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nes6502

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Posts posted by nes6502

  1. I'm extremely psyched for Final Burn Legends. I don't post much but I read this forum daily. I just wanted to say thanks to NES and best of luck with the release tomorrow. I feel like Christmas has come early!

     

    BTW, Can I keep Final Burn 1.1 installed or will this build interfere with FB1.1?

     

    It won't interfere. In fact you'll want to keep it installed since the Final Burn 0.517 core is not part of Final Burn Legends.

     

    I hope people understand Final Burn Legends isn't perfect. It's a 1.0 release. There are still things to fix. There are also probably bugs I missed. However, if I wait until it's perfect, it will never get released. I think the 1.0 version is a good (not perfect) first release.

  2. Thanks. All the logos look great. I'm using the one Antirad did for me a year ago. It's my personal favorite since it looks like something out of a CPS2 game. Hopefully people will make an Arcade theme once 1.0 is released. The theme I am using is a cross between Coinops and PM3. I'd like to get an arcade type one done (an arcade where previews are displayed, Capcom or NeoGeo characters, etc..) but I'm not an artist.

  3. any progress report this week NES6502

     

    I'm not adding any more games. The games that work now are the only games I'll be adding. I am trying to fix a few last bugs in the GUI. Then I will release 1.0. Then I will work on fixing anything that crashes the Xbox. If there is nothing, then that will be the final version. It's pretty feature rich so there arn't any more features I'll be adding.

     

    Most games work on my port that work on FBA-XXX Pro. A few PGM games don't. None of the newer PGM or CPS3 games work. I did get D. D. Crew to run but I had to get rid of the GUI. It only ran at around 24 FPS. So it's not worth it. Every game I've tested works in 480i/p, 720p. and 1080i. I haven't found a game yet that crashed the Xbox in HD. I've got most or all of NeoGeo, CPS2, Cave, Psykio, Toaplan, and Sega games working (most running perfectly) thanks to Kenshiro's code and help. The Simpsons, TMNT, TMNT Turtles in Time, Sunset Riders, all run flawlessly in 1080i with software filters at 60 FPS. That's just a small example. In fact, that can be said for nearly all games. I would say the release is within 2 weeks.

     

    Does anyone know if there is anywhere to get WMV movies for FBA? I don't want to buy a membership to EmuMovies (and then have to convert them to wmv) and the RessurextionX videos are all for consoles.

  4. I read recently that you intended to code your "FBA" from scratch using the newer PC code.

    The best way, but you didnt need me to tell you that ! lol.

    What im asking is, do you have a resident site where you report progress, updates and changes ?

    I know there's a lot of buzz around this new project from people end user side.

    On a site where im a member we have daily discussions about the possibillities.

    Theres a real positive charge about the place and although "i haven't" been voted as a mouth piece,

    i've took it upon my self today to see if i could request an update (bi-weekly / weekly) as things develop.

    I understand if your are reluctant to be drawn to public forums for comment after the latest round of "hair pulling".

    Im sure your more than aware that people have a great interest in this project.

    If you decide not to comment on the subject then, no harm done.

    Here's hoping.

     

     

    Progress is good. I'm not going to do another Final Burn. I am trying to get FBL in a good "1.0" state. The port is complete. I am working on getting games working that require VM. Martial Masters is almost certainly not worth the effort. The simplest PGM games don't run fullspeed so I have no confidence the most complex ones would. The Xbox doesn't have the power. I would say my build should play just about everything in FBA XXX Pro and more.

  5. Are the Sega games not going to be in Final Burn Legends then?

     

    Yes. Final Burn will become obsolete when FBL comes out. I was just asking in case there were any games people wanted to be able play before FBL comes out.

    Excellent. Dunno if you saw my post in Neil's skin thread, but I now have an idea how to change the font. Though there's not much point in me releasing that skin for Final Burn really if it's soon to be super-seeded by Legends. Still, if you did see that post, what's your plan for Legend's GUI/Skin? Does the idea of system categories like FBA-XXX Pro take you? It would make sense to me when you've got over 2700 games. Having them all in one long list would be ok, but breaking them down into categories by system/hardware groups seems logical to me. Like the way you can filter the games in FBA on the PC. I could post the backgrounds I have made for each category if it was at all likely that they could be used.

     

    The filters built in now are

     

    CPS1

    CPS2

    NeoGeo

    CPS1 + CPS2

    CPS1 + CPS2 + NeoGeo

    Megadrive

    Cave

    PGM

    Year (dozens of sub filters)

    Manufacturer (dozens of sub filters)

    Genre (dozens of sub filters like Vertical shooters, Fighters 2D, Fighters Versus, Maze, Driving, etc...)

