Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 197000 times)

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
« Reply #80 on: December 17, 2013, 07:51:06 am »
Nice release, I got Fantasy Zone 2 DX and Donkey Kong working with it, which didn't in the last version.

bouldash, garou and mslug3 crash to gmenu2x. I thought maybe the ROMs were wrong, but now that you updated to the latest FBA I decided to try those in the latest Windows FBA and they all work fine there. They are able to get past the loading screen, so I don't think they are corrupted from wifi transfer (I tried deleting and transferring them a few times too).

Fixed bouldash, garou and mslug3 crash: http://www.sendspace.com/file/95f7zg

First post updated as well.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #81 on: December 17, 2013, 08:27:52 am »
Cool! Your last fix also fixed KOF99 not working!

so what exactly was the problem you fixed?

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #82 on: December 17, 2013, 11:52:00 am »
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Bender

  • Posts: 28
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
« Reply #83 on: December 17, 2013, 01:30:08 pm »
Sorry guys, I there a way to rotate the screen?

I too would really love this feature if possible
It is pretty awkward to hold the GCW sideways to play vertical games

« Last Edit: December 17, 2013, 01:32:05 pm by Bender »

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
« Reply #84 on: December 17, 2013, 03:46:42 pm »
Fixed bouldash, garou and mslug3 crash: http://www.sendspace.com/file/95f7zg

First post updated as well.

Thanks a lot for your work! :)
Maybe I recognized another little "issue"...Sega Alien Storm doesn't run... I tried all ROMs with all available settings...

toto

  • Posts: 147
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #85 on: December 17, 2013, 05:36:11 pm »
Guys, can I use MAME 0.149 roms on it? What about the roms I am using on the older version ( an FBA ROMSET for the Pandora), they will be useless if i upgrade to the new FBA? Thanks!

glimmer

  • Posts: 119
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #86 on: December 17, 2013, 05:39:31 pm »
It seems like FBA isn't saving "soft DIP" settings, at least for NeoGeo and CPS games. Is this expected behavior? Will there be support for setting hard DIP switches at some point?

Thanks!

BlockABoots

  • Posts: 131
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #87 on: December 17, 2013, 05:57:49 pm »
I have tried MetroCross but the audio music seems to be playing way too fast any ideas on this? Also im sure Ninja Spirit worked flawlessly a few version back but now seems to run at like 8fps!!

So what is the deal with games like, Rolling Thunder, Splatter house and Elevator Action Returns not being in FBA after all these years?

glimmer

  • Posts: 119
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #88 on: December 17, 2013, 05:58:57 pm »
Guys, can I use MAME 0.149 roms on it? What about the roms I am using on the older version ( an FBA ROMSET for the Pandora), they will be useless if i upgrade to the new FBA? Thanks!
FBA isn't that picky about the images. Many older games like the ones FBA supports, haven't had re-dumps since the very early days of MAME. The officially supported games have mostly changed as complete dumps have replaced incomplete or corrupted dumps. Some changed because the arcade emulators have added runtime support for decryption. Sometimes more consistent naming schemes replaced inconsistent ones, or some ROM images have been joined or split... usually to match the original physical arcade board EPROM layouts.

Sometimes it's possible to just record any missing file errors, unpack your ZIP and rename the images based on simple guesswork. If a game's not working it's hard to make it worse than it is.

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #89 on: December 17, 2013, 06:24:58 pm »
I have tried MetroCross but the audio music seems to be playing way too fast any ideas on this? Also im sure Ninja Spirit worked flawlessly a few version back but now seems to run at like 8fps!!

So what is the deal with games like, Rolling Thunder, Splatter house and Elevator Action Returns not being in FBA after all these years?

nspirit indeed runs slow.

