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

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

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

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

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

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

Thanks!

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

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

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

How are you?

I think you mean this :

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

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

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

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

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


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

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

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

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: littlebear on July 08, 2020, 11:22:45 PM
Thank for the super quick respond and fix.
Title: Re: FBN Bugs Reports
Post by: the_maq on July 08, 2020, 11:28:25 PM
Xmen 6p version on fba the 5th stage: the 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 hardware when you enter, just before midway the light dims down then illuminates again as you exit from the other end, here's a video: https://youtu.be/zggPGNLwwTs?t=561
Title: Re: FBN Bugs Reports
Post by: Agozer on August 15, 2020, 06:21:43 AM
Agozer,
it sounds perfectly normal on my side, could you possibly make a video and tell me the timeindex the problem starts at?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

thanks in advance.


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

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

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

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

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

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

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

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

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

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

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

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


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

If you need the ROM, let me know.

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

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

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

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

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

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

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

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

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

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

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

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 25, 2020, 03:38:25 PM
Talking about sound issues, I just tried Schmeiser Robo. Some voices seem to be missing, like, you can't hear the announcer in FBN.
Here's a recording of the original PCB, for comparison: https://youtu.be/boc8Za8yE8s
When a round starts, you can hear "Ready... Fight!" (at 0:40, for example). You can't hear that in FBN (Edit: well, sometimes you can, but not always... Not sure what's going on. Maybe it only fails to work for the very first round?).
Title: Re: FBN Bugs Reports
Post by: RN on August 25, 2020, 04:54:33 PM
Please give the latest git version a try, what's changed:
MSM6295 has 2 modes now:
 no interpolation (Audio -> 2 point sample interp. setting) - sounds like the pcb recordings of sf2/sf2ce
 linear interpolation (Audio -> 4point sample interp., reduces digital aliasing a bit at the expense of top end(treble))
 cubic interpolater - removed until further notice (Jan couldn't fix it, nor can I..)

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

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

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

best regards,
- dink

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


After checking your video for the sounds:

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

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

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

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

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

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

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

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

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

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

best regards,
- dink

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


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

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

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

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

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

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

sf2hf
sf2b
sf2ceua
sf2koryu

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


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

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

It states:

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

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

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


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

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

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


In groovy mame:

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

for both see attached .png images.

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

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

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

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

Title: Re: FBN Bugs Reports
Post by: dink on August 26, 2020, 09:32:10 AM
RN,
Try to understand this: the sample rate of the recorded sample data on cps1 is 7.5khz, the only way you can change this is to re-record the samples at a higher rate.  The 6295 in both of those mame versions is absolutely the same:
1mhz / 132 = 7575 (7.5khz, i guess we could say 7.6khz to round it up.... but you get the point)
132 is the divider at which the msm6295 runs at.

If you overclock a 6295 to run at a higher rate, it will play the music & sfx faster - like a 33 1/3 record being played at 78rpm.

to sum up: in order to run the msm6295 at a higher sampling rate, it needs to be supplied pcm data (music+sfx) at the higher rate, and that is impossible unless you can jump in your DeLorean(and don't forget, need to go 88mph while supplying 1.21 jigga-watts to the flux capacitor), learn Japanese and go back to when they were developing CPS1 and convince them to record their samples at a higher rate :)

The change I made to the msm6295 affects any game that uses the chip, not just cps1 :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Kev on August 26, 2020, 04:34:07 PM
In my really limited testing, I think it sounds much better with the changes.
Title: Re: FBN Bugs Reports
Post by: dink on August 27, 2020, 09:53:50 AM
thanks for trying, Kev :)
Title: Re: FBN Bugs Reports
Post by: Agozer on August 27, 2020, 02:07:39 PM
In Tengai (World), one of the DIP switch settings is not labeled (Flip screen?); the option to change it is there, but the label is blank. Also, the "(World)" part of the title is not capitalized.
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 12:50:15 AM
Agozer, thanks - the Tengai issues & the CPS3 romlist issue are fixed

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 12:53:41 AM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 28, 2020, 03:18:54 AM
Talking about sound issues, I just tried Schmeiser Robo. Some voices seem to be missing, like, you can't hear the announcer in FBN.
Here's a recording of the original PCB, for comparison: https://youtu.be/boc8Za8yE8s
When a round starts, you can hear "Ready... Fight!" (at 0:40, for example). You can't hear that in FBN (Edit: well, sometimes you can, but not always... Not sure what's going on. Maybe it only fails to work for the very first round?).

Just in case my report fell through the tracks, I'm bumping it.
I don't deeply care about that game, honestly, but I guess whatever might improve FBN is worth investigating.
Title: Re: FBN Bugs Reports
Post by: stoo on August 28, 2020, 05:44:27 AM
@stifu I think it's slightly more complicated than that.

In FBNeo there doesn't seem to be any PCM audio at all until an actual in-game sound effect is played (by that I mean generated by a character fighting).

The "triggering" sound effect can be in the attract mode demo, the pre-game instruction, or when the player actually begins playing. Once any "fighting" sound effect plays, all others will then play normally.

