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GCW Zero => Releases => Topic started by: dmitry_smagin on September 16, 2013, 06:40:17 am

Title: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin 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.
(http://img-fotki.yandex.ru/get/9508/3442222.0/0_9d420_ed745804_L.png)
Romlist.

(http://img-fotki.yandex.ru/get/9118/3442222.0/0_9d421_8e63f267_L.png)
Frontend settings (START).

(http://img-fotki.yandex.ru/get/9319/3442222.0/0_9d41f_d11a4a0e_L.png)
Individual game settings (A).

(http://gdurl.com/hWv9)
(http://gdurl.com/Nzco)
(http://gdurl.com/pcpR)
(http://gdurl.com/Mw-Y)

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 (https://www.sendspace.com/file/e5z49v)

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

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

Source: https://github.com/dmitrysmagin/fba-sdl (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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Atlantis_Risen 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: trisoret 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: neilgeox 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Ghaleon 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: samir on September 21, 2013, 09:13:44 pm
Thanks! Hey d_smagin,have you plans for a new release for the dingoo a320?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: MacDonals 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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Scoobysnaxx 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Teruro 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).
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Chiba3010 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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: dmitry_smagin 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Chiba3010 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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Inertia 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: FreddyBoubil 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
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: dmitry_smagin 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 (http://www.barryharris.me.uk/article_view.php?id=179)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: FreddyBoubil on October 29, 2013, 08:04:22 pm
Thank you :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: blackbolt91 on October 30, 2013, 09:13:09 pm
for some reason FBA is not working for me.  Is there any preliminary steps i must take besides just creating a folder and place rom files in zip format?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: FreddyBoubil on October 31, 2013, 08:23:59 am
What do you mean by "not working" ? The emulator doesn't run ? The roms don't work ? ... ?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Jutleys on November 04, 2013, 11:48:26 pm
Afterburner 1 and 2 play too slow for me is that normal.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 01:53:04 pm
Will FBA romset for FB Alpha 0.2.97.28 work with this version?, also any plans on updating to version 0.2.97.28??
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 02:28:32 pm
I want to try the FBA with FBA-Capex release but dont have a clue on how to mnual install games on the GCW, is there a guide about at all?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 on November 09, 2013, 02:42:16 pm
I want to try the FBA with FBA-Capex release but dont have a clue on how to mnual install games on the GCW, is there a guide about at all?

Here the video tutorial! ;)
https://www.youtube.com/watch?v=FYK67N8Bwrc (https://www.youtube.com/watch?v=FYK67N8Bwrc)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: dmitry_smagin on November 09, 2013, 02:42:25 pm
I want to try the FBA with FBA-Capex release but dont have a clue on how to mnual install games on the GCW, is there a guide about at all?

https://www.youtube.com/watch?v=FYK67N8Bwrc
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 04:15:42 pm
Excellent Stuff, thanks!!
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 04:33:21 pm
Ok i have followed the youtube guide and now i see the FBA CAPEX icon in my emulators tab, and have setup the rom directory but whenever i load a rom it just resets back to the GCW menu screen, any ideas?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: dmitry_smagin on November 09, 2013, 05:39:32 pm
Ok i have followed the youtube guide and now i see the FBA CAPEX icon in my emulators tab, and have setup the rom directory but whenever i load a rom it just resets back to the GCW menu screen, any ideas?

You have to change file attributes for both fbacapex.dge and fbasdl.dge, as, I presume, you are running from internal memory. Linux filesystems have a special flag for executables.

chmod +x fbacapex.dge fbasdl.dge

But you have to telnet to your gcw0.

The other way is to run from external sd-card with fat, in this case this attribute won't matter.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 06:15:27 pm
Ok so i have:

Copied the fba-gcw0 over the apps folder on the internal memory
Press Select and selected Scan For Applications and Games
Then another tab appears called 'Found dge'
Inside 'Found dge' is fbacapex and fbasdl
I then press select on fbacapex and select 'edit fbacapex' and select the directory where my rom files are found
I then repeat the same for 'fbasdl' but roms still dont load

what do i need to do next?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: hi-ban on November 09, 2013, 06:21:26 pm
read the post above yours.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 09, 2013, 06:44:46 pm
Yeah i read it but not sure how to change the file aatributes?
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: SuperMarcoVer on November 09, 2013, 06:47:27 pm
If you put it on an external sd it runs without any handling.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 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 (http://boards.dingoonity.org/gcw-general/(howto)-terminal-access-to-gcw0-using-telnet/msg75670/#msg75670)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots 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!
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 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! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots 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
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: hi-ban 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots on November 10, 2013, 04:31:21 pm
I placed them in media/ROMs, where do they need to be placed??
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: hi-ban on November 10, 2013, 04:50:12 pm
In the roms folder inside the FBA folder. Just like in MAME for PC.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: dmitry_smagin on November 12, 2013, 04:14:12 am
Please, test new beta.
OPK: http://www.sendspace.com/file/ns99qr (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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 on November 12, 2013, 10:04:17 am
PS: to test the emulator I used the ROMset 0.2.97.24...
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Chiba3010 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 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) !
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: BlockABoots 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??
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 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! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: hi-ban 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (BETA)
Post by: Gab1975 on November 16, 2013, 05:57:02 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.

Thanks for the explanation! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero\
Post by: dmitry_smagin on December 14, 2013, 07:17:56 pm
Major update, see first post for instructions.

(http://img-fotki.yandex.ru/get/9508/3442222.0/0_9d420_ed745804_L.png)
(http://img-fotki.yandex.ru/get/9118/3442222.0/0_9d421_8e63f267_L.png)
(http://img-fotki.yandex.ru/get/9319/3442222.0/0_9d41f_d11a4a0e_L.png)
Download opk: http://www.sendspace.com/file/34hddv (http://www.sendspace.com/file/34hddv)
What's new:
- Frontend and FBA are merged in one application
- You can set up to 8 paths to search for roms
- New skin from Hi-ban
- Vsync setting is supported (SDL_HWSURFACE|SDL_DOUBLEBUF) for perfect scrolling
- New a68k emulation core adapted from fba4psp
- New sound outputs: libao, SDL with mutexes, SDL simple
- Added missing downscalers:
  512x224 => 320x240 - galpinbl, hotpinbl
  376x240 => 320x240 - myangel2
  368x224 => 320x240 - zerozone, lvgirl94
  380x224 => 320x240 - silkroad
  336x240 => 320x240 - gauntlet
  224x256 => 320x240 - bombjack
- Fixed crash for cps1 games on exit
- Force syncronizing to 60Hz
Title: Re: Final Burn Alpha SDL for GCW-Zero\
Post by: Frenzis on December 14, 2013, 07:41:53 pm
WoW Thanks, I'll get it in a few minutes!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: toto on December 14, 2013, 09:04:12 pm
Won't work for me, maybe because I use an FBA romset?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Frenzis on December 14, 2013, 09:37:16 pm
Won't work for me, maybe because I use an FBA romset?

Did not work for me neither. I change the rom directory to my mane folder and did not work.

I deleted the line where to look for and now it works! It shows me all games and highlights the one I have... Strange
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: toto on December 14, 2013, 09:57:08 pm
Now it's working and I haven't done anything.... maybe it takes time to load... Is it posible to rotate the screen? And do we store the preview images? Thanks for your hard work!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: BlockABoots on December 14, 2013, 10:42:27 pm
Nice release thanks. Can i use the 'snaps' folder from mame so i get the game screen shot when selecting a rom. Where do i need to place this folder and what to name it please?. Or what button do you press in game to take a screen grab?

Also is Elevator Action returns or Rolling Thunder available for this emulator?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Dolbie on December 15, 2013, 12:33:16 am
Merry Early Christmas to me! I just played Frogger on my Zero!! Woohoo!!
Thanks for all the hard work on this release!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Gab1975 on December 15, 2013, 07:59:14 am
Thanks a lot for this update! :) I tried all Cave, pre-CPS1, CPS1 and CPS2 games and they run very well (full speed and without glitches)

PS: I used the following settings: Sound SDL 22050 Hz, vertical sync ON, 68K emu core C68K
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Gab1975 on December 15, 2013, 08:05:07 am
The Irem M72/M92 games are still unplayable (about 4-5 fps!), probably the V30 core emulation is very slow!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: TimeDevouncer on December 15, 2013, 08:25:39 am
Thanks for the update!! Looks amazing! ;D

But one question: What's the folder for Screen shots previews? In the older version works, but I put mi sshots in :

/media/data/local/home/.fba/sshots

and

/media/data/local/home/.fba/previews

But doesn't works  :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Gab1975 on December 15, 2013, 09:42:58 am
A "little issue": in the Banpresto Mazinger the vertical screen orientation is inverted (from right to left) while the d-pad inputs are set to work with a standard orientation (from left to right)... in any case not a big problem, just a little unconfortable to use! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: yoshi41 on December 15, 2013, 10:36:00 am
Here's a .zip with all FBA 0.2.97.24 previews in the correct format and size (same as for the Pandora)...

http://www.mediafire.com/download/2m75vdpiqd318yv/fba_029724_pandora_arcade_previews(2840).zip

Put them in this directory...

/media/data/local/home/.fba/previews

Note: The directory name on the Zero is previews not preview.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: TimeDevouncer on December 15, 2013, 11:44:02 am
Here's a .zip with all FBA 0.2.97.24 previews in the correct format and size (same as for the Pandora)...

http://www.mediafire.com/download/2m75vdpiqd318yv/fba_029724_pandora_arcade_previews(2840).zip

Put them in this directory...

/media/data/local/home/.fba/previews

Note: The directory name on the Zero is previews not preview.

Thank you! ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: BlockABoots on December 15, 2013, 11:49:20 am
Here's a .zip with all FBA 0.2.97.24 previews in the correct format and size (same as for the Pandora)...

http://www.mediafire.com/download/2m75vdpiqd318yv/fba_029724_pandora_arcade_previews(2840).zip

Put them in this directory...

/media/data/local/home/.fba/previews

Note: The directory name on the Zero is previews not preview.

Thanks man!

