: September 26, 2008, 11:24:41 PM »
I've got this weird problem with the animation slowing down ever so slightly and looking choppy. Its very subtle, but noticeable.  Played with every setting I can think of with no luck. Happens with every game I tried Pac-Man to Blazing Star. Game will start off smooth as silk and get choppy seconds after starting.

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Offline LittleKaneda

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Re: FB Alpha 0.2.96.98 Release
« Reply #14 on: September 28, 2008, 07:42:49 PM »
Code: [Select]
Generating depend file for src/burn/megadrive/d_megadrive.cpp...
make[1]: *** No rule to make target `driverlist.h', needed by `burn.d'.  Stop.
make: *** [mingw] Error 2
C:\FBA_SRC>

In regard to my problem here, but not to change the subject of that thread, I have this mingw error. The same error shown here with evilmitaka's compile. This happened to me on my last compile, and it didn't come back the next time after typing "MAKE" again. Only when completely deleting the source destination and starting over, is when the error returns.

To iq_132: could this be the reason Pooyan was vertically flipped the wrong way? By ignoring this error, and simply compiling again, like I did before?
« Last Edit: September 28, 2008, 11:41:25 PM by LittleKaneda »