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51
FBN Discussion / Re: Import nvrams from MAME
« Last post by dink on March 30, 2021, 03:29:07 PM »
Nice work :)

a little OT:
I wanted to have fbn write uncompressed data for states and nvram data for ages now.  The little bit of time it takes to compress the data causes some games to stutter while saving afar state, since we have a lot less than 1/60th of a second to work with.

Best regards,
- dink
52
FBN Discussion / Re: Import nvrams from MAME
« Last post by 90sDoomer on March 30, 2021, 12:17:45 PM »
i've investigated these ".fs" files a bit more: they have an header + Zlib compressed data starting at byte 76.

So this is the updated ver. of my script (still need to find a way to generate the complete header for those .fs files):
Code: [Select]
for f in $(find $HOME/.mame/nvram -type f -print)
do
    SAVEFILENAME="$(basename $f)"
    GAMENAME="$(basename $(dirname $f))"
   
     if [ "$SAVEFILENAME" = "eeprom" ]; then
        # no need to compress these
        # "most 68k games have byte-swapped nvram in mame, but fbn is not byte swapped.
        dd if="$f" of="$GAMENAME.nv" conv=swab
    fi
   
   
    if [ "$SAVEFILENAME" = "nvram" ] || [ "$SAVEFILENAME" = "saveram" ]; then
        echo "FB1 FS1  " > "$GAMENAME.fs"
        truncate -s 76 "$GAMENAME.fs" # makes an empty header
        # TODO: generate the correct 76-bytes header
       
        zlib-flate -compress < "$f" >> "$GAMENAME.fs"
    fi
done
 
53
FBN Discussion / Re: Import nvrams from MAME
« Last post by dink on March 30, 2021, 11:16:41 AM »
It's slightly complicated I'm afraid:
first, fbn's nvram file (.fs) is compressed somehow.  I'm not exactly sure how.  On the other hand, if the nvram is a standard 93c46-style eeprom, its uncompressed as "romname.nv"
most 68k games have byte-swapped nvram in mame, but fbn is not byte swapped.

best regards,
- dink
54
FBN Discussion / Import nvrams from MAME
« Last post by 90sDoomer on March 30, 2021, 10:29:58 AM »
Hi, i'm tring to import some nvrams generated with MAME into FBN.

I've made this bash script to rename the files, but the binary data inside does not seem compatible:

for f in $(find . -type f -print)
do
    SAVEFILENAME="$(basename $f)"
    GAMENAME="$(basename $(dirname $f))"
    [ "$SAVEFILENAME" = "nvram" ] && cp "$f" "$GAMENAME.fs"
    [ "$SAVEFILENAME" = "eeprom" ] && cp "$f" "$GAMENAME.nv"
    [ "$SAVEFILENAME" = "saveram" ] && cp "$f" "$GAMENAME.memcard"
done
 



Is there a tool/some code i can use to perform the conversion?
55
FBN Development / Re: Minor glitches I think I fixed?
« Last post by joaomarcelobrumano on March 29, 2021, 11:19:15 PM »
I don't know why but its crashing in the 64 bit version when the Enhanced Blitter is on. :S
56
FBN Development / Re: FB Neo Bugs Reports
« Last post by dink on March 29, 2021, 08:11:51 PM »
Osso,
thanks :)
57
Feedback / Suggestions / Re: request add negeo hack boss rom ddl ready
« Last post by dink on March 29, 2021, 08:07:13 PM »
Hi,
JacKc added these for you :)

best regards,
- dink
58
FBN Development / Re: FB Neo Previews & Titles screenshots (fullset) + icons
« Last post by Neville on March 29, 2021, 02:28:31 PM »
Nope. I try to keep the consoles and ordis sets updated, but the arcade is just too much work for me.
59
FBN Development / Re: FB Neo Bugs Reports
« Last post by Osso on March 29, 2021, 12:06:46 PM »
Wow, this was quick!
I'm not the right person to discuss this with, as I have very limited technical knowledge. I took the liberty to link you post in the MAMETesters bug.
Thanks for looking into this :)
60
FBN Development / Re: FB Neo Bugs Reports
« Last post by dink on March 29, 2021, 10:38:16 AM »
Hi Osso,
To get that effect, and also to get the proper colors in sws97 also (to be like PCB), the shadow/highlight palette entry for 0xffe (c355) needs to be either 0x800 or 0x1800.  At first I thought this was configured somewhere, the only likely candidate being 3rd word of spriteram (0x0180 gslgr94u, sws97), but j-league contradicts.
Maybe it's just as simple as configuring the shadow offset to 0x800 for nb1?

best regards,
- dink
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