neoryu Posted July 27, 2011 Posted July 27, 2011 (edited) @Darknior: Do you have a 128MB ram Xbox? If so, then CPS3 does work in Final Burn Legends. What you have to do is load up either Coinops / MameoX128, then immediately exit (or reboot). After that, go into FBL and load up a CPS3 game. It will work at a decent framerate but below 60fps, which is still kind of remarkable considering it works with filters and 720p HD enabled. It looks amazing. Who knows what it would run like if it had VMM written for it. Adding VMM to CPS3 would probably be a pain in the ass. SFIII:New Gen, SFIII: 2nd Impact, RedEarth, Jojo's Venture, and Jojo's Bizarre Adv all work. However, SFIII: 3rd Strike gets an out of memory error even with 128MB!! I also noticed that all of the transparency effects are in FBL's CPS3 code. If you play Red Earth on both versions, you can see this. Sound is also superior in the FBL code. There is also a bug in the CPX3 emulator on Jojo's Venture 1 and 2. The final boss Dio Brando has a health glitch where he takes extreme damage while causing very little to the player. You can stand there and watch him hit you while waiting for time to run out. He can't kill you before the timer runs out even if you don't defend yourself. This bug is not in FBL's Jojo games. Do not be mistaken; I'm glad to have CPX3 on the Xbox, so no offense to the author. But CPX3 could have used a few more releases to iron a few things out. Or the source could have been released so that it could be improved upon by those who want to put in the effort. Still, it is a great time to be an Xbox owner. So many choices exist that we should appreciate. Edited July 28, 2011 by neoryu
+ T + Posted July 27, 2011 Posted July 27, 2011 Will the open sources be released \ BP get permission to add this new triumuph in to coinops? FBL was ported by nes6502 and these are his words taken directly from the release notes which I believe sum up the feelings of everyone concerned: RELEASE THE SOURCE! Don't take mine or anyone else's work and not release the source. Everyone should get to benefit and future developers should be able to improve the code whenever current development stops.So yes, it is my intention to make a full source release along with any binaries and I would expect anyone who uses the code for their own project to do the same. As for 'permission', nes6502 made it very clear on these forums that he did not wish to have any of his work 'rebranded' as part of CoinOPS and since I can't lay claim to any of the code in this release I can only remind everyone of that. The source will be available though so BP can do as he wishes with it, I don't personally follow CoinOPS development so I doubt I'll be aware of it anyway and for my part I'll certainly continue to work on FBL regardless.
destronger Posted July 28, 2011 Posted July 28, 2011 (edited) a very big MAHALO!! Edited July 28, 2011 by tristanx
XtecuterX73 Posted July 28, 2011 Posted July 28, 2011 great work and great news!!! thumbs up and cheers to you all. just 2 small questions. lol no requests. does donkey kong jr and demon front seem like a possibility? just curious and i myself cant wait to see what you guys can do. +T+ always good to see you doing stuff man as well as iq. we appreciate all the hard work.
- kenshiro - Posted July 28, 2011 Posted July 28, 2011 (edited) It is not a iq_50 job for sure. More seriously iq, you should post more details about what you done on PGM stuff, i'm hungry Edited July 28, 2011 by - kenshiro -
Sparda Posted July 28, 2011 Posted July 28, 2011 oh my f...... god !! perfection is coming...DOJ BL playable on stock Xbox o_O...cant believe it. many thanks to iq and +T+ for their work the king is dead...long live the king
RatherAnnoyed Posted July 28, 2011 Posted July 28, 2011 Here's the thing I don't understand with all that running stuff with FBA core in CoinOPS. I get that people want to be able to run stuff from just the one place (sort of), but when you run something with FBA core in CoinOPS, you don't get the options you get in FBA/FBL, do you? Yeah, you get pixel perfect, but you don't get the filters, for example (and I need me the scanlines, bro). Unless I was missing something when I tried it? Anyway, I have to say, love the response to "you been working on this long, iq?""Oh, I actually did it by accident; got distracted by Eastenders and looked back at my laptop and it was all done. Go figure." Some people just have the right kinda brain.And man, does he have the right kind.
