Author Topic: dink's FBN Development & Fixes thread  (Read 1871184 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2925 on: July 24, 2025, 01:23:06 AM »
Yosemite_Sam934,
Does it have the error if you move the samples out of the samples directory, then try launching the game?

If that works, go into the Dips settings (ctrl-f5) and set "Song Preload" to "On Demand", then put the samples
back and reload the game and see if that helps.

best regards,
- dink

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2926 on: July 24, 2025, 01:41:40 AM »
I'm sorry but begging the forum could I request a little assistance getting Paprium to actually work correctly in FBNeo?

I for the life of me cannot figure out what is going on with this. I downloaded the newest nightly standalone final burn neo client, I've put the ROM in the right directory, I THINK I've named it correctly (md_paprium.bin, which i tried both zipped and unzipped), and I moved the music into the samples folder but I'm still getting the Guru Meditation error every time I try to run this thing. Can someone point out my stupidity with the setup here?

Thanks for your time.

Hi, I also got that error "guru" or something like that. What I did (I do not know if I did it right but it worked) was to leave the game (the rom of paprium) in the folder roms/megadrive (compressed in rar and with the name of the game, ie "paprium", which weighs 5.61MB) and the samples I put them also compressed with the name of the game, ie: "paprium", in the folder support/samples.

Well, at least that's how the game worked with the music, although I repeat, I don't know if it's the right thing to do.

What I do know is that sometimes, in some sample or music change there is like a short repetition in the sound, like it sticks, for example the music is playing and when I select a character the music sticks making a sound like "tatatatata" and then it continues normal...

I don't know if it's an emulation error, a sample error or just a bad installation.

Greetings.

« Last Edit: July 24, 2025, 02:00:10 AM by Pelucon8 »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2927 on: July 24, 2025, 01:59:03 AM »
Hi Pelucon8,
if you have enough memory and use the 64bit version of fbneo, you could have it load all samples at start of emulation,
this will fix any lag when it tries to load a new song between scenes.
It's Dips: song preload: yes.  (only works with 64bit version & enough memory to cover the 2.x gigs of samples)
best regards,
- dink

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2928 on: July 24, 2025, 02:13:44 AM »
Hi Pelucon8,
if you have enough memory and use the 64bit version of fbneo, you could have it load all samples at start of emulation,
this will fix any lag when it tries to load a new song between scenes.
It's Dips: song preload: yes.  (only works with 64bit version & enough memory to cover the 2.x gigs of samples)
best regards,
- dink

I see. In my emulation pc that I have exclusively for classic games I use window xp with 4 GB of ram (although it only recognizes 3 GB).

Yes, the samples are quite heavy, I guess it's because of the "wav" format.

If in the future I could transform all those "wav" to MP3... do you think I could solve this problem?

Regards
« Last Edit: July 24, 2025, 02:15:07 AM by Pelucon8 »

Offline taoenwen

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Re: dink's FBN Development & Fixes thread
« Reply #2929 on: July 24, 2025, 02:24:06 AM »
I see. In my emulation pc that I have exclusively for classic games I use window xp with 4 GB of ram (although it only recognizes 3 GB).

Yes, the samples are quite heavy, I guess it's because of the "wav" format.

If in the future I could transform all those "wav" to MP3... do you think I could solve this problem?

Regards

Yesterday support for flac and mp3 was added to samples.

https://github.com/finalburnneo/FBNeo/commit/a79143a7ba3381a61c04e12e2e53219fcef19489

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2930 on: July 24, 2025, 02:33:55 AM »
If in the future I could transform all those "wav" to MP3... do you think I could solve this problem?

Any audio format will have to be decrypted into pcm then stored in memory, and will have the same memory usage as wav as a result, so no, using mp3 won't reduce memory usage.
It reduces disk usage at the cost of longer loading time.
« Last Edit: July 24, 2025, 02:37:16 AM by barbudreadmon »

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2931 on: July 24, 2025, 02:41:56 AM »
Yesterday support for flac and mp3 was added to samples.

https://github.com/finalburnneo/FBNeo/commit/a79143a7ba3381a61c04e12e2e53219fcef19489

Ah, great. I hadn't stopped by github these days. I will update and try to convert the files to mp3.

Actually, I don't mind losing some sound quality and gaining some relief to my hard drive.

Thank you very much, taoenwen  :smilie:
___________________________________________________________________________________________________

I just read your answer, barbudreadmon.

Then it is not worth changing the format if it will give the same result in my case. No matter, I will survive  :biggrin:

Regards

« Last Edit: July 24, 2025, 02:51:28 AM by Pelucon8 »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2932 on: July 24, 2025, 09:45:08 AM »
I can't believe it myself: but I just spent several days improving the zapper accuracy on NES emulation.
This fixes NES games like Operation Wolf and Mechanized Attack.  Though, if you want good
advice, only play the arcade versions of those games :)

best regards,
- dink

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #2933 on: July 24, 2025, 02:45:22 PM »
I can't believe it myself: but I just spent several days improving the zapper accuracy on NES emulation.
This fixes NES games like Operation Wolf and Mechanized Attack.  Though, if you want good
advice, only play the arcade versions of those games :)

I always suspected you are a bit "masochist" ! :p Joking aside, thanks a lot buddy! :)

Offline Yosemite_Sam934

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Re: dink's FBN Development & Fixes thread
« Reply #2934 on: July 25, 2025, 04:49:58 PM »
Hi, I also got that error "guru" or something like that. What I did (I do not know if I did it right but it worked) was to leave the game (the rom of paprium) in the folder roms/megadrive (compressed in rar and with the name of the game, ie "paprium", which weighs 5.61MB) and the samples I put them also compressed with the name of the game, ie: "paprium", in the folder support/samples.

Well, at least that's how the game worked with the music, although I repeat, I don't know if it's the right thing to do.

What I do know is that sometimes, in some sample or music change there is like a short repetition in the sound, like it sticks, for example the music is playing and when I select a character the music sticks making a sound like "tatatatata" and then it continues normal...

I don't know if it's an emulation error, a sample error or just a bad installation.

Greetings.


Well that worked! Compressing and naming the game correctly seems to be what was messing me up. The FBNeo game info entry has that "md_paprium" name in it which is what I was trying to use but apparently that entry is incorrect (atleast using your direction to get the thing working anyway). Much obliged.

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2935 on: July 26, 2025, 09:15:44 PM »
Well that worked! Compressing and naming the game correctly seems to be what was messing me up. The FBNeo game info entry has that "md_paprium" name in it which is what I was trying to use but apparently that entry is incorrect (atleast using your direction to get the thing working anyway). Much obliged.

You are welcome. Glad to have helped you  :smilie:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2936 on: July 27, 2025, 09:56:56 AM »
Hi guys!
New game time:
The Secret of the 4 Winds on Megadrive/Genesis

also needed: samples (.wav or .mp3 zipped as sot4w.zip, named 01.mp3 - 50.mp3)

Gab75 will post pictures on his thread :)

best regards,
- dink