Is there a torrent romset about for this version of FBA that has just the master roms and no clones??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: iames85 on December 15, 2013, 03:43:19 pm
Your awesome Yoshi. Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: toto on December 15, 2013, 09:38:36 pm
Sorry guys, I there a way to rotate the screen?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: gijoke69 on December 15, 2013, 09:54:55 pm
Ok, I just put this on my GCW and with what few roms I have found that even show up on the list, they do not work. Can anybody explain to me in simple terms how to get games working? are roms supposed to be zip files?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: glimmer on December 15, 2013, 10:50:16 pm
Is there a possibility that PNG support could be added to the FBA front-end? The current preview BMP set uses about 134MB. An optimized PNG set uses about 76MB.

Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: BlockABoots on December 15, 2013, 11:31:32 pm
Is there a way to just show the master roms in the rom list and not the clones, i have like 2800 odd roms in my list and would just like to filter to show just that master roms, is this possible?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: glimmer on December 16, 2013, 12:27:33 am
Also, will support for existing FBA cheat files (http://haggar.emuunlim.com/cheating/cheating.htm) be added at some point?

Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Chiba3010 on December 16, 2013, 02:15:08 am
Awesome update Yoshi! And I love the interface. Been happily using FBA.dge and Capex up to this point but now I think I might prefer your updated opk release even more in a number of aspects! Thanks, man. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: dmitry_smagin on December 16, 2013, 03:15:06 am
Also, will support for existing FBA cheat files (http://haggar.emuunlim.com/cheating/cheating.htm) be added at some point?

Thanks!

Thanks for pointing, I'll look at it.

Awesome update Yoshi! And I love the interface. Been happily using FBA.dge and Capex up to this point but now I think I might prefer your updated opk release even more in a number of aspects! Thanks, man. :)

??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: saiyan23 on December 16, 2013, 03:19:27 am
I've uninstalled every old version of FBA using the GCW Zero Manager but I still can't get the GUI to show up. Upon starting the current FBA I get the roms list that I have in /media/data/ROMS/FBA. I can select and play any of these roms but the GUI never comes up. Pressing L+R+Start brings up a plain menu with options like Load State, Save State, Exit etc. Why am not getting GUI everyone else is? Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: lithium210 on December 16, 2013, 03:31:51 am
I've uninstalled every old version of FBA using the GCW Zero Manager but I still can't get the GUI to show up. Upon starting the current FBA I get the roms list that I have in /media/data/ROMS/FBA. I can select and play any of these roms but the GUI never comes up. Pressing L+R+Start brings up a plain menu with options like Load State, Save State, Exit etc. Why am not getting GUI everyone else is? Thanks!

You need to clear the rom directory path before this version came out or the gui wont load.

Press select on the FBA shortcut, go to edit fba, under select directory press B to clear it then press start. Now run FBA again and the gui should load.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Chiba3010 on December 16, 2013, 06:17:12 am
Also, will support for existing FBA cheat files (http://haggar.emuunlim.com/cheating/cheating.htm) be added at some point?

Thanks!

Thanks for pointing, I'll look at it.

Awesome update Yoshi! And I love the interface. Been happily using FBA.dge and Capex up to this point but now I think I might prefer your updated opk release even more in a number of aspects! Thanks, man. :)

??

Sorry, d_smagin, that was directed at you. I'd just been reading through a thread by yoshi and had a premature "senior moment" writing names.  :-[
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: dmitry_smagin on December 16, 2013, 01:05:12 pm
Another major update.

FBA is now upgraded to the latest version 0.2.97.29 (june 2013).

Official FBA changelog: http://barryharris.co.uk/article_view.php?id=194 (http://barryharris.co.uk/article_view.php?id=194)

What's new in FBA for GCW-Zero:
- A lot of new games/clones are added (now ~3257 games in total)
- Fixed mazinger

Download FBA 0.2.97.29 opk: http://www.sendspace.com/file/nfumcz (http://www.sendspace.com/file/nfumcz)
Game list: http://www.sendspace.com/file/u6ryao (http://www.sendspace.com/file/u6ryao)

EDIT: Fixed crash if there was an error during rom load. Now FBA just goes back to the frontend rom list.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: Awakened on December 16, 2013, 07:55:51 pm
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).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Dnilo on December 16, 2013, 10:34:24 pm
I've uninstalled every old version of FBA using the GCW Zero Manager but I still can't get the GUI to show up. Upon starting the current FBA I get the roms list that I have in /media/data/ROMS/FBA. I can select and play any of these roms but the GUI never comes up. Pressing L+R+Start brings up a plain menu with options like Load State, Save State, Exit etc. Why am not getting GUI everyone else is? Thanks!

You need to clear the rom directory path before this version came out or the gui wont load.

Press select on the FBA shortcut, go to edit fba, under select directory press B to clear it then press start. Now run FBA again and the gui should load.

Thanks so much for this, I had the same problem :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: Xantos on December 16, 2013, 11:09:55 pm
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).

Same problem for me, and I've tested it with a 0.2.97.29 romset.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: gijoke69 on December 17, 2013, 12:41:04 am
Can someone just explain why it doesnt seem to work? I access the roms on the list and an error message comes up.
Please? Anyone?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: hi-ban on December 17, 2013, 12:43:48 am
which error? that's the key...

most probably, you have a wrong romset and/or missing bios files.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: gijoke69 on December 17, 2013, 12:57:56 am
romset? I saw this term in previous posts but have no idea what they mean. My roms are zip files. Most of my roms dont even show up on the list. What am I doing wrong? I took the roms from the rom list and they still dont show up or work.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: hi-ban on December 17, 2013, 01:31:07 am
For each game, there can exist many different versions of it. different dumps, from different versions of the game, and even with different files inside the zip. FBA is very picky about the roms, and will only execute the exact version it has been programmed for. If a single file is missing or has the wrong name, then FBA does not want to run.

Also, some games (such as Neo-Geo games) need BIOS files to work. If you don't have the exact version of the bios, then FBA will not run those games.

This particular version of FBA (0.2.97.29) uses the same roms as MAME 0.149. We can't give links to the roms or bios files, so you will have to search for them yourself in the internet.

A "romset" is a pack of roms.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: TimeDevouncer on December 17, 2013, 07:11:31 am
Try this:

1. Download this DAT file:

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

2. Download and install clrmamepro:

http://mamedev.emulab.it/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.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: dmitry_smagin 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 (http://www.sendspace.com/file/95f7zg)

First post updated as well.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban 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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 17, 2013, 11:52:00 am
Cool! Your last fix also fixed KOF99 not working!

so what exactly was the problem you fixed?

:D
https://github.com/dmitrysmagin/fba-sdl/commit/bc3197db8e80a58a91a1fbe394d246c228f45aef (https://github.com/dmitrysmagin/fba-sdl/commit/bc3197db8e80a58a91a1fbe394d246c228f45aef)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-15)
Post by: Bender 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

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: Gab1975 on December 17, 2013, 03:46:42 pm
Fixed bouldash, garou and mslug3 crash: http://www.sendspace.com/file/95f7zg (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...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: toto 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!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: glimmer 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!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: BlockABoots 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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: glimmer 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: subone on December 17, 2013, 06:26:13 pm
Very nice release ... thank you  :)
But why games like Rtype I or II are so slow ?  ::)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: BlockABoots 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??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: Awakened on December 17, 2013, 07:48:06 pm
Fixed bouldash, garou and mslug3 crash: http://www.sendspace.com/file/95f7zg (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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: toto on December 17, 2013, 07:53:13 pm
Thanks a lot for all your answers, very nice job!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 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)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-16)
Post by: BlockABoots 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 (http://www.mediafire.com/download/46g9ft7h1525n77/fba_029724_od_gcw.zip)

2. Download and install clrmamepro:

http://mamedev.emulab.it/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?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Eliwood_san 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: trisoret 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.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 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"! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: gijoke69 on December 18, 2013, 02:08:42 pm
I downloaded romset 0.151 and none of the games even show up in yellow. So, what is up with that?
Any help?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: zear on December 18, 2013, 02:36:27 pm
I downloaded romset 0.151 and none of the games even show up in yellow. So, what is up with that?
Any help?
Where did you put them? You need to point Final Burn Alpha to the location of your ROMs directory.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: gijoke69 on December 18, 2013, 03:41:53 pm
I downloaded romset 0.151 and none of the games even show up in yellow. So, what is up with that?
Any help?
Where did you put them? You need to point Final Burn Alpha to the location of your ROMs directory.
I made a FBA roms folder in my roms folder. ( Roms/FBA) Every rom i have put in does not show up.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban on December 18, 2013, 04:33:44 pm
as zear said, you need to specify the rom folder in FBA.

-Launch FBA
-Press "Start"
-select any of the "rom paths"
-navigate to your rom folder and press "Start"
-You will now see your rom folder listed in the rom paths list. Press Select to return to the romlist.
-If needed, restart FBA for it to refresh the rom list.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 18, 2013, 04:34:19 pm
I downloaded romset 0.151 and none of the games even show up in yellow. So, what is up with that?
Any help?
Where did you put them? You need to point Final Burn Alpha to the location of your ROMs directory.
I made a FBA roms folder in my roms folder. ( Roms/FBA) Every rom i have put in does not show up.

Press start, choose the folder, exit FBA and run it again. If no luck, you definitely did smth wrong.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: gijoke69 on December 18, 2013, 09:46:24 pm
I downloaded romset 0.151 and none of the games even show up in yellow. So, what is up with that?
Any help?
Where did you put them? You need to point Final Burn Alpha to the location of your ROMs directory.
I made a FBA roms folder in my roms folder. ( Roms/FBA) Every rom i have put in does not show up.

Press start, choose the folder, exit FBA and run it again. If no luck, you definitely did smth wrong.
YAY! GOt it! Thanks so much. So, what about all the roms that arent on the list? Do I have to wait for a MAME4ALL to play those?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 18, 2013, 10:18:36 pm
- Namco Dragon Buster seems to have a glitch... the music playback is too fast.
- Data East Dream Soccer 94 doesn't run... I tried with all three 68k core emulators.
- Tecmo Eight Forces has a screen orientation similar to the Mazinger... in other words, the vertical screen orientation is inverted (from right to left) while the d-pad inputs are set to work with a standard orientation (from left to right).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 19, 2013, 11:53:26 am
- Namco Dragon Buster seems to have a glitch... the music playback is too fast.
- Data East Dream Soccer 94 doesn't run... I tried with all three 68k core emulators.
- Tecmo Eight Forces has a screen orientation similar to the Mazinger... in other words, the vertical screen orientation is inverted (from right to left) while the d-pad inputs are set to work with a standard orientation (from left to right).

