Welcome!

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

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

This thread was created to organize bugs reports related to FBNeo

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 elevator is meant to go down.. but get's horribly stuck..??
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 selected together 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 bounces back later on, kinda on and off like a radio (capture 1 and 2) also a lever error pops up during gameplay in 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 just for verification purposes on fba in relation to a bug on mame? - xml format is off 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.
Have you got one for fba? i'll need it for that - i did mame a while back.
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 dat - it's bug free unlike the shitty mame version so 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 screen strikes back!! xmen 4p version - might be pcb behaviour here or an emulation issue :confused: xmen 6p version runs great without the shitty kinks - so don't know 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 still 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.. just occured to me about mapping all the start buttons to the default start button then bingo it worked - only time diagnostics hit the screen is when you continue game with punch, kick, or the mutant power..what 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 that the little remaining titles 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 testing - found this light flash bug at the star base hall stage level 8 - it's meant to flash outside the hall window section but instead you get the whole screen flashing between (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 pcb when you enter it just before midway the light dims down then illuminates again as you exit from the other end, another pcb 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 success with the cave section light dimming effect 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 along with the pcb: youtube 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..!! thanks for your hard work and efforts.. :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 some spare time - thanks again & 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've done a full rally on this and it checks out - dead on..!! - thanks for the 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 are the odds for this dmastatus emulation in the future, dink mentioned it in one of his posts about a workaround strategy or solution of some sorts with a minimal performance hit to none? regards.
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 problem as fbneo with the background sprite lag..?? 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 problem thanks anyway.. :cool: