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GogoAckman

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Posts posted by GogoAckman

  1. I think djohng may have an idea of what's up with tengai/s1945. But he's been having some computer problems lately.

     

    Gogo, just like with slammast and s1945p I'm happy to share any part of Pro's source with you. The only part of the source that I don't want to release yet is the NG driver files. And I don't think you'd want to use those anyway because then your users would complain that the ROMs are too hard to find. That's why I think it's good to have two versions.

     

    I really don t care about NG drivers but I don t see any reason to not release the sources.

  2. only way we'll see strikers 1945 or tengai working on pro would be if bdiamond/manto is willing to share what was needed to be fixed for those 2 games to run.

     

    there are 2 another ways :

    1) find it by yourself (I wouldnt say like manto it is a hard fix)

    2) I am not for closed source, so you know what to do

     

    As for neospriterom, I don t know the code you need on it, but you can maybe add it in descramble graphics.

  3. You're right about Sengoku 3. The clone set wasn't assigned correctly. This will be fixed in the next update.

     

    As I suspected, the problem with kf2k2pls and kf2k2pla is the 'NeoSpriteROM' entry in the C descrambling code. I have no idea how to fix this so unless someone else can help those sets are just going to have to use decrypted C ROMs for the time being.

     

    look at ->

    static void cthd2003_neogeo_gfx_address_fix_do(int start, int bit3shift, int bit2shift, int bit1shift, int bit0shift)

  4. I think the problem is that Manto (BDiamond) doesn't want anything to do with FBA builds that violate the 3-year-rule. I believe this is the reason he chose not to release the sourcecode to his build and I respect that.

     

    But in addition to the tengai/s1945 fix, I'd also be interested to know what the exactly the 'M68000 Emulation' option does in his build. It has two options; Fast and Accurate, and when set to Fast it really gives a big performance boost. At first I thought it was just enabling the SPEEDHACKS in the code as I did to fix the performance issues s1945p. But when I enable all the SPEEDHACKS I get alot of sound break-up in CPS2 games for some reason, so I guess that's not it.

     

    IQ, you know the FBA code well, do you have any idea what this Fast/Accurate switch might be?

     

    it is just asm68 - c68k from mame, this option is already in fbaxxx, the boost come from somewhere else.

  5. If this turns out to be the case then I hope somebody questions how they can slam people like Gogo and myself for violating their license and then, when it suits them, violate licenses themselves (i.e. the GPL).

     

    We shall see...

     

    exactly what I think, BTW Jan will be violating license from Dave (FinalBurn) :P , BTW just to note 2 things :

    - I didn t test manto s version but is progear really faster than in fbaxxx, I doubt of it :peopleseybrow:

    - There is already a choose menu for A68K cpu in fbaxxx , the only new in this version is some supported games (striker 1945,tengai, kof10th) and maybe a new controller menu (as I said, I didn t test it)

     

    I dont see why it is an "ultimate" version.

  6. ok, heres a rom the emu freezes on, n it used to work b4.

    Well I put together the incomplete set that you showed and tried to run it. But the emu didn't crash. It shows the screen you posted with the missing ROMs for about 5 or 6 seconds then displays the 'There was an error starting...' dialogue at which point you can press Back or B to return to the menu. Which is what it's supposed to do.

     

    If there is a bug I'd like to fix it but it's kind of hard if I can't re-create it. -_-

     

    if you talk about zip crash, you mus run a game before and then load an icomplete set for the emu to crash, that s what I did :P.

    As for VMM menu I removed this option in 6/3 version too as the new optimisition doesn t need it <_<.

  7. Well I've updated the patch to work with the 06.03.2005 release. But the sourcecode currently on the FBA-XXX forum is still from the 05.03.2005 version. So I'm not yet able to update Pro with Gogo's new fixes.

     

    Great job on the crash-fix BTW, Gogo.  :P

     

    In fact I am waiting for your sources to correct cps things :banghead:, then I ll release mine :D.

  8. - Fixed problem where certain games would lock-up the emu if the Right-thumbstick was pressed.

     

    - Fixed several broken CPS games (slammast, ssf2t, etc).

     

    - Fixed crash when loading a QSound game after a Neo-Geo game.

     

    - Added working driver for Puzz Loop 2.

     

    - Patched out HW test in Ghouls 'n' Ghosts so it now starts instantly instead of taking forever. (by IQ_132)

     

    wow, there are so many bugs, I didn t know, that s some bugs I will not have to search, great work :P.

  9. I have read in xdk help that for files from 1Mb, it is better to use virtualalloc in place of malloc, so I don t see where s the optimisation, but I ll try, I don t know.

    As for Artik, he tried to send me it but couldnt , but I tried to add you on my contact list on msn and got no reply since 2 weeks :banghead:.

  10. I've just had a quick look at the sourcecode. This old/new VMM option does NOT address the parts of the VMM code that are causing the sound problems. I'm afraid it's just yet another pointless option to add to FBA-XXX's growing list.  :o

     

    I don't mean to sound ungrateful for Gogo's work, but I can name at least 10 games that don't work on the current FBA-XXX that worked in older versions (the latest casualties being SMA protected games like mslug3, garou, and kof2000 >_<). Maybe he should be concentrating more on FBA-XXX's dropping compatibility rate than adding more options that most people will never use.

     

    All games will be fixed and working in the next Pro version BTW.  :D

     

    what s so different in your vmm, as far as I know, all you did is use old vmm from lantus (fread, fopen and fseek in place of createfile, setfilepointer and readfile), I maybe missed something, and if you say it, where is that damn code affecting sound?

     

    as for SMA games, I tried garou.zip and I have no problems with it.

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