Dragon Buster (drgnbstr) behaves exactly the same on official FBA and there's a note 'Missing sounds'
Dream Soccer 94 (dsoccr94) has it's parent rom marked as 'non working' in official FBA, but the clone dsoccr94j works in fact. And there's a note 'Imperfect sound and graphics'. It runs very slow as most other irem games.

As for Eight Forces I'll fix it asap.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 19, 2013, 12:01:15 pm
Dragon Buster (drgnbstr) behaves exactly the same on official FBA and there's a note 'Missing sounds'
Dream Soccer 94 (drsoccr94) has it's parent rom marked as 'non working' in official FBA, but the clone drsoccr94j works in fact. And there's a note 'Imperfect sound and graphics'.

As for Eight Forces I'll fix it asap.

Thanks! Your FBA porting is a big gift for the GCW Zero users! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 19, 2013, 02:14:32 pm
Fixed 'Eight Forces' (eightfrc) screen orientation: http://www.sendspace.com/file/auv0jg (http://www.sendspace.com/file/auv0jg)
Link in first post updated as well.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 19, 2013, 02:43:38 pm
Fixed 'Eight Forces' (eightfrc) screen orientation: http://www.sendspace.com/file/auv0jg (http://www.sendspace.com/file/auv0jg)
Link in first post updated as well.

Thanks! ;) Did you have time to examine the issue with SEGA Alien Storm? It doesn't run (black screen)... I tried all ROMs with all available settings...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 19, 2013, 04:51:25 pm
Fixed 'Eight Forces' (eightfrc) screen orientation: http://www.sendspace.com/file/auv0jg (http://www.sendspace.com/file/auv0jg)
Link in first post updated as well.

Thanks! ;) Did you have time to examine the issue with SEGA Alien Storm? It doesn't run (black screen)... I tried all ROMs with all available settings...

Something is strange with this particular game. Official FBA binary runs it well. However, if I compile FBA for windows from sources 0.2.97.29, this game doesn't work. There are two probable reasons:
1. Either official FBA binary is being compiled from later sources where this game is fixed
2. Or different compilers are causing this (VC for official version versus GNU C for me)

I can't help much here as I don't have VC and I don't want to deal with it.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Inertia on December 19, 2013, 06:11:33 pm
all the toki romsets have the music too slow, only the bootleg seem to be ok.

Superb work btw :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 19, 2013, 08:44:55 pm
Something is strange with this particular game. Official FBA binary runs it well. However, if I compile FBA for windows from sources 0.2.97.29, this game doesn't work. There are two probable reasons:
1. Either official FBA binary is being compiled from later sources where this game is fixed
2. Or different compilers are causing this (VC for official version versus GNU C for me)

I can't help much here as I don't have VC and I don't want to deal with it.

In any case, we "will survive" also without Alien Storm! :P Thanks again for your work! :)

PS: Sun Electronics Funky Fish (fnkyfish) and Comad Gals Pinball (galspnbl) have the same issue of Eight Forces and Mazinger (the screen orientation inverted).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 20, 2013, 02:48:43 pm
PS: Sun Electronics Funky Fish (fnkyfish) and Comad Gals Pinball (galspnbl) have the same issue of Eight Forces and Mazinger (the screen orientation inverted).

Fixed both: http://www.sendspace.com/file/nfs9m0 (http://www.sendspace.com/file/nfs9m0)
First post corrected as well.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: BlockABoots on December 20, 2013, 03:05:47 pm
Any ideas on the speeded up music on Metro Cross??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 20, 2013, 04:54:02 pm
Fixed both: http://www.sendspace.com/file/nfs9m0 (http://www.sendspace.com/file/nfs9m0)
First post corrected as well.

Thanks! Your efficiency is admirable! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: yoshi41 on December 20, 2013, 07:56:21 pm
Fixed both: http://www.sendspace.com/file/nfs9m0 (http://www.sendspace.com/file/nfs9m0)
First post corrected as well.

You're very quick, Dmitry. Thanks.

Some kind of versioning (for both .zip file names) would be nice. I already lost tracking of what I've downloaded.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban on December 21, 2013, 01:46:14 am
Dream Soccer 94 (dsoccr94) has it's parent rom marked as 'non working' in official FBA, but the clone dsoccr94j works in fact. And there's a note 'Imperfect sound and graphics'. It runs very slow as most other irem games.

Yes, while Irem M62/M63/M75/M77 run ok (60fps), M72/M81/M82/M84/M90/M92/M97/M107 run too slow (about 5fps).

I've done a little research http://www.system16.com/museum.php?id=4 and noticed that M62/M63/M75/M77 all use a Z80 as main CPU, while M72/M81/M82/M84/M90/M92/M97/M107 all use a V30 as main CPU (M92/M107 also use a V33 secondary? CPU). All the boards use the same sound chips (YM2151), so i guess that the main bottleneck here is the emulation of the V30 chip.

Btw: in these games (all share the same board) the game runs fine, but the sound is too slow: http://www.system16.com/hardware.php?id=945
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Kelleth on December 21, 2013, 03:16:22 am
I am using rom set 149. I have set the menu. Parodius Da! works perfectly. But Sexy Parodius and a whole lot of other games refuse to show up in the menu. Simply because they are not on that list for some reason. (out of the 20 I put in the filecase only have 5 that showed up.)

Now I found out that once I set that menu feature on and press the select button on the opk, I can't set it back to the normal file browsing feature any more. I am going to copy the opk in the menu and try to set that one in the normal file browser settings. I hope that works :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban on December 21, 2013, 03:33:40 am
I am using rom set 149. I have set the menu. Parodius Da! works perfectly. But Sexy Parodius and a whole lot of other games refuse to show up in the menu. Simply because they are not on that list for some reason. (out of the 20 I put in the filecase only have 5 that showed up.)

This emulator is FBA. It's not MAME. When people say it uses MAME 0.149 romset, it means that you can take all the FBA romset  from the MAME romset. But that does not mean that the entire MAME romset will be supported by FBA.

FBA supports 3159 roms. MAME 0.149 supports more than 20000 roms. Many roms are not on the list, simply because FBA does not support them.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Kelleth on December 21, 2013, 03:36:28 am
This emulator is FBA. It's not MAME. When people say it uses MAME 0.149 romset, it means that you can take all the FBA romset  from the MAME romset. But that does not mean that the entire MAME romset will be supported by FBA.

FBA supports 3159 roms. MAME 0.149 supports more than 20000 roms. Many roms are not on the list, simply because FBA does not support them.

Thank you.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban on December 21, 2013, 03:52:27 am
here is a list of the games currently supported by FBA: http://www.sendspace.com/file/u6ryao

Note that a game being supported does not mean it will run at full speed. There are still some speed issues with games from some specific systems (as an example, CPS3, PGM and Psikyo games do not run at full speed), and there are some very rare cases (you might not even find them) of games which don't load properly.

some of those issues might be solved in the future, or maybe not. Who knows...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: Gab1975 on December 21, 2013, 06:01:37 am
Yes, while Irem M62/M63/M75/M77 run ok (60fps), M72/M81/M82/M84/M90/M92/M97/M107 run too slow (about 5fps).

I've done a little research http://www.system16.com/museum.php?id=4 and noticed that M62/M63/M75/M77 all use a Z80 as main CPU, while M72/M81/M82/M84/M90/M92/M97/M107 all use a V30 as main CPU (M92/M107 also use a V33 secondary? CPU). All the boards use the same sound chips (YM2151), so i guess that the main bottleneck here is the emulation of the V30 chip.

Of course... the "problem" is an extremely slow V30 emulation (the NEC V30 is an x86 CPU, very similar to the Intel 8086; the V33 is a more efficient V30 with a separate data and address bus).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: dmitry_smagin on December 21, 2013, 06:58:15 am
Small update special for hi-ban: http://www.sendspace.com/file/4n3hab (http://www.sendspace.com/file/4n3hab)

- Added support for png files for previews
- Now first *romname*.png and *romname*.bmp are checked and if not found, *parentromname*.png and *parentromname*.bmp are searched.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Inertia on December 21, 2013, 02:02:19 pm
Hello d_smagin & thx for your wonderfull work on fba.
Just a question, would it be possible to add analog compatibility on all games (not just those who actually are analog to start with, like out run...)
It can be very usefull to play some good old gradius and other shooters without the atrocious dpad of the zero. Can a "analog for all games" On - Off be added to theoption menu?

Thx :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Moolligan on December 21, 2013, 03:38:38 pm
That'll be great also for fighting games!

cheers from an FBA fan.  ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 22, 2013, 11:30:27 pm
In Taito's Arkanoid (arkanoid) and in the respective clones the directional controls don't work, in other words it's impossible move the paddle...
Mario Bros (mario) doesn't run, while his clone "Pest Place" (pestplce) works properly...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: hi-ban on December 23, 2013, 12:05:13 am
Another issue: If you set the "show roms" option of the frontend to "Playable only", the list is always empty.

and a question: Would it be feasible to implement an option to show only "parent" roms?

btw, here is a preview pack i've done for FBA. The previews are in PNG format, so you must remove any previous BMP preview if you don't want your old ones to conflict with this new ones.

https://app.box.com/s/nh0o8rtl0370aub4owqb

copy the PNG previews from the zip file into your "local/home/.fba/previews" folder.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: glimmer on December 23, 2013, 01:05:58 am
Another issue: If you set the "show roms" option of the frontend to "Playable only", the list is always empty.

and a question: Would it be feasible to implement an option to show only "parent" roms?

btw, here is a preview pack i've done for FBA. The previews are in PNG format, so you must remove any previous BMP preview if you don't want your old ones to conflict with this new ones.

https://app.box.com/s/nh0o8rtl0370aub4owqb

copy the PNG previews from the zip file into your "local/home/.fba/previews" folder.
Were these run through optipng or pngcrush? I have an optimized pack via optipng -o9 that I can make available. It saves a few megabytes.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: glimmer on December 23, 2013, 01:20:29 am
tmnt2 is susceptible to a weird bug that causes layers to not be rendered, apparently at random. For instance, on Stage 1, Krang's "electrifying vision" is not always drawn onscreen.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 23, 2013, 06:18:07 am
btw, here is a preview pack i've done for FBA. The previews are in PNG format, so you must remove any previous BMP preview if you don't want your old ones to conflict with this new ones.

https://app.box.com/s/nh0o8rtl0370aub4owqb

copy the PNG previews from the zip file into your "local/home/.fba/previews" folder.

Thanks! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Norghat on December 23, 2013, 12:24:17 pm
Another issue: If you set the "show roms" option of the frontend to "Playable only", the list is always empty.

and a question: Would it be feasible to implement an option to show only "parent" roms?

btw, here is a preview pack i've done for FBA. The previews are in PNG format, so you must remove any previous BMP preview if you don't want your old ones to conflict with this new ones.

https://app.box.com/s/nh0o8rtl0370aub4owqb

copy the PNG previews from the zip file into your "local/home/.fba/previews" folder.


+1, It'll be very nice to add an option to show only parent roms :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: PureWicked.AU on December 23, 2013, 12:37:58 pm
is creating a folder with a name starting in a "." possible though? .fba doesn't seem to want to happen for me..
found it.. :-D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
Post by: hi-ban on December 23, 2013, 01:33:35 pm
Of course... the "problem" is an extremely slow V30 emulation (the NEC V30 is an x86 CPU, very similar to the Intel 8086; the V33 is a more efficient V30 with a separate data and address bus).

but, in the upcoming MAME4ALL by Alekmaul, games which use the V30 CPU (like Dynablaster) run fullspeed...

maybe d_smagin can take the v30 core from MAME4All and implement an option in the menu to change between the current (slow and accurate) one and the fast one from mame4all, pretty much like it is done with the 68k cores.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: dmitry_smagin on December 23, 2013, 04:08:15 pm
Hello d_smagin & thx for your wonderfull work on fba.
Just a question, would it be possible to add analog compatibility on all games (not just those who actually are analog to start with, like out run...)
It can be very usefull to play some good old gradius and other shooters without the atrocious dpad of the zero. Can a "analog for all games" On - Off be added to theoption menu?

Thx :)

Yes, it's technically quite possible. I'll see what I can do. :)

In Taito's Arkanoid (arkanoid) and in the respective clones the directional controls don't work, in other words it's impossible move the paddle...
Mario Bros (mario) doesn't run, while his clone "Pest Place" (pestplce) works properly...

Yes, this is a bug with arkanoid, official FBA runs it well. I'll investigate this.
As for mario and pestplce, it's the same with official FBA: the second runs, the first doesn't.

Another issue: If you set the "show roms" option of the frontend to "Playable only", the list is always empty.

Sorry, it's a leftover from Capex; to be removed/changed soon. :)

tmnt2 is susceptible to a weird bug that causes layers to not be rendered, apparently at random. For instance, on Stage 1, Krang's "electrifying vision" is not always drawn onscreen.

Probably, the bug of official FBA. Not the highest priority atm.

Of course... the "problem" is an extremely slow V30 emulation (the NEC V30 is an x86 CPU, very similar to the Intel 8086; the V33 is a more efficient V30 with a separate data and address bus).

but, in the upcoming MAME4ALL by Alekmaul, games which use the V30 CPU (like Dynablaster) run fullspeed...

maybe d_smagin can take the v30 core from MAME4All and implement an option in the menu to change between the current (slow and accurate) one and the fast one from mame4all, pretty much like it is done with the 68k cores.

Nec emulators are almost the same in FBA and Mame; alekmaul's mame4all just uses older version. Probably, there's something else that is causing slowdowns. To be investigated in future.

Thanks everybody for reports. Don't get me wrong, but optimizing emulation or fixing/adding games are not the highest priority for me. The bugs of FBA frontend and GCW0-specific code are.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Xantos on December 23, 2013, 08:48:27 pm
Contratulations for your hard work, the emulation is awesome for neogeo and cps games.
Here is one suggestion for a future update: make the analogue stick configurable as buttons, this, combined with an auto fire option, could be great for vertical screen games (d-pad for movements and analogue for shots).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 23, 2013, 09:05:49 pm
Nec emulators are almost the same in FBA and Mame; alekmaul's mame4all just uses older version. Probably, there's something else that is causing slowdowns. To be investigated in future.

Yes, probably the GCW Zero has the adequate computing power to run Irem M7x and M9x games at full speed, the point is discover where is the "bottleneck" in the emulation.

Thanks everybody for reports. Don't get me wrong, but optimizing emulation or fixing/adding games are not the highest priority for me. The bugs of FBA frontend and GCW0-specific code are.

We thank you for your work! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: btnheazy03 on December 24, 2013, 09:07:50 am
d_smagin: you gave me early access to your version of FBA back when only 30 people had the gCW in their hands.

I would just like to say: YOU ROCK!!! THANKS FOR ALL THE HARD WORK!! Honestly, I spend 90% of my time with my Zero playing FBA.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 25, 2013, 02:17:51 am
A suggestion for the next FBA update:
I noted that often the volume is very different from game to game, I don't know if it's easy to add, but I think that an option to regolate the volume (audio dB) for each game could be useful... thanks! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 26, 2013, 08:21:38 am
A "little bug" report for the next FBA release:
Irem Battle Road (battroad) has the screen orientation inverted, like Eight Forces, Mazinger, etc...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: dmitry_smagin on December 26, 2013, 11:59:31 am
A "little bug" report for the next FBA release:
Irem Battle Road (battroad) has the screen orientation inverted, like Eight Forces, Mazinger, etc...

Fixed: http://www.sendspace.com/file/6xw5xf (http://www.sendspace.com/file/6xw5xf)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 26, 2013, 12:38:14 pm
Fixed: http://www.sendspace.com/file/6xw5xf (http://www.sendspace.com/file/6xw5xf)

Thanks for your remarkable efficiency ! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: dmitry_smagin on December 26, 2013, 01:46:16 pm
Another update. :)

One-line fix made some irem m72 games run at 25-30 fps (tested with rtype, dbreedm72, nspirit).
http://www.sendspace.com/file/kgepdu (http://www.sendspace.com/file/kgepdu)

But no miracles. Irem games are resource-hungry because they are emulated with scanline accuracy (most other games with frame accuracy).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on December 26, 2013, 04:23:57 pm
i've had some strange issues when loading "Muscle Bomber Duo - heat up warriors" (mbombrdj.zip) and "Muscle Bomber Duo - ultimate team battle" (mbombrd.zip).

Bug A - The menu / loading bar did not get completely rendered when having these games loaded, only 1/5 of the screen was rendered.

(http://img.photobucket.com/albums/v629/hi-ban/screenshot022_zps3d2ce0e6.png)

When trying to reproduce it, i eventually got another bug:

Bug B - The menu/loading screen did not get rendered at all, and the game looked like this:

(http://img.photobucket.com/albums/v629/hi-ban/screenshot020_zpsb31588fb.png)

However, i cannot find an exact way to reproduce the bug. Right now, it seems to be gone.

P.S: Right now, i got Bug A in one of the games, and Bug B in the other one.

P.S.2: Eventually, the emulator crashed when loading a different rom, and now the bug is gone again.

Hope this makes some sense...

P.S.3: Bug A , when triggered, does not happen if i set vsync ON, but it happens when i set it OFF.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
Post by: Gab1975 on December 26, 2013, 05:02:37 pm
Another update. :)

One-line fix made some irem m72 games run at 25-30 fps (tested with rtype, dbreedm72, nspirit).
http://www.sendspace.com/file/kgepdu (http://www.sendspace.com/file/kgepdu)

But no miracles. Irem games are resource-hungry because they are emulated with scanline accuracy (most other games with frame accuracy).

Then the main problem with Irem M72/92 games isn't the V30 core emulation, but the "rasterization method"... I tried some title, the performances are enhanced, however many games remain "very slow" (for example Hammerin' Harry runs at about 8-9 fps instead of 4-5 fps)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: btnheazy03 on December 30, 2013, 08:04:14 am
psst .. hey d_smagin ... analog stick --> mirror d-pad controls =]
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Wild Penguin on January 04, 2014, 03:39:12 pm
Hi d_smagin,

Thanks for FBA for GCW-Zero!

The shortcut for quicksave and quickload are getting triggered by accident when I play. So I made them an option so I can disable them (in games I don't use the shoulder buttons much, I guess they wouldn't get triggered by accident). Just FYI in case you might want to implement something similar in a future release ;).

What's the right way to compile it? I just did 'make -f Makefile.dingoo' in Linux (with the toolchain in $PATH), it seems to work :)

Cheers!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Nosna on January 04, 2014, 05:40:20 pm
I've read through this thread several times and maybe I am missing something. I have only gotten a few roms to work for FBA. I am using rom set 149 and every rom I try and run seems to have files missing. I have placed the bios for neogeo games in the folder and they still don't run. I have read through the list of roms that work and most of those still have files missing. I am running this one internal memory. So far I can only get two roms to work. Mame4all is working like a champ. I would love to get fba running too. Any help would be great.  I  new to this stuff so it's possible  I  missing a step. Thanks guys.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: evilbob on January 06, 2014, 05:04:10 am
i didnt quite read through all 10 pages of this thread but the analog stick would be nice to use. i play mainly fighting games on fba
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Nebuleon on January 06, 2014, 05:10:38 am
i didnt quite read through all 10 pages of this thread but the analog stick would be nice to use. i play mainly fighting games on fba
See #135 (http://boards.dingoonity.org/gcw-releases/final-burn-alpha-sdl-for-gcw-zero-(beta)/msg90215/#msg90215). You didn't even read the last page... :(
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Atlantis_Risen on January 09, 2014, 03:11:57 pm
i didnt quite read through all 10 pages of this thread but the analog stick would be nice to use. i play mainly fighting games on fba

I can't think of a worse control for fighting games than an analog joystick.  A d-pad is closer to the arcade stick because it has 8 digital directions.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: zear on January 09, 2014, 08:18:37 pm
Analog can have 8 digital directions as well, it's a matter of coding the input.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Atlantis_Risen on January 09, 2014, 08:56:20 pm
It can, but playing with it is too 'floaty', there's no clear place where right, turns into down, for instance.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Atlantis_Risen on January 10, 2014, 03:06:09 am
So I'm trying to follow the directions in the opening post about the first time running FBA, but my screen doesn't have that orange FBA main screen.  I just see my Zero desktop background with a file browser.  Am I doing something wrong?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on January 10, 2014, 04:16:18 am
So I'm trying to follow the directions in the opening post about the first time running FBA, but my screen doesn't have that orange FBA main screen.  I just see my Zero desktop background with a file browser.  Am I doing something wrong?


