Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 102853 times)

dmitry_smagin (OP)

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Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
« on: September 16, 2013, 06:40:17 am »
Hello.
Here's the release of FBA SDL 0.2.97.35 for GCW-Zero.

From now on the FBA and its frontend are merged in one application.

Romlist.


Frontend settings (START).


Individual game settings (A).






First start

On first start you'll see a long red list of all roms that could be played. Attention, red means that these roms are missing, press START to enter Config menu where you can change rom show mode (all, available only, missing only) and set paths to search roms for. Found roms are shown in yellow, clone roms are orange.

Now choose a game and press A, you'll enter Game settings menu:

Sound - off, libao, SDL, SDL old
Audio sample rate - 11025, 16000, 22050, 32000, 44100
Vertical sync - off, on
Show fps - off, on
68k emu core - a68k, c68k, m68k
Analogue sensitivity - 0..100%

Vertical sync
If on, FBA will benefit from hardware-perfect scrolling but this may drop down fps to 30 or even lower. Recommended for cps1/cps2/neogeo games. If off you'll get tearing.

a68k - its an 68000 emulation core written for fba4psp in mips assembler and adapted for GCW-Zero. It has slightly less compatibility than others.
c68k - a very fast portable 68000 emulation core, however, it can't run protected games (sega ones that use FD.... protection). Recommended.
m68k - accurate 68000, 68010 and 68EC020 core, slower than previous ones. Recommended for all Psikyo titles and protected Sega games.

Note that not all games use M68000 cpu, so this setting may not affect them at all.

Analogue will work only for those games which support it (e.g. outrun); for others it has no effect.

FBA in-game controls:
D-PAD - movement (its logic changes automatically in rotated games)
SELECT - coin
START - start1
SELECT+START - start2
A - fire 1
B - fire 2
X - fire 3
Y - fire 4
L - fire 5
R - fire 6

L+R+Y - show/hide fps
L+R+A - quick state load
L+R+B - quicl state save
L+R+SELECT - service menu
L+R+START - FBA SDL menu (you can quit FBA only from menu)

FBA 0.2.97.35
Download opk: https://www.sendspace.com/file/e5z49v

Game list (~3835): https://www.sendspace.com/file/tuooid
Use romset from MAME 0.159

Preview pack by Hi-ban: https://app.box.com/s/nh0o8rtl0370aub4owqb
Copy *.png files to /media/data/local/home/.fba/previews folder.

Source: https://github.com/dmitrysmagin/fba-sdl

Arbitrary named roms are not supported! FBA by its design recognizes roms by name, so you have to use mame set.

Changelog

2015-03-10
 - Synchronized to FBA 0.2.97.35 (romset from MAME 0.159)
2014-08-03
 - Synchronized to FBA 0.2.97.31 (romset from MAME 0.154)
2014-05-06 - new additions by failed
 - Rotation option for vertical games
 - Filter roms by genre and hardware
 - Favorite list (this filter added to availability filters)
 - Autofire
 - Fix X and Y text labels in key configuration menu
 - Help pages with hotkey description in ingame menu and main screen (press Y)
 - Ability to edit default game settings
2013-12-26
  - Fix flipped 256x256 => 320x240 downscaler (battroad).
  - Don't render graphics if skipping frame for irem m72 hardware. This made rtype, dbreedm72, nspirit run faster.
2013-12-20
  - Fix flipped 512x256 => 320x240 downscaler (fnkyfish).
  - Fix both normal and flipped 512x224 => 320x240 downscaler (galspnbl).
  - Add support for png previews, also previews for parents and clones are separated now.
2013-12-19
  - Fix flipped 384x224 => 320x240 downscaler (eightfrc).
2013-12-17
  - Increase number of memory handlers for m68 emulation (this fixes garou, mslug3 and bouldash).
  - Cleanly exit to frontend if error on rom load (crashed previously).
2013-12-16
  - Fix flipped 384x240 => 320x240 downscaler (mazinger).
  - Set default m68 core to musashi (m68k).
  - Bump to FBA 0.2.97.29
2013-12-11
  - Fix crash on exit for dino
  - Add support for vertical sync (SDL_HWSURFACE|SDL_DOUBLEBUF).
2013-12-06
  - Add rom frontend based on Capex, skin by Hi-ban.
« Last Edit: March 20, 2015, 04:21:31 am by d_smagin »
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Atlantis_Risen

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #1 on: September 20, 2013, 04:14:08 pm »
I can report that FBA is working very well for me.  A few audio pops and crackles but not bad, and it's played every game I've thrown at it so far (about ten)...several that wouldn't run for me with Android FBA work fine on the Zero.

trisoret

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #2 on: September 20, 2013, 06:09:41 pm »
I can report that FBA is working very well for me.  A few audio pops and crackles but not bad, and it's played every game I've thrown at it so far (about ten)...several that wouldn't run for me with Android FBA work fine on the Zero.

