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Posts posted by iq_132
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This is getting very frustrating. I could have the two games up and running in a matter of minutes, but messing around actually getting fbal to recognize the sets and call the right routines is an absolute nightmare. I would rather spend this time having my teeth pulled without anesthetic.
As of right now, all the code is there, the sets are in the driverlists for both core and psykio, the roms are correct.
However, they refuse to show up in the scan for the sets. No idea...
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Try changing the hardware tag. Games running with the "PolyGame Master" or "PolyGame Master based" hardware tag are configured to run on the psikyo.xbe so unless you've added the driver to that executable as well as the default.xbe it won't work. To force them to run in the default.xbe just change the tag to something random.
For the freezing when generating DATS; check the tools/ folder. You should find a partially generated DAT file in there. If you look at the end of this file you can normally figure out which rom caused the problem and why.
ahh. Psikyo that's the problem. Thanks! I will try to find some time to work on it today.
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I'll get back to it, I just don't have any time until at least monday. :S
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Annnd, that's every bit of patience I have. Done for this week.
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Too bad there's no way to show how much memory is being used. Not only that, ddp2 and dmnfrnt take less ram than kov2 or martmast.
And I'd love to generate a rom dat, but it freezes on that. :S
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I forgot how in-fucking-furiating working on fbal is. I've got everything in and compiled, but now when i go to load the roms, they start loading then quit back to the menu with no sort of error message of any sort. No idea what's going on, nothing. GRRRRR.
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Would you mind pm'ing me the fbal sources again please +T+. I would like to put out a version with ddp2 and Demon Front as playable games.
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Agreed with iq_132, it is a real pain in the ass and will requiere a lot of slow IO on HDD.
BTW Hi guys, i haven't been there since a looooong time. Moo.
Hey dude! How's everything going?
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Even for upgraded (128 RAM) xboxes?
Would be nice if Lantus helps implement this into Final Burn Legends aswell, for xbox 1 users.
The multislot stuff wouldn't work on the xbox1. Waaay to much ram usage.
I suppose it could be worked out -- write the alternate cart data to the hdd, and load it as it is switched out. A real pain in the ass lol.
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Would be nice if Lantus helps implement this into Final Burn Legends aswell, for xbox 1 users.
The multislot stuff wouldn't work on the xbox1. Waaay to much ram usage.
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I would be willing to help with a few pointers too if someone wanted to make some improvements. Mind you that my time is somewhat limited and mostly spent on developing for FBA.
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To be honest, I wouldn't call it "Emulation". The N64 is high level emulated (more or less complex simulation). N64 emulation in MESS was really progressing with mooglyguy working on it (despite being an asshole, he is good). But progress has slowed to a crawl.
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New FB Alpha release. You can download the new version on the FB Alpha page.
- Fixed the issue in the H6280 core [barry]
- Updated H6280 core with some fixes from MAME versions newer than the original core port [iq_132]
- Added H6280 support to the YM3812 core [barry]
- Ported C6280 sound core from MAME for PC-Engine driver [iq_132]
- Added a driver for PC-Engine/TurboGrafx 16/SuprGrafx console hardware [iq_132]
- Added driver for Blomby Car [barry]
- Added driver for Jackie Chan [iq_132]
- Added driver for Side Pocket [barry]
- Added driver for games on Terra Cresta hardware [barry]
- Added clone of Street Fighter III 3rd Strike to the CPS-3 driver [barry]
- Added Boulder Dash, Hippodrome Midnight Resistance and Sly Spy to the DEC0 driver [barry]
- Added Heavy Metal to the Sega System 1 driver [barry]
- Fixed non-bootleg version of Robocop, and added all clones to the DEC0 driver [barry]
- Fixed Caveman Ninja and Edward Randy in the DECO 16 drivers and enabled in release builds [barry]
- Added full sound to all the DECO16 drivers now that the H6280 core works [barry]
- Fixed crash when loading in the Konami Twin16 driver [barry]
- Fixed loading of UPD7759 samples in Gradius2 in the Konami Twin16 driver [barry]
- Fixed Naname de Magic! in the Oh My God! driver and enabled in release builds [barry]
- Fixed missing ADPCM sounds in Superman in the Taito X driver [barry]
- Updated PC-Engine driver to use the same zip names as the MESS software lists, similar to the Megadrive support (see help file for more info) [barry]
- Fixed row and column scroll in the DEC-0 driver, and added support for Tile Ram Banking [barry]
- Reverted the CPS-2 VBlank IRQ timing change from the last version, it broke raster effects [barry]
- Fixed savestates in the Batrider driver [barry]
- Fixed savestates in the Cave drivers where necessary [barry]
- Added savestate support to the Double Dragon driver [barry]
- Fixed savestates in the News driver [barry]
- Fixed savestates in the Sega System 1 driver where necessary [barry]
- Fixed savestates in the Sega System 16 and similar drivers where necessary [barry]
- Added savestate support to the HD6309 interface [barry]
- Fixed savestates in the I8039 core [barry]
- Fixed savestates in the DAC sound core [barry]
- Fixed savestates in the Q-Sound sound core [barry]
- Added savestate support to the RF5C68PCM sound core [barry]
- Fixed savestates in the SegaPCM sound core [barry]
- Fixed savestates in the SN76496 sound core [barry]
- Fixed bug in the YM2151 interface when enabling FM interpolation [barry]
- Added volume control to the SN76496 core and normalised sound in drivers which were too loud [barry]
- Added support for up to 20 rom paths, with the last ten being supplementary [barry]
- Added filter for PC-Engine to game selection dialog [barry]
- Added support to disable __fastcall in the vez interface via the FASTCALL makefile flag [barry]
- Added support for localising the gamelist (see the help file for more information) [barry]
- Readded Captain CPS's game selection dialog icon support [barry, CaptainCPS]
- Fixed various localisation issues [barry, reported by Benjamin Siskoo]
- Updated the help file [barry]
- Split makefile.rules into makefile.burn_rules and makefile.burner_win32_rules [barry]
- Reorganised the tree to work around the Windows CreateProcess 32Kb limit [barry]
- Tidied the tree enough for FB Alpha to compile on Ubuntu 11.10 (linking fails) [kev]
- Added old code from an unreleased PSP port, including the MIP A68K module [kev]
- Added the required D3D headers from previous SDKs to the dec/vc/include folder [barry]
- Fixed some warnings thrown up by symbol builds in different compilers [barry]
- Fixed some dialog initial path issues [barry]
- Matched all sets to MAME 0.144u6 [barry]
- Matched the Megadrive sets to MESS 0.144u5 [barry]
The latest source and binaries can be found at http://barryharris.co.uk
- Fixed the issue in the H6280 core [barry]
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Groove on fight? Astra superstars? yeah I know I'm dreaming but love obscure almost forgotten fighters and this one qualifies
Not a chance in hell on those two ever being playable on xbox.