Delete old FBA link in /media/data/local/home/.gmenu2x folder.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Atlantis_Risen on January 11, 2014, 01:02:31 am
So I'm trying to follow the directions in the opening post about the first time running FBA, but my screen doesn't have that orange FBA main screen.  I just see my Zero desktop background with a file browser.  Am I doing something wrong?


Delete old FBA link in /media/data/local/home/.gmenu2x folder.

Worked perfectly...thank you!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: alyinsanfran on January 12, 2014, 07:07:46 pm
I'm just preparing FBA for my Zero - I've got every other emulator running beautifully.

I have a question though: the .149 rom set is huge, over 34Gb. What are people here doing to get it down to a manageable size?Mame4All does a nice job so I'd only be using FBA for NeoGeo and CPS etc.
 It seems like a big time-consuming job picking NeoGeo and CPS titles out of 18,000 roms to move to FBA. I am up for it though, unless there's some blindingly simple answer I haven't figured out!

What did you guys do? Am I missing something?

Edit: I'm half way though... the miracle of coffee!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Atlantis_Risen on January 12, 2014, 09:46:20 pm
I'm just preparing FBA for my Zero - I've got every other emulator running beautifully.

I have a question though: the .149 rom set is huge, over 34Gb. What are people here doing to get it down to a manageable size?Mame4All does a nice job so I'd only be using FBA for NeoGeo and CPS etc.
 It seems like a big time-consuming job picking NeoGeo and CPS titles out of 18,000 roms to move to FBA. I am up for it though, unless there's some blindingly simple answer I haven't figured out!

What did you guys do? Am I missing something?

Edit: I'm half way though... the miracle of coffee!

I only put select roms on my sd card.  no way I could fit them all.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on January 12, 2014, 09:52:53 pm
I'm just preparing FBA for my Zero - I've got every other emulator running beautifully.

I have a question though: the .149 rom set is huge, over 34Gb. What are people here doing to get it down to a manageable size?Mame4All does a nice job so I'd only be using FBA for NeoGeo and CPS etc.
 It seems like a big time-consuming job picking NeoGeo and CPS titles out of 18,000 roms to move to FBA. I am up for it though, unless there's some blindingly simple answer I haven't figured out!

What did you guys do? Am I missing something?

Edit: I'm half way though... the miracle of coffee!

You should download directly the 0.2.97.29 FBA Romset (about 8.7 GB)... :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: alyinsanfran on January 12, 2014, 10:08:39 pm
I'm just preparing FBA for my Zero - I've got every other emulator running beautifully.

I have a question though: the .149 rom set is huge, over 34Gb. What are people here doing to get it down to a manageable size?Mame4All does a nice job so I'd only be using FBA for NeoGeo and CPS etc.
 It seems like a big time-consuming job picking NeoGeo and CPS titles out of 18,000 roms to move to FBA. I am up for it though, unless there's some blindingly simple answer I haven't figured out!

What did you guys do? Am I missing something?

Edit: I'm half way though... the miracle of coffee!

You should download directly the 0.2.97.29 FBA Romset (about 8.7 GB)... :)

Bugger - wish I'd seen that before I started lol! I'm done now anyway, I have only NeoGeo, CPS1 and CPS2 english titles, no clones. 196 roms, 2.9Gb. Previews look great!

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on January 13, 2014, 08:39:55 am
Bugger - wish I'd seen that before I started lol! I'm done now anyway, I have only NeoGeo, CPS1 and CPS2 english titles, no clones. 196 roms, 2.9Gb. Previews look great!

Also the Toaplan games are emulated very well ! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on January 15, 2014, 09:32:54 am
@ d_smagin: as we know the next GCW Zero firmware will add the triple buffer support... will you achieve a new FBA version which take advantage of this feature?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on January 15, 2014, 12:08:39 pm
@ d_smagin: as we know the next GCW Zero firmware will add the triple buffer support... will you achieve a new FBA version which take advantage of this feature?
Yes, sure, it's a matter of altering one line.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on January 15, 2014, 01:48:45 pm
Yes, sure, it's a matter of altering one line.

Great...  then I suppose that some games (like those based on System16/18 hardware) will have an fps increase!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: yoshi41 on January 18, 2014, 04:03:47 pm
Here's a complete FBA 0.2.97.29 PNG screenshot package (made from MAME extras)...

http://www.mediafire.com/download/tmb4q99fxvt8bad/fba_029729_previews_gcw0.zip

Those images have the correct aspect ratio. Easier to determine whether a game runs in vertical or horizontal screen mode.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on January 18, 2014, 06:46:19 pm
Here's a complete FBA 0.2.97.29 PNG screenshot package (made from MAME extras)...

http://www.mediafire.com/download/tmb4q99fxvt8bad/fba_029729_previews_gcw0.zip

Those images have the correct aspect ratio. Easier to determine whether a game runs in vertical or horizontal screen mode.

Thanks a lot! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: alyinsanfran on January 18, 2014, 08:59:01 pm
Thank you!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: glimmer on January 20, 2014, 07:43:12 pm
Here are the same previews, recompressed with optipng.

Mediafire: fba_029724_previews_optipng.zip (http://www.mediafire.com/download/cs2588b6gg766bo/fba_029724_previews_optipng.zip) (70.11MB)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: alyinsanfran on January 20, 2014, 10:06:34 pm
I'd like to see 2 things implemented in a future release. They've both been mentioned.

1. Show only parent roms. They're already shown in a different colour so I presume that wouldn't be difficult.

2. Rotate screen. Mame4All does this beautifully (for the most part). I must be an unco, because I can't play games sideways to save my life. Mind you, I can barely play them vertically either.. ;D

Other than these issues I'm enjoying FBA immensely!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: yonif on February 14, 2014, 04:59:35 pm
I'd like to see 2 things implemented in a future release. They've both been mentioned.

1. Show only parent roms. They're already shown in a different colour so I presume that wouldn't be difficult.

2. Rotate screen. Mame4All does this beautifully (for the most part). I must be an unco, because I can't play games sideways to save my life. Mind you, I can barely play them vertically either.. ;D

Other than these issues I'm enjoying FBA immensely!

I would add :
3 - Add a filter to see the games by platform:

 - All,
 - Capcom CPS-1,
 - Capcom CPS-2,
 - Capcom CPS-3,
 - Cave,
 - Data East DEC-0, DEC-8 and DECO IC16 based games,
 - Galaxian based hardware,
 - Irem M62, M63, M72, M90 and M92 hardware,
 - Kaneko 16,
 - Konami,
 - Neo-Geo,
 - Pacman based hardware,
 - PGM,
 - Psikyo 68EC020 and SH-2 based hardware,
 - Sega System 1, System 16 (and similar), System 18, X-Board and Y-Board,
 - Toaplan 1,
 - Toaplan 2,
 - Taito F2, X, Z and others,
 - Others.

Or a reduced list but at least Neo geo, CPS1, CPS2, Cave and System 16 ...
Title: can someone explain how to proper add roms to this?
Post by: falconthefearless on February 25, 2014, 05:08:59 am
i am new to the open source gaming scene and FBA is not picking up on any of my roms can someone specify on how to get them to be recognized and playable?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Exo 401 on March 04, 2014, 06:12:21 am
Finally got the right Roms and the parents, which was what I was missing. Awesome emulator  8)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on March 04, 2014, 07:21:32 am
Hello I'm using the latest version of FBA and I downloaded a rom set called MAME0.148-0.149, there was 262 files in the zip, only 57 available roms when I load up FBA, I checked the names in the gamelist and made sure the file names matched, which they do, and none of them work.

When I try to run a rom, I get this "Error loading rom (not found) Loading (will say graphics or sound) (random letters n numbers here) (not found)

Edit: I did get one game to work

I'm not in the process of downloading another, rather larger rom set called MAME_0.149_ROMS which is 42.6GB  :o :o :o

You downloaded an upgrade (or diff) romset from 0.148 to 0.149, no wonder that it doesn't work. The real romset is very big (yes, 42 Gb), but not all games are supported.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: spaznick on April 06, 2014, 07:34:01 am
Can someone help me find a source for the compatible set or individual roms?  I have only found a few that work and all the ones I am after just error out with a loading can't load rom error.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: zear on April 06, 2014, 09:30:42 am
Unfortunatelly, sharing ROMs is not allowed on these boards.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Prophet on April 10, 2014, 05:00:15 am
1. Show only parent roms. They're already shown in a different colour so I presume that wouldn't be difficult.

2. Rotate screen. Mame4All does this beautifully (for the most part). I must be an unco, because I can't play games sideways to save my life. Mind you, I can barely play them vertically either.. ;D

Those would be good to have.

Also saw someone else request autofire and analog option for all games. I would love those as well, especially autofire.

I'm not so young anymore, and rapidly hitting little buttons on a tiny device cramps my thumbs up pretty bad. Especially on SHMUPs. I can't really play certain games more than a couple of minutes because if this. :-/


Otherwise FBA is superb on GCW and love it!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: finalmix on April 17, 2014, 04:35:19 am
Hi all,
there is some display issue in KOF 2003 Emulating with latest FBA version,
anyone give me some help?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on April 17, 2014, 05:34:56 am
Hi all,
there is some display issue in KOF 2003 Emulating with latest FBA version,
anyone give me some help?

It may be the problem of imperfect emulation (check how kof2003 behaves on official FBA).
Check clones as well, they may be better emulated.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: doglush on April 17, 2014, 08:59:07 am
Here are the same previews, recompressed with optipng.

Mediafire: fba_029724_previews_optipng.zip (http://www.mediafire.com/download/cs2588b6gg766bo/fba_029724_previews_optipng.zip) (70.11MB)

I converted all pictures to 8bit depth and used optiPNG.
The whole directory (2840 files) is now only 26,1Mb...