PhilExile Posted July 28, 2011 Posted July 28, 2011 Wow, this is really great, thank you both! IQ, your mom says 'hi'
Sparda Posted July 28, 2011 Posted July 28, 2011 (edited) what ? BP...Error404 manage to add "pixel perfect" for FBL core ? is it really working ? @iq: what about ESP Galuda, is it running well too ? playable ? edit: im a moron...didnt see galuda running at 3:00.. i was so excited ...i miss it and what about big "pattern" when we're fighting boss ? no slowdown ?framerate loss ? @fumanchu: i think you'll be "happy" to know the release of DoDonPachi DaiFukkatsu in Europe...RSG will release it in october on 360 Edited July 28, 2011 by Sparda
iq_132 Posted July 28, 2011 Author Posted July 28, 2011 what ? BP...Error404 manage to add "pixel perfect" for FBL core ? is it really working ? @iq: what about ESP Galuda, is it running well too ? playable ? edit: im a moron...didnt see galuda running at 3:00.. i was so excited ...i miss it and what about big "pattern" when we're fighting boss ? no slowdown ?framerate loss ?The Cave games only really slow down in the menus. Ketsui has a bit of slow down on the beginning of the first stage with all the clouds.I made another tweak to the vmm last night that makes the fps a lot more stable in-game for most games too.
RatherAnnoyed Posted July 28, 2011 Posted July 28, 2011 what ? BP...Error404 manage to add "pixel perfect" for FBL core ? is it really working ? My mistake (if I am mistaken), I'm just assuming that he'd sorted PP for fba core by now.Course, now I'm even more confused, as that removes the one benefit I thought there was to running FBA core stuff in Cops.
iq_132 Posted July 28, 2011 Author Posted July 28, 2011 what ? BP...Error404 manage to add "pixel perfect" for FBL core ? is it really working ? My mistake (if I am mistaken), I'm just assuming that he'd sorted PP for fba core by now.Course, now I'm even more confused, as that removes the one benefit I thought there was to running FBA core stuff in Cops. ..just to let you know I updated the final burn core as well...with some of the new code and also fixed many of the issues like the screen rotation code and also added in stuff like pixel perfect.....this is due to be released in CoinOPS 3 as it is a collection of what was asked for from people GUI wise and bug wise....if you want head room I wont release the changes....or if you want I can add PGM if I have the sources.... anyways if I dont hear from you ill leave out the core to give you head room...maybe just give it to coso and phil and a few others that really wanted this stuff
+ T + Posted July 28, 2011 Posted July 28, 2011 Never understood the appeal of 'pixel perfect' myself. Just seems like an inventive way of making arcade games look completely different to how they actually looked in the arcade. All these crazy numbers may be 'pixel' perfect but good old 4:3 is arcade perfect.
PhilExile Posted July 28, 2011 Posted July 28, 2011 Hey T, I know what you are saying, but I disagree. The easiest example I can give is the NES (I know its not an arcade, but bear with me) Its native resolution is 256x240, which means its 'perfect pixel' is 512x480. The actual NES output is stretched to 640x480, the length of an SDTV screen. Now, with perfect pixel, you can see bars on either side, but there are ways around this: 1. SDTV + Extron Emotia - Using this device, along with an XBOX in 480p mode, you can achieve true 240p output from the XBOX. This is the same as an actual NES. However, the bars are still there. Luckily, the Emotia has a horizontal stretch dial so you can make the output fit 95% of the screen - its not perfect, but damn near close. 2. HDTV + SLG3000 (optional) - Set the XBOX to output 480p and use 10x11 pixel ratio. This will make everything look really thin on your HDTV - aka the black bars on either side actually get bigger. Now, change your TV's picture setting from 4:3 to 16:9. This will stretch the displayed image to be a perfect 640x480 image. If you use an SLG3000 in combination with these settings, it gives the appearance of the original NES output. The same sort of tweaks can be done for arcade games, but I've found most of them render fine. For instance, I play Ms. Pac-Man a lot on my vertical 'tate' PVM. I can't tell the difference between it and a real arcade machine in my local bar. Some games don't work right though, as +T+ is pointing out, however, its pixel perfect is essential, especially if you are either using 240p mode via the Emotia or simulating scanlines with the SLG3000. Everything 'locks' into place and looks very sharp - that's the best way I can explain it. Never understood the appeal of 'pixel perfect' myself. Just seems like an inventive way of making arcade games look completely different to how they actually looked in the arcade. All these crazy numbers may be 'pixel' perfect but good old 4:3 is arcade perfect.
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