Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 111106 times)

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #30 on: November 09, 2013, 07:42:13 pm »
Yeah i read it but not sure how to change the file aatributes?

You can try to change the access permissions following this "tutorial":
http://boards.dingoonity.org/gcw-general/(howto)-terminal-access-to-gcw0-using-telnet/msg75670/#msg75670

BlockABoots

  • *
  • Posts: 113
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #31 on: November 09, 2013, 08:43:37 pm »
Thanks followed the guide, now when i load Capex FBA, it still shows me the rom list and doesnt go straight into the Frontend, but if i select any rom from the rom list then it does load the frontend but the it doesnt show any roms and i cant load anything!
« Last Edit: November 09, 2013, 08:45:38 pm by BlockABoots »

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #32 on: November 09, 2013, 10:35:32 pm »
Did you change chmod of both files, fbacapex.dge and fbasdl.dge, or only of fbacapex.dge?
For a direct access to the Capex frontend you need to disabilitate the "Selector Browser" option:
1) highlight the FBA-Capex icon and press select;
2) from the window menu choose "modify fbacapex" and press A;
3) find the option "Selector Browser" and set up "off";
4) press start to come back to the Gmenu2X.
... Now the Capex FrontEnd should start directly! ;)
« Last Edit: November 09, 2013, 10:40:42 pm by Gab1975 »

BlockABoots

  • *
  • Posts: 113
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #33 on: November 10, 2013, 01:19:00 am »
Yeah i did, i copied the guide here

http://boards.dingoonity.org/gcw-general/%28howto%29-terminal-access-to-gcw0-using-telnet/msg75670/#msg75670

Have turned Selector Browser to off and it doesnt change a think still loads up the rom list and then any rom i click on it brings up the Capex FBA frontend with no roms in the list

hi-ban

  • **
  • Posts: 825
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #34 on: November 10, 2013, 02:47:43 am »
where did you put your roms? FBA requires the roms to be placed in a specific folder.

BlockABoots

  • *
  • Posts: 113
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #35 on: November 10, 2013, 04:31:21 pm »
I placed them in media/ROMs, where do they need to be placed??

hi-ban

  • **
  • Posts: 825
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #36 on: November 10, 2013, 04:50:12 pm »
In the roms folder inside the FBA folder. Just like in MAME for PC.

dmitry_smagin (OP)

  • *
  • Posts: 405
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #37 on: November 12, 2013, 04:14:12 am »
Please, test new beta.
OPK: http://www.sendspace.com/file/ns99qr

What's new compared to first post:
- Force all games to 60fps (hardcoded).
   Some games try to sync to some weird framerates like 59fps or 57 fps, now force them to do always 60. This adds some more smoothness
- Added preliminary sound settings menu to the gui. Now you are able to choose between libao, SDL with mutexes ans simple SDL; and choose between wider range of samplerates (11025, 16000, 22050, 32000 and 44100); also default samplerate is now 32000 which is more convenient for 60 fps, however, some games will play digital samples with distortion (it's the emulation engine drawback)

Attention, changing sound settings will reset the game; FBA emulation core can't change samplerate of the fly, that's why it has to be reset totally.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #38 on: November 12, 2013, 09:29:14 am »
I did a quick test...
the CPS1 and CPS2 games seem to work very well, full speed and without glitches (the horizontal resolution has a little resizing, but it's normal because the original arcade resolution is 384x224 pixels).
The SEGA System16 games have many issues and slow down, for example in Altered Beast, when the player defeats the first enemies, they don't disappear from the screen and the background stops to scroll.
I tried some SEGA "Pre" and X Board games: Outrun and Super Hang On work pretty well, After Burner works but it's slow, Enduro Racer doesn't work (after the title screen the game freezes).
I tried also Gunbird and I was glad to verify that it works well (without slow down and/or glitches)... if I remember well this game uses a Psikyo 68020 hardware which should be more powerful than a CPS2 hardware !

UPDATE (I tried some other games)
Irem M72 games (like Hammerin' Harry and R-type) works, but they run very slow (probably the emulation of CPU V30 needs a big optimization).
Taito Arkanoid, Bubble Bobble and Rastan work well (full speed and without glitches), Taito Chase HQ works a bit slow, but it's fully playable.
Capcom Ghosts'n Goblins and Ghouls'n Ghost work well.
Wonderboy and Pitfall II (SEGA System 1 hardware) work well.
« Last Edit: November 13, 2013, 08:26:13 am by Gab1975 »

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #39 on: November 12, 2013, 10:04:17 am »
PS: to test the emulator I used the ROMset 0.2.97.24...

Chiba3010

  • *
  • Posts: 127
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #40 on: November 16, 2013, 02:21:13 am »
For the Sega System 16 super-scaler titles, using the .dge version of FBA and Capex front-end is the way to go. In Capex, setting the frame skip to auto and lowering the audio bitrate makes a huge difference for games like Afterburner, Galaxy Force 2, Space Harrier or Thunderblade. I don't think the frame skip can be adjusted in the SDL version of FBA, though I could be wrong.

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #41 on: November 16, 2013, 05:52:14 am »
Thanks for the advices! :)
The SEGA X Board hardware (AfterBurner and Thunderblade) uses two CPU MC68k, then it's rather difficult to emulate... but I think that with the appropriate optimization the GCW Zero has the ability for a full speed emulation...

PS: if I'm not wrong the Galaxy Force 2 hardware should be a SEGA Y Board (an evolution of X board with three CPU MC68k instead of two) !

BlockABoots

  • *
  • Posts: 113
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #42 on: November 16, 2013, 12:57:07 pm »
For the Sega System 16 super-scaler titles, using the .dge version of FBA and Capex front-end is the way to go. In Capex, setting the frame skip to auto and lowering the audio bitrate makes a huge difference for games like Afterburner, Galaxy Force 2, Space Harrier or Thunderblade. I don't think the frame skip can be adjusted in the SDL version of FBA, though I could be wrong.

d_smagin, could you add frame skip option into your next opk release, as i notice you added the audio sample option in the latest version, just wondered if you could add frame skip in the next??

Gab1975

  • ***
  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #43 on: November 16, 2013, 03:09:55 pm »
d_smagin, could you add frame skip option into your next opk release, as i notice you added the audio sample option in the latest version, just wondered if you could add frame skip in the next??

... if possible a V-sync option too... in some games could be a good remedy to the "visual problem" of screen tearing! Thanks! :)

hi-ban

  • **
  • Posts: 825
Re: Final Burn Alpha SDL for GCW-Zero (BETA)
« Reply #44 on: November 16, 2013, 04:50:28 pm »
i have an FBA build with forced v-sync, and i can say that it runs all neo-geo, CPS1 and CPS2 games flawlessly without a single frame drop, and without screen tearing.

d_smagin told me that the plan was to make v-sync optional, so yes, you can expect it for a future release.

 

Post a new topic