I hope I didn't corrupt anything , everything seem correct. :)

http://dl.free.fr/gSiINyEyf
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on April 17, 2014, 10:27:42 am
Hi all,
there is some display issue in KOF 2003 Emulating with latest FBA version,
anyone give me some help?

the clone rom you are looking for is the "bootleg set 2", and the filename is kf2k3bla.zip
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: rez78 on April 17, 2014, 07:58:33 pm
don t start on my gcw! how i install it? thanks
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on April 17, 2014, 08:00:51 pm
http://wiki.surkow.com/Quick_Start_Guide#Installing_New_Software
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: rez78 on April 17, 2014, 09:33:28 pm
now work,but were i must put roms? i tried picodrive,mame4all,fba,openbor,but don't detect roms!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on April 17, 2014, 09:39:54 pm
roms can go anywhere you want. The emulators should have some option to navigate to a directory and set it as the default rom dir for that emulator.

I put the roms in /media/data/roms/gb, /media/data/roms/snes, /media/data/roms/fba, etc...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on April 17, 2014, 10:21:06 pm
If I remember well the OpenBOR Paks need to be put in the following folder: "usr/local/share/openbor/Paks/"
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: finalmix on April 18, 2014, 03:17:58 am

the clone rom you are looking for is the "bootleg set 2", and the filename is kf2k3bla.zip

Thanks a lot, I have try it, it worked fine! ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: finalmix on April 18, 2014, 03:19:45 am
Here are the same previews, recompressed with optipng.

Mediafire: fba_029724_previews_optipng.zip (http://www.mediafire.com/download/cs2588b6gg766bo/fba_029724_previews_optipng.zip) (70.11MB)

I converted all pictures to 8bit depth and used optiPNG.
The whole directory (2840 files) is now only 26,1Mb...

I hope I didn't corrupt anything , everything seem correct. :)

http://dl.free.fr/gSiINyEyf

Thanks for your work! Very useful!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: finalmix on April 18, 2014, 03:24:46 am

It may be the problem of imperfect emulation (check how kof2003 behaves on official FBA).
Check clones as well, they may be better emulated.

I have tried clone rom, it works fine, thanks for the suggestion. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 18, 2014, 11:14:03 am
Hi,

I made fork on github and implemented rom filtering feature (i think filtering is very necessary feature).

(http://gdurl.com/xOpJ)

Hotkeys:
X+LEFT and X+RIGHT - change hardware
X+UP and X+DOWN - change availability filter (All, Availabile, Missing, Playable)
X+L and X+R - change genre

Also on the start menu is 'clone' filter option

GitHub source:
https://github.com/aovrn/fba-sdl

fba-0.2.97.29-mod-140418.opk:
https://drive.google.com/file/d/0B_BS2wnpzQfkZzkzVnM4X3VhVm8/edit?usp=sharing


I accept any suggestions for changing this feature (maybe change the order of hardware and genre lists or something else). Tell me if you find bugs.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: wepecko on April 18, 2014, 11:27:36 am
My biggest wish would be to have an option to flag a particular ROM as favourite and be able to filter them. The second great option would be a chance to delete ROM file straight from FBA gui.

Anyway, thanks to you all for the hardwork and pushing GCW0 to be a fun for "normal people"  ;) ;) ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on April 18, 2014, 11:37:19 am
Hi,

I made fork on github and implemented rom filtering feature (i think filtering is very necessary feature).


Thanks, man, grabbing your patch now. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 18, 2014, 11:47:10 am
Thanks, man, grabbing your patch now. :)

I'm glad to try) I forgot... Also I increased roms paths to 20 like on windows version
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 18, 2014, 12:15:42 pm
My biggest wish would be to have an option to flag a particular ROM as favourite and be able to filter them. The second great option would be a chance to delete ROM file straight from FBA gui.

Anyway, thanks to you all for the hardwork and pushing GCW0 to be a fun for "normal people"  ;) ;) ;)

Next  I planned to research possibility of create autofire feature. Do you know any opensource emulator with good autofire feature for example?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on April 18, 2014, 12:21:22 pm
My biggest wish would be to have an option to flag a particular ROM as favourite and be able to filter them. The second great option would be a chance to delete ROM file straight from FBA gui.

Anyway, thanks to you all for the hardwork and pushing GCW0 to be a fun for "normal people"  ;) ;) ;)

Next  I planned to research possibility of create autofire feature. Do you know any opensource emulator with good autofire feature for example?

Turbo buttons? FCEUX then??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on April 18, 2014, 12:22:38 pm
ReGBA has also turbo-buttons feature.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Nebuleon on April 19, 2014, 03:13:03 am
https://github.com/Nebuleon/ReGBA/blob/5e8f591/source/input.c#L54-L93

https://github.com/Nebuleon/ReGBA/blob/5e8f591/source/opendingux/od-input.c#L263-L302
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: L10N37 on April 19, 2014, 02:15:22 pm
Hey there guys, new to these forums. Anyways! Got my GCWzero a few weeks back :) Everythings going good but I just tried this final burn alpha build and have some feedback.

So anyway, there was a fish and chip shop up the road when I was younger - had metal slug and street fighter there... made me a bit of a fan of metal slug (already liked street fighter, had a megadrive) so I was trying to get all the metal slugs booting and they wouldn't.

What I've had to do is copy all the necessary files from the NeoGeo BIOS zip, into the zip files for the roms. This is stupid, it's adding to the size of the roms and you are creating duplicate files in every rom. On the PC emulator, you just keep the file NEOGEO.ZIP with the  BIOS files, and the emulator knows where to find them. Same goes with the 2 xbox emulators I use for MAME.

Correct me If I'm doing something wrong, but this was how I got them working.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: hi-ban on April 19, 2014, 03:23:06 pm
Both ways work. Of course, having a standalone neogeo.zip file for the bios is less work.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: L10N37 on April 19, 2014, 03:36:24 pm
2 windows side by size, one of winrar or 7zip, highlight all bios zips files, other window with rom zips, drag into each roms zip file. I suppose it doesn't take long, but honestly I spent a good half an hour working it out, which as well as making me feel a little stupid for not realising they were the bios files that were missing straight away, annoyed the hell out of me.


ps. you could also use a program like 'total commander' (formerly windows commander).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 21, 2014, 10:39:50 am
Autofire ready to test

https://drive.google.com/file/d/0B_BS2wnpzQfkQkZLNmU2enhqQ1E/edit?usp=sharing

(http://gdurl.com/Mw-Y)

Autofire settings can be changed in in-game menu.
Each "fire" button has two parameters fps and key. By default autofire switched off for all buttons and autofire keys set to default key mappings.
You can change autofire mapping for "fire N" buttons. For example, "fire 1" mapped to "A" and autofire of "fire 1" mapped to B. If you press A you will see one shot, if you press B and hold in this case you will see autofire in work.

I have tested autofire in Metal Slug.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 21, 2014, 10:50:25 am
I found bug  in fba for gcw0. Buttons X and Y swapped

Test case:
1. Run metal slug
2. Enter to in-game menu and change 'fire 1' button to 'X'
3. Return to game and press X -> nothing happens
4. Press Y fire appears

In source I see:
        keymap.fire3 = SDLK_SPACE;      // X
        keymap.fire4 = SDLK_LSHIFT;     // Y
But http://wiki.surkow.com/Tutorials:SDL say:
        case SDLK_LSHIFT:   // X
        case SDLK_SPACE:   // Y

I think it need to fix. What do you think?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Inertia on April 21, 2014, 06:45:14 pm
I found bug  in fba for gcw0. Buttons X and Y swapped

Test case:
1. Run metal slug
2. Enter to in-game menu and change 'fire 1' button to 'X'
3. Return to game and press X -> nothing happens
4. Press Y fire appears

In source I see:
        keymap.fire3 = SDLK_SPACE;      // X
        keymap.fire4 = SDLK_LSHIFT;     // Y
But http://wiki.surkow.com/Tutorials:SDL say:
        case SDLK_LSHIFT:   // X
        case SDLK_SPACE:   // Y

I think it need to fix. What do you think?

Yes I could'nt agree more, this is a problem I get from day one, the button re-mapping need to be corrected :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Nebuleon on April 21, 2014, 07:12:09 pm
Tutorials:SDL is correct. The left and upper face buttons are X and Y on the Dingoo A320, but Y and X on the GCW Zero. Those are just changed labels, i.e. X on the Dingoo A320 is the same SDL_key as Y on the GCW Zero.

The downside is that, if you ask a user to press X in a Dingoo application, the GCW Zero user will press what the application thinks is Y. So, on the GCW Zero the user must be told to press X for SDLK_LSHIFT, or that the label for SDLK_LSHIFT s/he just pressed is X, not Y.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 21, 2014, 08:44:41 pm
I think it need to correct only labels which shows in in-game menu "Key config"

Current default mapping:
Fire 1 - A
Fire 2 - B
Fire 3 - X
Fire 4 - Y

Corrected default mapping:
Fire 1 - A
Fire 2 - B
Fire 3 - Y
Fire 4 - X

This fix must remove confusion
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Inertia on April 22, 2014, 01:11:36 am
I think it need to correct only labels which shows in in-game menu "Key config"

Current default mapping:
Fire 1 - A
Fire 2 - B
Fire 3 - X
Fire 4 - Y

Corrected default mapping:
Fire 1 - A
Fire 2 - B
Fire 3 - Y
Fire 4 - X

This fix must remove confusion

if you want a classic control on your game I mean with the first button being : shoot and the second being :  jump (on a run and gun or run and jump game like metal slug or ghouls n ghosts, shinobi  for example)
here's the correct key mapping :

(http://img15.hostingpics.net/pics/201757gcwkey.jpg) (http://www.hostingpics.net/viewer.php?id=201757gcwkey.jpg)[/img]

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on April 22, 2014, 08:08:16 am
I do not offer change default mapping, I offer change only incorrect labels
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Inertia on April 22, 2014, 06:03:36 pm
I do not offer change default mapping, I offer change only incorrect labels

yep^^
My post is just to show how to configure the buttons to get a normal mapping :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: surfi80 on April 25, 2014, 04:21:52 pm
Autofire ready to test

https://drive.google.com/file/d/0B_BS2wnpzQfkQkZLNmU2enhqQ1E/edit?usp=sharing

(http://gdurl.com/Mw-Y)

Autofire settings can be changed in in-game menu.
Each "fire" button has two parameters fps and key. By default autofire switched off for all buttons and autofire keys set to default key mappings.
You can change autofire mapping for "fire N" buttons. For example, "fire 1" mapped to "A" and autofire of "fire 1" mapped to B. If you press A you will see one shot, if you press B and hold in this case you will see autofire in work.

