Author Topic: dink's FBN Development & Fixes thread  (Read 1326441 times)

Offline xerf84

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Re: dink's FBN Development & Fixes thread
« Reply #2670 on: January 16, 2024, 07:01:20 PM »
In case anyone is interested, it's a Bubble Memories hack that replaces random images with a black background. The link is at the end of the description.

https://www.arcade-projects.com/threads/bubble-memories-black-edition.14719/

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2671 on: January 17, 2024, 03:31:05 AM »
That Bubble Memories hack is genius.

As Antoine de Saint-Exupery said: "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."

Offline xerf84

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Re: dink's FBN Development & Fixes thread
« Reply #2672 on: January 17, 2024, 04:56:35 PM »
Nice thought Stifu, by the way, I noticed that FBn can't load the hystory file in xml format. Is this a mistake on my part due to configuration or directory assignment issues or has the new standard simply not been implemented?

https://www.arcade-history.com/index.php?page=download
« Last Edit: January 17, 2024, 05:01:10 PM by xerf84 »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2673 on: January 18, 2024, 09:01:05 PM »
That Bubble Memories hack is genius.

As Antoine de Saint-Exupery said: "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away."

That's such a legendary quote, and so true :)


Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2674 on: January 18, 2024, 09:11:32 PM »
Hi xerf84,
It's definitely on the to-do list - to support the xml format for history

best regards,
- dink

Nice thought Stifu, by the way, I noticed that FBn can't load the hystory file in xml format. Is this a mistake on my part due to configuration or directory assignment issues or has the new standard simply not been implemented?

https://www.arcade-history.com/index.php?page=download

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2675 on: January 19, 2024, 12:56:45 AM »
A Little UI progress..
I came up with some "experimental" code to resize the preview/title pics on the game lists (arcade & neo-cd), it should look mostly decent now.  Well, as far as I can test :)

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2676 on: January 19, 2024, 10:41:43 AM »
More news:
.. more Windows UI updates:
History.xml support added, (history.dat support removed, as it hasn't been updated in a couple years)
Get new history.xml here, unzip it into support\history !
https://www.arcade-history.com/index.php?page=download

What's the point?  It's for the "History" tab under the [Game Info] button :)

best regards,
- dink

Offline xerf84

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Re: dink's FBN Development & Fixes thread
« Reply #2677 on: January 19, 2024, 11:05:05 PM »
Thanks dink, perfect. Greetings.

Offline ClessxAlghazanth

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Re: dink's FBN Development & Fixes thread
« Reply #2678 on: January 20, 2024, 03:46:20 AM »
Excellent news once again ,dink  :cool:

I love reading game history and trivia since early days of mame ;p

Offline Neildark

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Re: dink's FBN Development & Fixes thread
« Reply #2679 on: January 20, 2024, 09:02:11 AM »
Thanks dink, great, it is very interesting to read the history of the games and their curiosities. I hope that one day you will also consider adding compatibility with the .xml format of the cheats, in MAME there is a lot more variety and they are expanding more and more. Greetings. :cool: :cool:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2680 on: January 20, 2024, 09:26:04 AM »
properly supporting the xml cheats is something that'll need at least a small miracle to happen, unfortunately!

best regards,
- dink

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2681 on: February 01, 2024, 09:05:56 PM »
Hi guys,
Here's a couple things that changed recently:
1: sfz3mix, update to v0.27
2: Avengers, hook up mcu (based on Haze's and ajrhacker's code).  Love this game, it's nice getting rid of that crusty mcu sim :)
3: Fix ctower on Deco Cassette, if it wont boot - go to dips and hit the [Defaults] button & reset!
4: Ninja Baseball Batman, the map screen animation was screwed up at the end, that's fixed now
5: Bullet on Sega System 16b, fix the player 3 inputs & dip to enable 3p mode
6: Add support for Touhou Rououmu 1.00 beta 2 on NES, new version uses a mmc3-mapper derivative with ram-tiles in the first 2 banks, so that had to be impl'd.  Grab ROM here: https://kyoske.sakura.ne.jp/index.cgi?p=%E6%9D%B1%E6%96%B9%E8%80%81%E6%A1%9C%E5%A4%A2
7: Game list: don't let the rom name overlap the game name when "use zipnames" is on (for example, see the spectrum or fds areas)

best regards,
- dink
« Last Edit: February 01, 2024, 09:07:57 PM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2682 on: February 12, 2024, 09:25:31 AM »
Hi guys,
Here's some new happenings:

Kaillera support, its a lot more stable now, especially after stopping netgame

Violent Storm, fixed fadeout/fadein at the end of level, fixed fireworks at the end of stage 2

Metamorphic Force, fixed sprite priorities on titlescreen & level 1 boss, and light coming in from windows in last level. There still a few gfx bugs remaining in the game, but, they're less obvious (and more difficult to fix). 

Team effort by Goratrix (on github), Gab75 and me to fix a bunch of game genres

best regards,
- dink

Offline Stifu

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Re: dink's FBN Development & Fixes thread
« Reply #2683 on: February 14, 2024, 07:42:51 AM »
Always nice to see some fixes! Just tested the Violent Storm ones.

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2684 on: February 21, 2024, 09:49:57 PM »
Graphical error in the game "Night Slashers" (nslasher).

When starting the game, the wall where the vehicle crashes looks like with corrupted colors:



In the mame 0.220 version (the one I use since the most current ones are very slow) the wall is like transparent:



I have the penultimate built (d_cps1: fix input & dip in wofsgzb).

In the pcb version the wall is more solid:

https://www.youtube.com/watch?v=Kww-JFhOTMs

(Minute 2:04 more or less)

I don't think the wall has ever been emulated faithfully (I could be wrong) as it is shown in pbc, but I do remember that in FBN it was shown, at least, the same as the mame version (as a transparent wall).

PD: Looking at the built on github, there is one that is related to the game (nslasher: improve alpha, ace ram fixes [cam900]). could the problem of the wall with strange colours be there?

greetings