There should be sound effects:


If you simply enter coins and start the game before any other sounds have a chance to play, the sounds listed above will not be played, and neither will the "Ready... Fight!" sample. The first sound played will be a character attacking.

Finally, the PCM audio also seems to be too quiet and/or the music too loud in FBNeo. They should be more balanced.

(p.s. @dink - this is adelpha, using my normal username that wasn't available on github)
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 28, 2020, 06:22:00 AM
Someone tried it on MAME ? Maybe that's game bug ?
Title: Re: FBN Bugs Reports
Post by: stoo on August 28, 2020, 06:23:33 AM
It's fine in MAME. That's how I know it's supposed to play audio during the export warning and coin entry. :P

Also, hi barbu. Now I have two venues with which to annoy you with bug reports ;)

Actually, three if you count the RetroPie forums.
Title: Re: FBN Bugs Reports
Post by: barbudreadmon on August 28, 2020, 06:35:17 AM
Actually, three if you count the RetroPie forums.

No problem, i try to be present everywhere :). Thanks for confirming the issue doesn't exist on MAME, i'll check if i can find information about it.
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 08:59:22 AM
Stifu,
Sorry about overlooking your post - sometimes when too much stuff happens my brain fails to see things right in-front of me :)
Anyhow - the fix is in :)

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Stifu on August 28, 2020, 12:22:09 PM
No problem, dink, and thanks!
Title: Re: FBN Bugs Reports
Post by: Agozer on August 28, 2020, 04:49:20 PM
In the game information panel for Tapper (Budweizer), the file for the Midway SSIO Sound Board (82d123.12d) is listed twice. IIRC, happens with every game the uses said file.
Title: Re: FBN Bugs Reports
Post by: Neildark on August 28, 2020, 06:58:45 PM
Tenchi wo Kurau II - Sekiheki no Tatakai (Master Edition, Hack)

In this game the third button is not enabled either, in addition the second button (jump) does the magic of two buttons (attack + Jump)  :confused:

A greeting  :cool:
Title: Re: FBN Bugs Reports
Post by: dink on August 28, 2020, 07:43:40 PM
Agozer, thanks - they're fixed :)
p.s. the shadoww set was recently updated, make sure to update your romset.

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

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

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

best regards,
- dink
Title: Re: FBN Bugs Reports
Post by: Pelucon8 on August 29, 2020, 01:42:43 AM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink

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

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

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

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

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

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

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

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

EDIT: Okay, so the weirdest thing happened... started messing with the blitter options; changed from "No effects" to "RGB Effects" --> No change. Changed back to "No effects", and the transparencies changed to look the way they're supposed to look.
Title: Re: FBN Bugs Reports
Post by: the_maq on August 30, 2020, 08:57:09 PM
the_maq, please give tmnt2 another try - I came up with a simple fix to get all of the fading scenes to work right.  At least - I think I got them all!

best regards,
- dink
Yep you got them all, great job..!! thank you for your time and effort... :cool:
Title: Re: FBN Bugs Reports
Post by: dink on August 30, 2020, 09:11:23 PM
Agozer, must be a ghost in the blitter :)


the_maq, great - thanks for testing!

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

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

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

misc > options > set application thread priority > is broken

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

Checking the .ini

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

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

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

best regards,
- dink
I'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's the odds for this dmastatus position, dink mentioned about a workaround strategy or some solution for a minimal performance hit to none..?
Title: Re: FBN Bugs Reports
Post by: dink on September 16, 2020, 12:16:51 AM
the_maq, I tried implementing it using some new ideas, it didn't completely fix the problem but I was able to get the bad palette part from several frames down to 1 (IIRC).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

best regards,
- dink

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

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

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

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

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

best regards,
- dink

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

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

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

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

Thanks for the answer.

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

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

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

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

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

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

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

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

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

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

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

best regards,
- dink

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

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

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

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

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

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

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

Thanks for your feedback :)

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

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

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

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

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

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

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

best regards,
- dink

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

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

best regards,
- dink

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

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

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

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

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

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

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

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

best regards,
- dink

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Moon Strike --> Z pauses the game

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

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

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

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

best regards,
- dink

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Profiling settings:
    Interface settings: Profiling module not initialised

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

re: pururun, I got it :)

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

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

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

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

Yep, that works.

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

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

(includes Pururun 2p joy button2 fix)

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

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

Right. No crash so far.

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

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

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

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

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

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

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

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

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

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

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

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

Hey dink, thanks for confirming.

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

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

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

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

best regards,
- dink

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

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

crc wrong, is the same of unhacked rom.

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


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



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

crc wrong, is the same of unhacked rom.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

best regards,
- dink


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

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

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

thanks,
- dink

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

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

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

best regards,
- dink

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

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

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

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

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

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




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

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


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

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

best regards,
- dink

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

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

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

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

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

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

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


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

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

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

best regards,
- dink

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

(https://ibb.co/V3qFjH5)

https://ibb.co/V3qFjH5



Edit: Same mame

I dont remember how arcade was....
Title: Re: FB Neo Bugs Reports
Post by: dink on February 27, 2021, 09:01:14 AM
geese howard, it's normal