I have tested autofire in Metal Slug.

this is an official mod? I like the changes  ;)

(http://i.imgur.com/lKrg7Cd.png)
(http://i.imgur.com/FKAm04U.png)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on April 25, 2014, 06:59:59 pm
surfi80
Yes, kind of official. I grab back patches to my git.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on May 01, 2014, 07:35:11 pm
I have a request for @d-smagin: when you have some time, can you add the triple buffer support to the FBA ? Thanks a lot! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: failed on May 06, 2014, 02:09:16 am
Hi all,

I added some features:
* Favorite list (this filter added to availability filters)
* 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
* Rotation option for vertical games
* I changed hardware and genre filters order

fba-0.2.97.29-mod-140506.opk (https://docs.google.com/file/d/0B_BS2wnpzQfkVmRQdEdLX2xWR0k/edit?pli=1)

(http://gdurl.com/hWv9)
(http://gdurl.com/Nzco)
(http://gdurl.com/pcpR)

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: Gab1975 on May 06, 2014, 07:12:05 am
Hi all,

I added some features:
* Favorite list (this filter added to availability filters)
* 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
* Rotation option for vertical games
* I changed hardware and genre filters order

fba-0.2.97.29-mod-140506.opk (https://docs.google.com/file/d/0B_BS2wnpzQfkVmRQdEdLX2xWR0k/edit?pli=1)

Thanks for your contribution! :) Very useful adds, especially (IMHO) the screen rotation option for the vertical games!

PS: I hope that the triple buffer support will be added soon! :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
Post by: dmitry_smagin on May 06, 2014, 09:38:17 am
Hi all,

I added some features:
* Favorite list (this filter added to availability filters)
* 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
* Rotation option for vertical games
* I changed hardware and genre filters order

Thanks, patches approved.

EDIT: New features added by failed are merged into main FBA build, check first post for downloads.
Title: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 06, 2014, 06:36:32 pm
colleague ...  fucking master of the universe 8)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: TimeDevouncer on May 06, 2014, 08:08:29 pm
Thanks for your fabulous work! ;)

Quote
PS: I hope that the triple buffer support will be added soon!

Me too :P :P :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: eltehero on May 06, 2014, 08:57:20 pm
What specific benefits can triple buffer support bring to the gcw version?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Nebuleon on May 06, 2014, 08:58:16 pm
The advantage of triple-buffering is that emulated games that run at 30 or 20 FPS with less than 100% CPU usage under double-buffering can use more CPU instead. This gives you more FPS.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Nebuleon on May 07, 2014, 09:38:18 am
Ah, and have at it.

Nebuleon/fba-sdl/triple-buffering commit 27343bc (https://github.com/Nebuleon/fba-sdl/commit/27343bc) is now in a pull request for you, d_smagin.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 07, 2014, 09:48:43 am
The advantage of triple-buffering is that emulated games that run at 30 or 20 FPS with less than 100% CPU usage under double-buffering can use more CPU instead. This gives you more FPS.
so you can play JoJo's Bizarre Adventure?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 07, 2014, 06:01:17 pm
so you can play JoJo's Bizarre Adventure?

I'm sorry, with the current "SH2 static compiler" the CPS3 games (like JoJo) are "beyond the reach" of the GCW Zero hardware... the triple buffer can give an help, but it can't work miracles!
The hope is that, sooner or later, an expert coder will make an SH2 dynamic recompiler for MIPS32 CPUs!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 07, 2014, 06:56:53 pm
Gab always giving good news  ??? 
Caguen t?!!!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 07, 2014, 08:29:03 pm
Gab always giving good news  ??? 
Caguen t?!!!

Therefore I will try "to recoup" with a true good news! :P
Probably the SEGA System16/18 games (like Altered Beast, Dynamite Dux, Golden Axe, Shadow Dancer, etc.) will have a good benefit from the use of triple buffer! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 07, 2014, 09:03:40 pm
So if that's good news, thanks dude  ;D ;D ;D

;D ;) ;D ;) ;D ;) ;D ;) ;D ;) ;D ;) ;D ;) ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Jefferson on May 09, 2014, 03:57:17 am
Ah, and have at it.

Nebuleon/fba-sdl/triple-buffering commit 27343bc (https://github.com/Nebuleon/fba-sdl/commit/27343bc) is now in a pull request for you, d_smagin.

Awesome!  Any chance of getting a side build that has this commit?  ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Nebuleon on May 09, 2014, 04:11:41 am
Ah, and have at it.

Nebuleon/fba-sdl/triple-buffering commit 27343bc (https://github.com/Nebuleon/fba-sdl/commit/27343bc) is now in a pull request for you, d_smagin.

Awesome!  Any chance of getting a side build that has this commit?  ;D
I cannot make an OPK, only an executable you'd run over Telnet/SSH. Critical files of the OPK build process are missing.

I guess I could reverse the OPK, add the new executable in, and repack it, but I'd rather let d_smagin make a build, test it and give it out himself. I don't own any ROM I can use with FBA, so this is untested code; in particular, it's possible that the border of games that don't fit exactly in 320x240 may flicker madly and trigger photosensitive epilepsy.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on May 09, 2014, 07:23:05 am
Here' FBA with triple buffer support compiled with latest gcw0 toolchain:

http://www.sendspace.com/file/yvnf3q (http://www.sendspace.com/file/yvnf3q)

Totally untested, because I still haven't upgraded to the firmware which supports triple buffering.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 09, 2014, 08:52:50 am
Here' FBA with triple buffer support compiled with latest gcw0 toolchain:

http://www.sendspace.com/file/yvnf3q (http://www.sendspace.com/file/yvnf3q)

Totally untested, because I still haven't upgraded to the firmware which supports triple buffering.

Thanks buddy, now I taste  ;D ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 09, 2014, 02:58:03 pm
Here' FBA with triple buffer support compiled with latest gcw0 toolchain:

http://www.sendspace.com/file/yvnf3q (http://www.sendspace.com/file/yvnf3q)

Totally untested, because I still haven't upgraded to the firmware which supports triple buffering.


Thanks for the update! :)
I made a quick test with some SEGA System16 games... below some examples:
Altered Beast in the double buffer release (v-sync on) runs at about 30 fps, in the triple buffer release at an average of 55 fps (from 58 to 51 fps)
Cotton in the double buffer release (v-sync on) runs at 21 or 16 fps, in the triple buffer release at an average of 27 fps (from 31 to 23 fps)
Dynamite Dux is a bit strange, it runs slowly in both fba releases (I don't know why)... the bootleg version runs very well (about 60 fps in the triple buffer release), but it's "buggy" (various graphic glitches in the background)
Shinobi in the double buffer release (v-sync on) runs at about 30 fps, in the triple buffer release at an average of 55 fps (from 58 to 51 fps)... in both fba releases the game is affected by a "unsteady scrolling".

PS: I tried also some CPS2 and Neo Geo games, they run very well in both fba releases.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 09, 2014, 03:04:34 pm
Hammerin Harry now works worse about 20fps max
and CPS3 if already improved somewhat, but not playable
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 09, 2014, 11:39:47 pm
I was hoping 'In the Hunt' would be improved, but I'm still getting only about 4 fps.  What is it about that game that's so taxing?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 10, 2014, 06:41:54 am
I was hoping 'In the Hunt' would be improved, but I'm still getting only about 4 fps.  What is it about that game that's so taxing?

The problem with the Irem V30/33 games is (if I understood well) how the frames are rendered, so the triple buffer can't do very much!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dcervi on May 10, 2014, 10:49:02 am
Thanks for your great work with this emulator, guys.

There's a flickering problem in vertical games when using screen rotation and vsync activated. Part of the loading screen remains in the borders. It seems one or more buffers aren't properly cleared.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: mth on May 10, 2014, 05:21:20 pm
I was hoping 'In the Hunt' would be improved, but I'm still getting only about 4 fps.  What is it about that game that's so taxing?

The problem with the Irem V30/33 games is (if I understood well) how the frames are rendered, so the triple buffer can't do very much!

You're right; I don't know the details of FBA, but in general triple buffer doesn't make rendering faster.

What happens on vsynced double buffering is that when the app finishes rendering a frame, it has to wait until the next vsync before it can continue. On 60 fps there is 1000 / 60 = 17 ms per frame. If the app takes 20 ms to draw a frame, it misses the first vsync by 3 ms and will have to wait 14 ms for the next one. The end result is that it will run at half the refresh rate of the LCD, which is 30 fps for the Zero.

On triple buffering, there is an extra buffer between the app and the vsync page flipper. This means that if the app takes 20 ms to draw a frame, that frame is kept in the third buffer until vsync, but the app can continue immediately. As a result the app will never have to wait and can deliver a frame every 20 ms, leading to 1000 / 20 = 50 fps.

If an app takes 250 ms per frame however, it will run at 4 fps in either case.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 10, 2014, 05:49:40 pm
What happens on vsynced double buffering is that when the app finishes rendering a frame, it has to wait until the next vsync before it can continue. On 60 fps there is 1000 / 60 = 17 ms per frame. If the app takes 20 ms to draw a frame, it misses the first vsync by 3 ms and will have to wait 14 ms for the next one. The end result is that it will run at half the refresh rate of the LCD, which is 30 fps for the Zero.

On triple buffering, there is an extra buffer between the app and the vsync page flipper. This means that if the app takes 20 ms to draw a frame, that frame is kept in the third buffer until vsync, but the app can continue immediately. As a result the app will never have to wait and can deliver a frame every 20 ms, leading to 1000 / 20 = 50 fps.

If an app takes 250 ms per frame however, it will run at 4 fps in either case.

Thanks for technical explanation! :) In simple words, the triple buffer (with his two back-buffers) allows to have the same framerate of a rendering with the v-sync off, but with the v-sync on...

PS: In the MAME4all the Irem V30/V33 games run better than in the FBA (probably a different rendering method)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: hi-ban on May 10, 2014, 07:34:15 pm
The problem with the Irem V30/33 games is (if I understood well) how the frames are rendered

Could you tell where did you read this? I always thought the cause was the V30/V33 emulation core being slow, not the renderer...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on May 10, 2014, 07:59:15 pm
The problem with the Irem V30/33 games is (if I understood well) how the frames are rendered

Could you tell where did you read this? I always thought the cause was the V30/V33 emulation core being slow, not the renderer...