  6. Hey nes...offer still stands mate if you want a beta tester....done some of that stuff in my time...lol.

     

     

     

    K

     

    Thanks to everyone who offered to beta test. Once the first release is out, then everyone can post what games break, crash the Xbox, etc... The newest core supports over 2700 games. No way I can test all of them. I updated the core to the latest FBA. I could probably do another Final Burn if there were any games people wanted me to add. I'd like to keep it Sega games, or games not emulated anywhere else on the Xbox, but that's not a rule.

     

    The games I put in 1.0 and 1.1 were requested specifically. FBL is still a few weeks away at least.

  7. how are things coming along with your fba legends emulator nes?

     

    Finished updating the core to the latest FBA tonight. Now working on getting all the VM code added so CPS2, NeoGeo, PGM, and Cave games work.

     

    Then I will work on bugs in the GUI

     

    I'm starting over on the core update. A new FBA version was released today.

  8. how are things coming along with your fba legends emulator nes?

     

    Finished updating the core to the latest FBA tonight. Now working on getting all the VM code added so CPS2, NeoGeo, PGM, and Cave games work.

     

    Then I will work on bugs in the GUI

  9. nes6502 thanks for this amazing emu! but I need some help ;), I put some games in the rom folder but when I launch the emulator I cant see any of them in the gui... the emulator starts and I can access the option screen but when I move up or down the controller pad in the main screen it crashes. I tried editing the file path.ini and moved the roms to another location but it didnt work, any hints are much appreciated :P

     

    Please post your Path.ini

  10. what is your current thinking for an update of fba legends?

     

    I want to update it (mainly because of the games added since my port and the sound in the System 18 games is fixed)

    I'm going to give it a go. If it turns out to be to much of a headache, then I'll release what I have.

     

    Kenshiro sent me his NeoGeo code and now all NeoGeo comaptability is 99.99%. I spent months on the NeoGeo code and only got the compatibility to around 90%. Now the problem is solved thanks to the awesome work of Kenshiro (and any who helped him)

  11. Is that your last update since all the games for FB are going to be in FBA, I cant wait to see your FBA port. Nice job by the way in FB. Thanks.

     

    That's it. I know the GUI is terrible. I just made that as fast as I could to get the emulator out. I felt bad for making the scene wait as long as it had. Both of those emulator cores were done almost a year ago (that's why I was able to release a FBA core in a few days). FBL is complete. Just considering if I want to update to the latest FBA. If that becomes problematic, I may release what I have and maybe start a different project.

  12. Just my 2 cents on this whole merging thing.....

     

    I think, in principle, it may be of great benefit to those that want a simple emulation launcher.

     

    I guess, the downside I can see that there is a real danger of the "launcher" influencing what an author of an emulator might want to include with their emu...such as screen re-sizing and different filter options.....

     

    That's not a problem. The real concern is the following. Any developer who takes the time to port from scratch an emulator, game, etc... and then designs a GUI, adds the options that they think the users would want most, etc... only does so for one reason. They do it for all the Xbox fans who would appreciate it. I didn't port Final Burn for me. I did it for the Xbox users around the world. It's the same reason I did ZsnexBox. If it was just for me, I would have stopped at ZsnexBox 1.3.

     

    They don't get anything for their work. The only thing they get is the "Great emulator!" posts. The satisfaction of the users is all you get. If I or any developer released a port, and no-none took the time to say "great job", then that would be the last port I ever did.

     

    The point in all of this is, I personally would like my work to stay "my work" for at least a little while. I don't want it immediately wrapped up in someone else's emulator where they get all the credit. If I was to release a port and someone took my source and added it to their emulator the next day, then I just did all that work for someone else.

     

    The source is out there and people can do whatever they like with it of course (that's the point of open source), but I'd be lying if I said I didn't have an opinion on it.

  13. A logo if you want one...id rather insert it into CoinOPS and I can add the credit to splash screen (this is the proposed logo id add to spash) or you can take it if you want it.

     

    burnd.jpg

     

    Very nice!

     

     

    As far as the Scanline option. I tried to add the Scanline option but couldn't get it to work. However, my Final Burn Legends port has a Scanline (and many more) filter. It plays all the games Final Burn does and about 1300 more. I am considering upgrading the core so that the newer PGM games work (like Martial Masters). No ETA on that release. A couple weeks at the earliest. A couple months at the latest.

  14. nes whats your thoughts on add this core to CoinOPS? I have alot of code around this stuff and CoinOPS has 2 xbes one to launch the games and then the core to drive the game on completion it just boots the default.xbe again. If you wish to work together I would help you add the dual core stuff (as CoinOPS will never be able to run alot of these especially at the same speed)

     

    Well, it wouldn't be that difficult. In fact you could use the FBA.xbe file as-is. In CoinOps, you would do the following:

     

    Required

    1) Put the Path.ini in the root of CoinOps

    2) Put the FinalBurn.ini in the ini folder of CoinOps.

    3) Start CoinOps

     

    Optional:

    4) Read the D:\ini\FinalBurn.ini file and store all the values.

    5) When a user changes an option, save the D:\ini\FinalBurn.ini file with the appropriate changes.

