Author Topic: dink's FBN Development & Fixes thread  (Read 358393 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1980 on: July 07, 2020, 12:43:05 AM »
the_maq:
unfortunately the flickering can't be fixed in the neocd version of galaxy fight, basically the game is using more cycles than has for game logic in the frame before the flicker, this cuts into the sprite rendering - which ends up leaving out part of the ground sprites - thus a flicker is presented.
It works fine in aes/mvs because those machines don't have to deal with the overhead of the cd system.

On the other hand, you can fix this problem by overclocking the cpu for this game.  After loading the game / as it boots up, go to "Game -> Adjust CPU Speed", then type in "101" in the little white box.  fbn will even save this setting just for this game.

best regards,
- dink

Offline the_maq

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Re: dink's FBN Development & Fixes thread
« Reply #1981 on: July 07, 2020, 01:11:24 AM »
Thanks for that..  :cool:

Offline vbt

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Re: dink's FBN Development & Fixes thread
« Reply #1982 on: July 22, 2020, 02:37:34 PM »
finally opa opa !!! thanks Dink Dink :)

Offline paullogan

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Re: dink's FBN Development & Fixes thread
« Reply #1983 on: July 24, 2020, 04:55:29 PM »
Dink, I wanted to thank you for backporting the X-Men 6P changes back to MAME. If it's something that wouldn't be difficult for you, could you also please look into why the screens seem to be desynced in MAME?

In FBNeo, it's fine, but in MAME, you can see that when scrolling one of the screens seems to lag behind the other. It's particularly noticeable during the intro when its scrolling up over the planet.

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1984 on: July 24, 2020, 08:16:11 PM »
the_maq, vbt, paullogan: you're welcome - thanks for being here :)

paullogan: regarding the screen synchronization:
Instead of updating each screen-side every other frame as it is now, I have it update both sides every frame.  Unfortunately I'm not familiar enough with MAME's video system to implement it on their side, but it should be rather trivial to implement should you find someone able and willing to do so.

best regards,
- dink

Offline Joaquim2020

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Re: dink's FBN Development & Fixes thread
« Reply #1985 on: July 31, 2020, 06:14:06 AM »
Just to inform you, the last git got damaged again, lucky i still have a backup as always.  :cool:
Appears in the scan roms option a d word instead of /roms and etc...
« Last Edit: July 31, 2020, 06:15:26 AM by Joaquim2020 »

Offline Kev

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Re: dink's FBN Development & Fixes thread
« Reply #1986 on: July 31, 2020, 09:14:32 AM »
Hopefully the version that is currently building will fix that issue, appveyor updated the VM again so now the "previous" version has been replaced with the broken one. If that doesn't work I will downgrade it to 2017 VM and see if that fixes it

Offline Kev

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Re: dink's FBN Development & Fixes thread
« Reply #1987 on: August 02, 2020, 07:02:49 AM »
Although I've not tested myself should be sorted now

Offline Joaquim2020

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Re: dink's FBN Development & Fixes thread
« Reply #1988 on: August 03, 2020, 06:25:51 AM »
Although I've not tested myself should be sorted now

It is now. Thanks.  :cool:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1989 on: August 04, 2020, 01:05:02 AM »
ColecoVision update: Controller handling re-written & added support for the Super Action & Roller Controllers
Hooked-up to the following CV games:
Destructor, Front Line, Kaboom, Slither, Super Action sports games, Super Controller Test Cart, Victory, War Games, Star Trek, Spy Hunter

The rewrite also fixed some regular controller games, such as Deep Dungeon Adventure & Sewer Sam.

Also emulated was the chip-enable wait on register writes to the SN PSG, which fixes the pitch on sounds that use the SN PSG as a PCM sample playback device.

best regards,
- dink
« Last Edit: August 04, 2020, 01:10:53 AM by dink »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1990 on: August 06, 2020, 07:58:40 PM »
Behind the scenes stuff w/FBNeo
~~~~~~~~~~~~~~~~~~~~~
Operation: Big Endian
In an effort to make FBNeo more playable on BE (Big Endian) systems (PSP, PS3, WiiU, *anything else?*) - barbudreadmon, me and crystalct have BE-fixed lots of games & systems.. such as:
NeoGeo CD
PGM
SSV
Seta2
any game using the Samples engine (for example, Donkey Kong, Zaxxon)
any game using I8039 (Donkey Kong, Gyruss, Mario Bros., Space Firebird, Juno First, Pandora's Place, MegaZone, etc)
Beast Busters / Mechanized Attack
Food Fite
Deco16IC games
Vamf 1/2
Gradius 3
Blades of Steel,
and many many others.

best regards,
- dink

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #1991 on: August 07, 2020, 02:50:27 AM »
BE (Big Endian) systems (PSP, PS3, WiiU, *anything else?*)

Anything using ppc cpu (ps3, xbox360, wiiu, wii, gamecube, older macs like G3/G4/G5, ...), and supposedly some arm based devices are big-endian too. I think psp is little endian
Not sure how many of those machines got a working port though, i know ps3/wiiu got a working fbneo port through libretro, and i think xbox360 has a standalone port written by lantus (i'm not sure he is still maintaining it though).

Just before, there was also behind the scene stuff by dink and me with savestates, from time to time they could happen on standalone but they were mainly visible with savestates based features from other ports (fightcade, libretro), such as :
- games using ym2151,ym2203,2608,2610,2612
- neogeo
- cps1
- pgm
- irem m92
- sega sys1

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1992 on: August 07, 2020, 07:56:43 PM »
Barbudreadmon, ahh yes, how can I forget.  We really did a nice job hardening the savestate system :)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #1993 on: August 07, 2020, 08:12:42 PM »
Operation S18: improving Sega System 18's broken video system.
(bug only affected fb)
This time I'll let the pictures do the talking :)

best regards,
- dink