Author Topic: dink's FBN Development & Fixes thread  (Read 1873426 times)

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2910 on: July 19, 2025, 09:10:48 AM »

Actually, the reason I?ve always used the 32-bit version is because the 64-bit version doesn?t fully support all the filter systems available in 32-bit. I think a lot of us are in the same boat ^^

Best regards

I think you're talking about the Direct3d7 blitter?  Unfortunately this doesn't exist on 64bit Windows (at all), but, the DirectX9 blitters are really nice now, and dx9 also uses about 1/10th the cpu usage as D3D7 to blit to screen - which makes stuff like cv1k and snes a bit faster.  Dx9 also has the nice hardfx filters :)

best regards,
- dink

Offline TNTRafael

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Re: dink's FBN Development & Fixes thread
« Reply #2911 on: July 19, 2025, 04:00:55 PM »
I think you're talking about the Direct3d7 blitter?  Unfortunately this doesn't exist on 64bit Windows (at all), but, the DirectX9 blitters are really nice now, and dx9 also uses about 1/10th the cpu usage as D3D7 to blit to screen - which makes stuff like cv1k and snes a bit faster.  Dx9 also has the nice hardfx filters :)

best regards,
- dink

We trust in you, no doubt about it

I'm using the 64 bit too in the main PC, but the 32 bit build still useful on old machines to help keeping them alive a little longer

The Direct3d7 blitter looks way nicer than the basic directdraw 7 if you have an old graphics card/system for whatever reason

anyway thank you and the rest of the team for your hard work to keep everything running flawlessly, you all are the best!
« Last Edit: July 19, 2025, 06:08:47 PM by TNTRafael »

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2912 on: July 20, 2025, 01:46:56 AM »
The Direct3d7 blitter looks way nicer than the basic directdraw 7 if you have an old graphics card/system for whatever reason

Dink was talking about directx9 though, not directdraw 7.

While i can somehow understand windows xp users still using 32-bits builds (windows xp 64-bits exists, but very few people used it), dx9 is the recommended blitter and is available to old machine users.
« Last Edit: July 20, 2025, 02:12:48 AM by barbudreadmon »

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2913 on: July 20, 2025, 03:03:24 AM »
Turns out the limitation is 2GB for a 32-bits process, so yeah that's definitely the problem.

I think there are ways around it at compilation level, i'll look into it.

So, about that workaround, there seems to be some linker flag named "--large-address-aware", which supposedly allows 32-bits apps to use up to 3GB ram, however testing this as a linux user has been troublesome.

On a sidenote, it seems someone is making progress on RE'ing paprium's music, so using samples might become unnecessary soon ?

Offline 7zxkv

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Re: dink's FBN Development & Fixes thread
« Reply #2914 on: July 20, 2025, 06:11:30 AM »
I?m wondering if there might be a missing feature in the 64-bit build that I really enjoyed using in the 32-bit version?specifically Direct3D7 / Enhanced and 3D projection. I haven?t found them in the 64-bit build so far. Furthermore, in the 32-bit version, I was able to combine scanlines, 3D projection, and 2xBr (or similar) for a more refined visual experience?something that doesn?t seem possible with the 64-bit build. That said, I find it a bit surprising that DirectDraw7 is supported in 64-bit, but not Direct3D7. I imagine there must be some technical reason behind that which I don?t fully understand yet ^^

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2915 on: July 20, 2025, 07:35:58 AM »
I?m wondering if there might be a missing feature in the 64-bit build that I really enjoyed using in the 32-bit version?specifically Direct3D7 / Enhanced and 3D projection. I haven?t found them in the 64-bit build so far. Furthermore, in the 32-bit version, I was able to combine scanlines, 3D projection, and 2xBr (or similar) for a more refined visual experience?something that doesn?t seem possible with the 64-bit build. That said, I find it a bit surprising that DirectDraw7 is supported in 64-bit, but not Direct3D7. I imagine there must be some technical reason behind that which I don?t fully understand yet ^^

I'm not a windows user so i am by no mean an expert of standalone FBNeo. If something useful is missing from the recommended dx9 blitter then it should definitely be reported instead of using 32-bits builds for the sake of using the old d3d7 blitter.

What's "3D projection" ?
« Last Edit: July 20, 2025, 07:49:25 AM by barbudreadmon »

Offline 7zxkv

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Re: dink's FBN Development & Fixes thread
« Reply #2916 on: July 20, 2025, 08:08:46 AM »
This is the so-called fish-eye effect, which is absent in the 64-bit version (by the way, several things are missing when comparing the two builds). The only thing I don?t understand technically is why fbn64 offers DD7 but not D3D7, even though it?s from the same generation? It?s the only thing I?ve never understood?there must surely be a specific reason, but for our information, do you know what it might be?


Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2917 on: July 20, 2025, 08:58:51 AM »
IIRC the functions to create a d3d7 context just fail on 64-bits, unlike dd7's, i'm not entirely sure anyone knows the exact reason (maybe dink looked into this ?).
« Last Edit: July 20, 2025, 09:00:30 AM by barbudreadmon »

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2918 on: July 20, 2025, 09:13:35 AM »
d3d7 doesn't exist on 64bit, its impossible.  ddraw7 (2d, basic video stuff) does

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2919 on: July 22, 2025, 06:39:39 PM »
Although I'm not a big fan of sega genesis, these homebrew games (paprium) are always appreciated.

Wow, I find the game and I see that in samples are 2.0 GiB  :eek:  :biggrin:

Offline dink

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Re: dink's FBN Development & Fixes thread
« Reply #2920 on: July 22, 2025, 08:20:57 PM »
Although I'm not a big fan of sega genesis, these homebrew games (paprium) are always appreciated.

Wow, I find the game and I see that in samples are 2.0 GiB  :eek:  :biggrin:

Hpman ( https://x.com/The_Hpman ) is working to emulate the soundchip-tracker
that's in Paprium.  When he's successful, we won't need the samples :)

I know most of the games from our era that we love and play are usually a few megs (at most).
Try this for context, some stupid 3d sh*t that my friend plays needs an update every few days.
The update is usually 60gigs in size.  And he has to wait for the update to complete or it won't
let him play.......

Now imagine getting off work, or have very little time to enjoy a game, and you go to play,
but the damn machine wants you to wait for the third 60gig update this week.
XD

best regards,
- dink

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2921 on: July 22, 2025, 09:17:58 PM »
Hpman ( https://x.com/The_Hpman ) is working to emulate the soundchip-tracker
that's in Paprium.  When he's successful, we won't need the samples :)

I know most of the games from our era that we love and play are usually a few megs (at most).
Try this for context, some stupid 3d sh*t that my friend plays needs an update every few days.
The update is usually 60gigs in size.  And he has to wait for the update to complete or it won't
let him play.......

Now imagine getting off work, or have very little time to enjoy a game, and you go to play,
but the damn machine wants you to wait for the third 60gig update this week.
XD

best regards,
- dink

Ah, great. I didn't know that about ?Hpman?, cool.

I liked your example, in fact it has happened to me in some current pc games (a powerful pc I have for it) and in some ps5 game.

The issue of paprium samples amazes me more than anything because of the size for a genesis game.  :smilie:

In any case it doesn't bother me, with the current internet connections (at least mine) downloading 2 gigabytes takes me little more than 1 minute and a half.

It's not like in 1998 or 2000, when internet connections at that time (at least in my country) were slow and expensive, and downloading a pack of games like king of fighter 2000 (about 77,8 MB) or games of 600 MB or more, took hours or you had to leave the pc on all night... and you had to be lucky that the power didn't go out because if it went out you had to start all over again. :mad:

A pleasure as always to read you, dink  :smilie:


« Last Edit: July 23, 2025, 08:40:01 AM by Pelucon8 »

Offline barbudreadmon

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Re: dink's FBN Development & Fixes thread
« Reply #2922 on: July 23, 2025, 03:40:13 AM »
Try this for context, some stupid 3d sh*t that my friend plays needs an update every few days.
The update is usually 60gigs in size.  And he has to wait for the update to complete or it won't
let him play.......

Online games are evil ! (remembering my WoW days in the 200X)

The issue of paprium samples amazes me more than anything because of the size for a genesis game.  :smilie:

They come from the OST, not from the game.
Think about it this way : the music from a street fighter 2 romset only weighs a few hundreds KBs, but the street fighter 2 OST was released as a cd album weighing several hundred MBs.
« Last Edit: July 23, 2025, 03:43:20 AM by barbudreadmon »

Offline Pelucon8

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Re: dink's FBN Development & Fixes thread
« Reply #2923 on: July 23, 2025, 09:12:37 AM »

They come from the OST, not from the game.
Think about it this way : the music from a street fighter 2 romset only weighs a few hundreds KBs, but the street fighter 2 OST was released as a cd album weighing several hundred MBs.

Ah, I see. Thank you for explaining. :smilie:

Offline Yosemite_Sam934

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Re: dink's FBN Development & Fixes thread
« Reply #2924 on: July 23, 2025, 11:01:52 PM »
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.