Author Topic: dink's FBN Development & Fixes thread  (Read 1315058 times)

Offline barbudreadmon

  • Administrator
  • *****
  • Posts: 1137
  • Karma: +60/-2
  • Helper
Re: dink's FBN Development & Fixes thread
« Reply #2745 on: September 17, 2024, 10:00:46 AM »
I confirm there is 1 line we don't draw, and yeah i'm pretty sure there was a reason we don't, like some game displaying noticeable garbage there.
Not too sure what's the best course of action, i'm pretty sure we'd get reports even with a dips.
Maybe don't bother hiding the garbage and make it look like mame ?

Actually i think users are more bothered by the 2 extra lines, so maybe the filters could be fixed instead so that the height can be set to 254 ?

Offline geese howard

  • Member
  • ***
  • Posts: 123
  • Karma: +1/-1
Re: dink's FBN Development & Fixes thread
« Reply #2746 on: September 17, 2024, 03:09:53 PM »
@dink, can you check golden axe sound bug?
When game starts, after a first attack, sound goes down as if I had turned down the volume, and only goes back to normal when I restart the game.

Thanks for your hard work!

Offline Pelucon8

  • Member
  • ***
  • Posts: 103
  • Karma: +2/-0
Re: dink's FBN Development & Fixes thread
« Reply #2747 on: September 17, 2024, 06:22:48 PM »
@barbudreadmon
@dink

Thank you for your reply  :smilie:

As for the filter and video, I usually play in: Video/Select blitter/DirectX9 Alt.

And the filter I use: Video/blitter options/Soft algorithm/SuperScaler (75% Scanlines).

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2748 on: September 17, 2024, 08:20:20 PM »
@dink, can you check golden axe sound bug?
When game starts, after a first attack, sound goes down as if I had turned down the volume, and only goes back to normal when I restart the game.

Thanks for your hard work!

Hi,
Hmm, I don't see that here - you mean it happens when you hit the first guy with your axe?
Can you check to see if your attack button is double-mapped to any other buttons on the input list (F5)?

best regards,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2749 on: September 19, 2024, 09:24:34 AM »
PC Engine / TG16 happening:
Crappy scrolling in games with a weird resolution, for example:
R-Type, Yo Bro, Side Arms Special, and others..
I made it so that the blitter can handle the smoothing of pixels; to get rid of the
"shimmer" effect caused by such a weird resolution not scaling to something that digital monitors prefer.
This way a filter (linear, bi-linear, cubic, etc) can be used for analog-style smoothing of pixels.

best regards,
- dink

Offline geese howard

  • Member
  • ***
  • Posts: 123
  • Karma: +1/-1
Re: dink's FBN Development & Fixes thread
« Reply #2750 on: September 20, 2024, 01:09:17 PM »
Can you check to see if your attack button is double-mapped to any other buttons on the input list (F5)?

best regards,
- dink

I?ve checked and was double-mapped with Player2 only...but clear it solved my issue, i dont know why.

Thanks again!!

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2751 on: October 06, 2024, 08:36:27 PM »
Dear friends & fans of FB Neo,
This is something I've been toying with for years, and never got it just right until recently,
so - I'm happy to announce:
"Future Proof" states is coming!

States saved with this version will still load - hopefully - years in the future :)
All crashes/lockups/etc involved with loading ancient/past version state files will be eliminated!
It's a little bit faster, because the state data isn't being compressed any longer.

It's not available yet, this message is a heads up to complete any games you might have
going with savestates/nvram/etc before updating.  Because, ironically, the new system is not
compatible with the old crashy/buggy fbalpha-style state files.

I'll post a message here when it's ready to be downloaded @ the usual github place :)

best regards,
- dink

Offline Gab75

  • FBNeo Contributor
  • *****
  • Posts: 1570
  • Karma: +35/-0
  • All games deserve to be emulated, more or less! :P
Re: dink's FBN Development & Fixes thread
« Reply #2752 on: October 07, 2024, 01:25:46 AM »
Thanks! Great news!
Have "future-proof" savestates, it's a very useful and convenient improvement! :)

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2753 on: October 09, 2024, 10:14:33 AM »
New states are now in, beware though: if you're in the midst of playing a game with states (or nvram, recording, etc, etc..), do not upgrade! ... wait until you've finished the game. 

best regards,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2754 on: October 09, 2024, 08:43:34 PM »
Guys, the new states update is the result of some serious work, if you feel like helping out - please play some games and make a ton of savestates while playing & load them.
Then post your experience good or bad :)

best regards,
- dink

Offline dink

  • Administrator
  • *****
  • Posts: 5133
  • Karma: +457/-1
  • pie? I nearly bought one!
Re: dink's FBN Development & Fixes thread
« Reply #2755 on: October 29, 2024, 09:24:09 AM »
Hi guys,
Added in support for a new hlsl shader "CRT Retro Scanlines" by KillaMaaki, from ppsspp
It works under the "DirectX9 Alt Blitter" as "HardFX"

It also has a new "Shader Settings" option, which will or won't be irritating depending on the setting :P

Find the HardFX shader pack, attached - unzip into support/shaders

best regards,
- dink