Author Topic: dink's FBN Development & Fixes thread  (Read 249974 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1725 on: September 03, 2019, 12:40:17 AM »
Added Tom Tom Magic (pinball) to NMK16

Offline fastpop72

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Re: dink's FBN Development & Fixes thread
« Reply #1726 on: September 03, 2019, 12:53:26 AM »
Love It!! Thx

Offline fastpop72

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Re: dink's FBN Development & Fixes thread
« Reply #1727 on: September 04, 2019, 04:49:18 AM »
I know that FBN doesn't accept requests...

But i have a question for @dink: Why such a classic like Missile Command is not supported? Runs on particular hardware?

Thanks...

Offline Bad Dude

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Re: dink's FBN Development & Fixes thread
« Reply #1728 on: September 04, 2019, 07:46:41 AM »
Great progress!! Keep posting the exe version here, dink!  :wink:

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #1729 on: September 04, 2019, 08:17:45 AM »
But i have a question for @dink: Why such a classic like Missile Command is not supported? Runs on particular hardware?

As far as I know, Missile Command (official and unofficial releases) uses a own specific driver and the current FBN version doesn't support it.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1730 on: September 04, 2019, 08:19:01 AM »
fastpop72, we just didn't get to it yet.  A few years ago, FB didn't have many classics at all, so if you look at the whatsnew file from the recent years you'll see we've come quite far.  Also you have to understand that a single driver can take up to a week (or 3-4 for huge ones like sega system 24 - this took 3 weeks on iq_132's side and 3 on my side, there was a lot of insanity involved), we're only 2 people doing this[main driver dev]...  Though I must mention all the awesome work Kev, JacKc, barbudreadmon, Gab75 and all the great bug reporters/supporters like you and others do to keep things working smoothly, q/a and up-to-date :)

best regards,
- dink

Offline hursit

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Re: dink's FBN Development & Fixes thread
« Reply #1731 on: September 08, 2019, 04:16:23 PM »
Hello people
i do not know isit right place or not but

i have seen this on the mame page about of the CPS3 emulation.

Quote
cps3.cpp: remove "imperfect graphics" flag, improve save states, fix eeprom size, document known issues

https://git.redump.net/mame/commit/?id=e26914f3a3e114bca64105bc7f67003b457f202d

Can you guys make it for FBN too ?

thanks...

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1732 on: September 08, 2019, 06:56:53 PM »
already there :)

Offline JacKc

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Re: dink's FBN Development & Fixes thread
« Reply #1733 on: September 09, 2019, 12:38:00 PM »
Hiya dink,

some cps3 fix and tweak :

fix prev (nw)
https://github.com/mamedev/mame/commit/9dfb61f4ef68baea200f1d789de86402a85916df

tweak screen rates as per new measurements (nw)
https://github.com/mamedev/mame/commit/a2f4131c8907b6b164b65239f92d5e4538fcc44d

sprite list caching (fixes warzard 2p VS screen and jojo intro "enemies" text appearance)
https://github.com/mamedev/mame/commit/3f4fcc06b890e96d08f8d7f05e6ec1bc8bfd8598


Offline acd2001

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Re: dink's FBN Development & Fixes thread
« Reply #1734 on: September 13, 2019, 10:40:14 PM »
Hallo dink, vertical games in window mode aren't centered.
Can you correct it ?
Thank you for your patience.


Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1735 on: September 16, 2019, 10:35:27 AM »
Hi guys, I havn't disappeared, just been working hard on a new fb-project :)
everything else has been put on hold until it's finished!

best regards,
- dink

Offline fastpop72

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Re: dink's FBN Development & Fixes thread
« Reply #1736 on: September 16, 2019, 04:22:04 PM »
New fb-project???

WE NEED DETAILS PLEASEEE!!! :biggrin: :biggrin: :biggrin:

Offline Gab75

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Re: dink's FBN Development & Fixes thread
« Reply #1737 on: September 17, 2019, 01:00:52 AM »
Good things come to those who wait! :P

Offline Bonky0013

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Re: dink's FBN Development & Fixes thread
« Reply #1738 on: September 18, 2019, 08:45:15 AM »
Hi Dink ^^

I have see the dips switch for dai makaimura are wrong.
I have the pcb resale version and on DIP C , the four first switch are for the select level, not for life.
On FBN, if you change the dip of life before start the game, you don't start at the first stage ;).

http://www.neo-geo.com/forums/showthread.php?243047-Daimakaimura-Dip-Switch-Stage-Select


+1 for the sega system C/C2..... Thunder force AC , Puyo puyo ....Rhaaaaaa  :biggrin:
Hope  :smilie:


Thanks for all your work :)
« Last Edit: September 18, 2019, 10:36:42 AM by Bonky0013 »

Offline el_rika

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Re: dink's FBN Development & Fixes thread
« Reply #1739 on: September 20, 2019, 07:31:48 AM »
Good things come to those who wait! :P

I think we all know what the secret project is, right?  :wink: (right?)