SF The movie.. Kaiser knuckle will be cool as well
SF The movie is one i've been interested in doing. Kaiser knuckle as well, but the odds of it being playable on xbox are slim to none.
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being reading IQs dev whip on neosource a driver for pacland has been added to FBA any chance this game could be added to FBL 10 +T+
not happy with how it scrolls left to right in my mame emulator maybe it will scroll better in FBL
thx for adding the driver for this IQ was one of my fav games in the arcades
ah memories i used to get some stick for playing this its a lassies game they all said and they were right all the lassies did play it and loads
of em hung around the machine maybe thats why i always played it
Thanks for reading the WIP thread. And I don't know about the scrolling compared to mame. I honestly spend little time actually playing games.
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Odds are that you're missing the bios. pgm.zip
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Thank you very much for all your work !
Has Boogy Wings his sound fixed with this release ?
Boogie Wings will not have sound in FBL until it's added to the driver in FB Alpha. There's nothing to fix.
We're having a hell of a time getting MAME's huc6280 core to play nice with FBA.
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I think the new dark theme gave me ghonnorrhea
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Tecmosys with vmm.
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Wonderful news that you've been able to get some more FPS out of the M92 games. Is there any chance the optimisations could be applied to the M72 games as well? They perform slightly better so I'd think there'd be a greater chance of getting them up to full speed with just a little extra push.
I will take a look, for sure. I have other ideas that i will try and implement there too.
What's the current framerate of tkdensho? I ask because with VMM games it's possible to get a few more FPS by having them run in one of the separate xbe cores. The difference is not massive but every little helps.About 40 fps. I think adjusting the vmm will help more than anything.
While you're perusing the source is there any chance you could take a look at Top Speed on the Taito Misc driver? I can't figure out why this one isn't working. It doesn't seem like it would be a memory issue considering the small size of the game.Sure.
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@iq_132: you've been adding alot mame titles to fba lately... is it your plan to eventually bring all mame titles (within reason) over to fba?
My main goal is to port/improve things that interest me. That's why I hop around between adding to MAME, Coinops, FBA, FBL, and various other projects.
also, i know you've been asked a zillion +1 times about miday titles and how you don't really care for mk games... but what about nba jam?Basketball interests me slightly less than Curling. Sorry. :S
is Ninja Spirit already been ported to fba?? i know it's a irem game and i know you've been getting those ported. (edit: nevermind i see it is. )lastly, thank you for help in arcade emulation.I accept payment in the form of baked goods.
On a side note, I added the vmm routines to tkdensho. The game runs less than full speed. Probably some vmm setting tweaking can fix that or possibly ripping out the alpha blending.
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Okay, added some minor speed stuff to the m92 games (the most updated driver [with proper music tempo]).
With the optimizations to the drawing routines I only managed a few fps increase in the frame rate.
I'm currently working on adding idle skip routines to the games (this is somewhat time-consuming, but thankfully a lot of this is already implemented in older versions of mame). I've got a lot of idle loop skipping done on the main cpu, I think I can add it to the sound cpu with little-to-no consequence.
With idle skipping (just the main cpu), hook (the only game I've tested so far), gets around 40fps. This drops when there's a lot of sprites on screen though.
Additionally, tkdensho should only take me about 10 minutes to get hooked up to the vmm once I get around to it.
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Sweet. Thanks for the sources. And yes, lots of goodies in 14. Have you considered throwing the neocd stuff in a separate core? You could set fbl to either list isos or make a clone of neocd for each iso and launch them from there. ^^
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Hey +T+, how far have you gotten on merging in the latest fba updates? I've made a ton of changes to the nec v30/v33/v35/v25/v20 games (m92 specifically) and am curious to how they'll run on xbox. If you could up your sources somewhere for me I'd love to take a crack at it (tonight ).
I can probably take a minute to look at angel eyes and fix that too.
DoDonPachi 2 BeeStrorm And Demon Front Now Playable
in XBOX Hacks [/xbox]
Posted
Yay! Got it to show both sets. Now to see why the arm7 doesn't seem to be doing anything...