     

    Required

    6) When a user picks a Final Burn game (like Power Drift), write a file to the Z partition called "game.txt" with one line (in this example it would be ROM=pdrift)

     

    Example:

     

    FILE* f;

    string game = "pdrift";

    f = fopen("Z:\\game.txt" , "w+");

    fprintf(f, "%s%s\n", "ROM=", game.c_str());

    fclose(f);

     

     

    7) Run FBA.xbe

    8 - When FBA.xbe starts it will try to find Z:\game.txt, read the one line (ROM=pdrift), then looks in the ROM path from Path.ini for pdrift.zip. It deletes the Z:\game.txt file and starts the emulation.

    9) When a user exits, FBA.xbe will start default.xbe (which would be the CoinOps GUI)

     

    That's the simplest solution. If you wanted to get rid of my in game GUI or add configurable controls, then it would be a lot more work.

  15. Final Burn 1.1

     

    This is a port of Final Burn 0.517 and Final Burn Alpha. Source is included.

     

     

    What's New:

     

    -Fixed a bug that caused the emulator to crash randomly

     

    -Added a new font system

     

    -Added a zooming screenshot when pausing a game

     

    -Fixed the Simple2X filter

     

    -Remapped the Powerdrift gas and break pedals to the Xbox left and right trigger (Final Burn 0.517 core only)

     

    -Added a core for Final Burn Alpha. The correct core will automatically be selected. However, if a game can be emulated in both cores, then a menu is presented. Either core can be chosen. Typically the Final Burn 0.517 core is faster but less accurate. The Final Burn Alpha core is more accurate but slower (and sometimes glitchy).

     

    -Added support for the following games (by user request):

     

    Turbo Out Run (Cockpit) - toutrun.zip

    Turbo Out Run (Outrun) - toutrunu.zip

    Turbo Out Run (Upright) - toutrun2.zip

    G-Loc Air Battle (US) - gloc.zip

    G-Loc 360 - glocr360.zip

    Strike Fighter (Japan) - strkfgtr

    Cotton (World) - cotton.zip

    Cotton (US) - cottonu.zip

    Cotton (Japan) - cottonj.zip

    A.B. Cop - abcop.zip

    Super Monico GP (World) - smgp.zip

    Super Monico GP (US) - smgpu.zip

    GP Rider (US) - gprider.zip + gprider1.zip

    Racing Hero - rachero.zip

    Enduro Racer - enduror.zip

    Altered Beast - altbeast.zip

    Out Run - outrun.zip

    Shinobi - shinobi.zip

    Hang-On - hangon.zip

    Super Hang-On - shangon.zip

    Golden Axe - goldnaxe.zip

    Space Harrier - sharrier.zip

     

     

    Notes

     

    -All game match either Mame 0.134 or Final Burn Alpha 029706

    -If a Sega game was requested, and is not in the list, then it doesn't work on my port and couldn't be added.

    -PGM games are beyond the scope of this port

     

     

    Thanks

     

    iq_132, Kenshiro, Xport, the authors of FBA, Final Burn, and all FBA-XXX derivatives, and anyone I forgot.

  16. the pgm games dodonpachi 2 beestorm and knights of valour 2 would be something but i think that might be pushing it.again these 2 games are playable on pc fba.

     

    DoDonPachi 2 isn't playable in any emulator. Kov2 with its arm7 protection processor is quite slow, too slow to emulate nicely on xbox, and too complex to simulate the arm7 (unlike kovsh).

    yeah i thought kov2 would be to much for the xbox and i dare say martial masters would be the same.

    yeah your right about ddp2 i remember trying ddp2 on a newer biuld of mame.

     

    I just added G-LOC, Turbo Outrun, and Cotton. Do any of the PGM games work on the Xbox?

  17. I'm confused. FBA v0.2.97.06 is the latest version of Final Burn Alpha for PC right? So what's Final Burn 0.517? An older version? Newer, or something different?

     

    Final Burn 0.517 is what Final Burn Alpha started with years ago. They made it 100 times better in every way over the years. However, the original games Final Burn supported became slower (because of more accurate emulation) and would not run fullspeed on the Xbox. That's why I ported the original. The main reason I ported it was because I wanted to play Thunder Blade on the Xbox.

     

    So, if the source is out, what are the chances of somone adding the rest of the games from the X and Y (looks like system 16 & 18 use the same ouptut)?

     

    Probably zero. They may use the same screen resolution but the emulation is different. The easiest thing to do would be to add a new FBA core that supported those games. I actually did just that. If there are any games people are dying to play on the Xbox (Turbo Outrun?, G-Loc?, etc...), I could release a version of Final Burn with support for some of the games from the newer PC version. I made a thread here and at the Xbox forum asking for requests.

     

    It would be a minimal port. I am putting my main focus on a new FBA port with a lot more features than Fiinal Burn 1.0

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