As for second question you may refer it to original FBA authors; despite writing/adopting a lot of code for SDL backend, I used non-modified FBA emulation core.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

subone

  • Posts: 2
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #90 on: December 17, 2013, 06:26:13 pm »
Very nice release ... thank you  :)
But why games like Rtype I or II are so slow ?  ::)

BlockABoots

  • Posts: 131
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #91 on: December 17, 2013, 07:36:24 pm »
So is there anyway to filter the rom list, i would just like the list to show 1 working version of a game?

Also if using mame 0.149 romset is there a way to sort out just the roms that FBA can play?

And my final question (for this post) will FBA ever support the new merged romset that are being released now i think there .z7 file types and not .zip??

Awakened

  • Posts: 96
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
« Reply #92 on: December 17, 2013, 07:48:06 pm »
Fixed bouldash, garou and mslug3 crash: http://www.sendspace.com/file/95f7zg

First post updated as well.
Awesome, thanks!

Sorry guys, I there a way to rotate the screen?

I too would really love this feature if possible
It is pretty awkward to hold the GCW sideways to play vertical games
Maybe this will be easier to implement when the IPU driver is done for scaling. 4:3 scaling would be nice too, since CPS2 games are stretched wide at pixel aspect.

Guys, can I use MAME 0.149 roms on it? What about the roms I am using on the older version ( an FBA ROMSET for the Pandora), they will be useless if i upgrade to the new FBA? Thanks!
Most 0.150 and 0.151 MAME ROMs should work too, since there weren't that many changes.

It seems like FBA isn't saving "soft DIP" settings, at least for NeoGeo and CPS games. Is this expected behavior? Will there be support for setting hard DIP switches at some point?

Thanks!
I'm not sure if this is something other versions of FBA can do, but it would be nice. For now I just have to remember to turn on red blood in Metal Slug and some of the violence settings in other Neo Geo games each time I boot them, which isn't that big a deal.

toto

  • Posts: 147
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #93 on: December 17, 2013, 07:53:13 pm »
Thanks a lot for all your answers, very nice job!

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #94 on: December 17, 2013, 10:38:57 pm »
Very nice release ... thank you  :)
But why games like Rtype I or II are so slow ?  ::)

Because the NEC V30 core emulation isn't well optimized for the MIPS XBurst CPU, then it's very slow and the M72/M92 games (like R-Type I/II and Hammerin' Harry) turn out to be unplayable (about 4-5 fps)

BlockABoots

  • Posts: 131
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
« Reply #95 on: December 17, 2013, 10:44:23 pm »
Try this:

1. Download this DAT file:

http://www.mediafire.com/download/46g9ft7h1525n77/fba_029724_od_gcw.zip

2. Download and install clrmamepro:

http://mamedev.emulab.it/clrmamepro/

3. Run clrmamepro / Add datafile /Double click in the profile FB Alpha v0.2.97.24 Arcade Games/Rebuilder

4. Select the source and destination folders and rebuild.

I have a full Finalburn 0.2.97.29 romset, can the above method be used to leave just 1 working version of each rom, so no duplicates?

Eliwood_san

  • Posts: 258
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #96 on: December 18, 2013, 12:59:07 am »
it would be great if this emulator can save the map button configuration otherwise its a great emulator!! Thanks for sharing it.

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #97 on: December 18, 2013, 01:07:51 am »
it would be great if this emulator can save the map button configuration otherwise its a great emulator!! Thanks for sharing it.

It saves it for me. Note that button mapping settings are Per-Game, so when you save it, you save only for the current game.

trisoret

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #98 on: December 18, 2013, 04:46:29 am »
I definitely like the newest update, games seem to run smoother now with better frame rate, keep up the great work guys, I know this could be the best emulator on the system.

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #99 on: December 18, 2013, 09:41:26 am »
it would be great if this emulator can save the map button configuration otherwise its a great emulator!! Thanks for sharing it.

It saves it for me. Note that button mapping settings are Per-Game, so when you save it, you save only for the current game.

Yes, I confirm... the buttons settings  are saved and are "per-game"! :)

 

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