I double that! Fixing those audio pops would make this a perfect emulator.

neilgeox

Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #3 on: September 21, 2013, 02:57:31 pm »
Great work, love the analogue support. I love it on Outrun and Operation Wolf, it really does work like a charm. However, In the next version will we see support for the Irem roms? I'm itching to play In the hunt and R-type. At the moment they run very slowly/choppy.

Ghaleon

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    • Althena's Temple
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #4 on: September 21, 2013, 06:57:03 pm »
Thank you for posting this.  I had trouble changing the permissions of the previous version you posted.  Now I could install the opk version with no problems.  I could not get the framerate to show or the analog stick to work, but that's no problem.  Now I am able to play two of my favorite arcade games, Ms Pac-Man and OutRun, on the go.  I really appreciate your effort.

samir

Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #5 on: September 21, 2013, 09:13:44 pm »
Thanks! Hey d_smagin,have you plans for a new release for the dingoo a320?

MacDonals

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #6 on: October 03, 2013, 02:32:33 pm »
This is working great thanks!  Some of my files aren't working.  What ROM version is this based on?

Scoobysnaxx

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #7 on: October 03, 2013, 03:07:16 pm »
This is working great thanks!  Some of my files aren't working.  What ROM version is this based on?

I have been using the latest set without any problems v0.2.97.29

I hope future versions include some way of scrolling though roms by type (EG Neo Geo, CPS1, CPS2 etc). What would also be great is an option to show parent rom only. Most of the time its what I end up using.  Exception would be a 4 player game like Ninja Turtles. i always use a 2player version so i am not stuck with the same guy.

Teruro

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #8 on: October 21, 2013, 12:55:35 am »
A few audio pops and crackles but not bad
I had those too, but upping the sampling from 22050hz to 44100hz fixes that.
Ran a large number of NG and CPS 1 and 2 games without a hitch, only a small percentage of NG roms failed to start (possibly because of my romsets).

Chiba3010

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #9 on: October 28, 2013, 01:58:15 am »
Is there or will there be any option to rotate the screen for vertical games to be played while holding the console horizontally?

dmitry_smagin (OP)

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #10 on: October 28, 2013, 07:00:34 am »
Is there or will there be any option to rotate the screen for vertical games to be played while holding the console horizontally?
It could be done relatively easy, but the image would be too condensed vertically.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Chiba3010

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #11 on: October 29, 2013, 03:41:46 am »
Yeah, I guess the image distortion would be pretty jarring now that you mention it. Could you maintain the aspect ratio using screen bordering for horizontal (albeit viewed in a very tiny window) gameplay or would video resolution changes be a problem?

Inertia

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #12 on: October 29, 2013, 09:57:50 am »
This is working great thanks!  Some of my files aren't working.  What ROM version is this based on?

I have been using the latest set without any problems v0.2.97.29

I hope future versions include some way of scrolling though roms by type (EG Neo Geo, CPS1, CPS2 etc). What would also be great is an option to show parent rom only. Most of the time its what I end up using.  Exception would be a 4 player game like Ninja Turtles. i always use a 2player version so i am not stuck with the same guy.

you can chosse the systems if you use the .dge version with capex.

FreddyBoubil

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  • Posts: 34
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #13 on: October 29, 2013, 07:35:32 pm »
Hi,

Some of my roms don't work, whereas they seem to be compatible (sf2ce for example). Some files are missing in the archive.
Which romset version do I have to use ?

Thanx

dmitry_smagin (OP)

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Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #14 on: October 29, 2013, 07:46:30 pm »
According to FBA v0.2.97.24 changelog:
  * Synced sets with MAME 0.145u5 [Barry]

http://www.barryharris.me.uk/article_view.php?id=179
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play