Some v30/v33 (but not all, i think) use scanline-perfect emulation, i.e. call emulate function each time scanline is rendered. That's why emulation is slow and in this particular case emulation core == renderer.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 10, 2014, 11:39:11 pm
Could you tell where did you read this? I always thought the cause was the V30/V33 emulation core being slow, not the renderer...

Initially I thought as you (or rather that the problem was a bad V30 core emulation), but d_smagin explained me what you can read in the top post...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 11, 2014, 12:25:52 am
In the Hunt seems to run much better in Mame, but no save states so  :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 11, 2014, 07:44:37 am
I tested the triple buffer release and I spotted only a bug (graphic glitch)... as dcervi already pointed out, in the games where a section of the QVGA resolution remains unused (for example in the lowres games 256x192px or in the shoot'em up vertically rotated) the loading screen persists with a flickering effect !

PS: this glitch occurs only with the v-sync on, so it's clearly correlated with the triple buffer...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 12, 2014, 08:40:05 pm
I cannot make an OPK, only an executable you'd run over Telnet/SSH. Critical files of the OPK build process are missing.

I guess I could reverse the OPK, add the new executable in, and repack it, but I'd rather let d_smagin make a build, test it and give it out himself. I don't own any ROM I can use with FBA, so this is untested code; in particular, it's possible that the border of games that don't fit exactly in 320x240 may flicker madly and trigger photosensitive epilepsy.

This is what happens! I hope it will be fixed soon... this bug is very annoying for the eyes! :(
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 12, 2014, 08:59:58 pm
epilepsy? oh wait!
(http://2.bp.blogspot.com/-FvEHc_ThSLs/T6jK5wfytrI/AAAAAAAABWA/AdKb7xK59EM/s1600/tumblr_m268rphwqI1r3ifxzo2_500.gif)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dcervi on May 12, 2014, 10:05:10 pm
I had a look at the sources. I think changing this routine at the end of sdl_video.cpp:

void VideoClear() {

SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));

}

Into this:

void VideoClear() {

SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));

}

Should solve the flickering problem. I don't have the GCW toolchain installed on my computer. Could someone try it and confirm if it's working, please?

(I hope the code is readable. I'm posting from my phone)

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 13, 2014, 06:39:06 am
void VideoClear() {

SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));

}

Into this:

void VideoClear() {

SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));
SDL_Flip(screen);
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));

}

If I understand well what is written (I'm not a coder), the problem in the current code could be that only two of three buffers are filled with a black/opaque rectangle, so one buffer remains "uncovered" and this originates the flickering issue!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Nebuleon on May 13, 2014, 06:59:19 am
[...]
SDL_FillRect(screen,NULL,SDL_MapRGBA(screen->format, 0, 0, 0, 255));

If I understand well what is written (I'm not a coder), the problem in the current code could be that only two of three buffers are filled with a black/opaque rectangle, so one buffer remains "uncovered" and this originates the flickering issue!
Yup. The third buffer is still filled with the menu.

I think there's an in-game menu though, not just the launcher, so one more fix would be needed.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 13, 2014, 07:27:30 am
I think there's an in-game menu though, not just the launcher, so one more fix would be needed.

Yes, the same flickering issue occurs when you go to the "in-game menu" (L + R triggers + start) and after you come back to the emulated game!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dcervi on May 13, 2014, 02:18:53 pm
A call to the function 'VideoClear' after menu exit should solve it. It also needs to be called after disabling 'Show FPS' while in-game.

Possibly these calls are already present, but the current function only clears 2 of 3 buffers.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Norghat on May 14, 2014, 02:06:18 pm
It's impossible to make the analog work for all game ?
It'll be better to play shoot'em'up for exemple  8)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 17, 2014, 09:03:19 am
I don't want to be pressing... but it's a pity to have the triple buffer version with the "flickering bug"... I hope that it will be fixed soon! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 17, 2014, 11:00:49 pm
I don't want to be pressing... but it's a pity to have the triple buffer version with the "flickering bug"... I hope that it will be fixed soon! :)

Which games exhibit that?  I have noticed a stray white line in Yoshi's Island, but it runs amazing.

I just realized this makes no sense...I thought I was in the pocketSNES thread.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on May 18, 2014, 12:37:01 am
It would be great if this emulator get the support for  the analog joystick and cheats...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on May 18, 2014, 06:45:41 pm
Try this build: http://www.sendspace.com/file/oraaj0 (http://www.sendspace.com/file/oraaj0)
Buffer is cleared 3 times, this should fix epylepsy. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 18, 2014, 08:49:43 pm
Try this build: http://www.sendspace.com/file/oraaj0 (http://www.sendspace.com/file/oraaj0)
Buffer is cleared 3 times, this should fix epylepsy. :)

Thanks... now we can say goodbye at the "flickering bug" ! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Inertia on May 19, 2014, 09:40:55 am
Perfect, no more flickering!!
Thank you d_smagin
BTW is it possible to activate the analog stick for ALL games?
Like  Offline alexei_gp  or Norgath I think that it will be very usefull for shooter and games that need some sharp controls, it can be a nice alternative to the poor dpad :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on May 20, 2014, 04:16:27 am
Perfect, no more flickering!!
Thank you d_smagin
BTW is it possible to activate the analog stick for ALL games?
Like  Offline alexei_gp  or Norgath I think that it will be very usefull for shooter and games that need some sharp controls, it can be a nice alternative to the poor dpad :)

LOL sometimes im online here but i dont post too much because my english is not perfect xDDD but i agreed with you the emulator FBA and gngneo needs joystick supports and cheats.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on May 20, 2014, 07:38:43 am
Perfect, no more flickering!!
Thank you d_smagin
BTW is it possible to activate the analog stick for ALL games?
Like  Offline alexei_gp  or Norgath I think that it will be very usefull for shooter and games that need some sharp controls, it can be a nice alternative to the poor dpad :)

Input code is a bit messy, the analog part is inherited from FBA-pandora and hasn't been revised since. I'm going to clean it up eventually and add 'Analog as d-pad' option to the frontend. And ideally it would be fine to allow multiple inputs (yeah, for 2 players :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Inertia on May 20, 2014, 06:27:15 pm
Nice!!
Thank you :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: toto on May 20, 2014, 09:27:48 pm
Guys, any "Batman" games running on FBA for the GCW?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 21, 2014, 02:58:05 pm
Guys, any "Batman" games running on FBA for the GCW?
sorry to say that there is not
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Xaijiqq on May 23, 2014, 03:32:33 am
using the latest fba release i notice the flickering bug again when vertical sync is on while using save states.  anyone else notice this? 
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 23, 2014, 06:54:28 am
using the latest fba release i notice the flickering bug again when vertical sync is on while using save states.  anyone else notice this?

Yes, I noticed this little bug, it happens randomly (not always) and to remove the flickering it's enough (most of the times) to open again the contextual menu (L+R+start) and to go back in game with the option "Continue"... in any case this it's not a serious bug! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 23, 2014, 07:22:39 am
I have a request for d_smagin:
can you verify why SEGA/Success Cotton runs rather slow (average fps: 25), SEGA Dynamite Dux runs very slow (average fps: 12 - Dynamite Dux bootleg version runs fine, but it has various graphic glitches) and SEGA Shinobi scrolling is unsteady...
The original hardware of these three games should be the same of Altered Beast and Golden Axe (System16) and they work well (especially with the new FBA triple buffer release).

Thanks in advance! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 24, 2014, 03:21:14 am
Question: I added a bunch of roms to favorites, but how do I filter the favorites?

Thanks.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: nattyebola on May 30, 2014, 03:25:02 pm
Hello,
I used very often FBA and it works really well, but I noticed that the street fighter alpha 3 emulation was causing glitch on sprites, which makes the game unplayable. Is it possible to solve this problem? which version of FBA support SFA3 correctly?

thank you for all the efforts made ​​on the soft
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 30, 2014, 09:42:11 pm
Question: I added a bunch of roms to favorites, but how do I filter the favorites?

Thanks.

Does anyone know the answer to this?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 30, 2014, 09:45:56 pm
Hello,
I used very often FBA and it works really well, but I noticed that the street fighter alpha 3 emulation was causing glitch on sprites, which makes the game unplayable. Is it possible to solve this problem? which version of FBA support SFA3 correctly?

thank you for all the efforts made ​​on the soft

For me Street Fighter Alpha 3 works fine... you can try with a different version of the ROM (the emulator supports the FBA ROMset 0.2.97.29)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 30, 2014, 10:00:42 pm
Question: I added a bunch of roms to favorites, but how do I filter the favorites?

Thanks.

Does anyone know the answer to this?

You need to select the filter by availability (x+up and x+down)... ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Atlantis_Risen on May 31, 2014, 12:29:01 am
Question: I added a bunch of roms to favorites, but how do I filter the favorites?

Thanks.

Does anyone know the answer to this?

You need to select the filter by availability (x+up and x+down)... ;)

I could have sworn I tried that, I'll check again.  Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Beerman1138 on May 31, 2014, 02:31:32 am
Question: I added a bunch of roms to favorites, but how do I filter the favorites?

Thanks.

Does anyone know the answer to this?

You need to select the filter by availability (x+up and x+down)... ;)

I could have sworn I tried that, I'll check again.  Thanks!

Don't feel bad, was always saying it was a colossal pain scrolling through the whole list, until I figured that one out....
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 31, 2014, 05:33:04 am
I could have sworn I tried that, I'll check again.  Thanks!

... as Beerman1138 wrote, the list of "availabilities" is sizeable! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on May 31, 2014, 07:25:37 am
Question for FBA GCW zero users: Do i need special requirements to get work any king of fighters game on the emulator FBA? i ask this question because i dont know how to get work those fighting games... CPS1 and CPS2 works flawless on every rom i tried on the FBA emulator but i dont get work any king of fighters....so anyone can help me please thanks and waiting for the reply.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on May 31, 2014, 08:19:04 am
Question for FBA GCW zero users: Do i need special requirements to get work any king of fighters game on the emulator FBA? i ask this question because i dont know how to get work those fighting games... CPS1 and CPS2 works flawless on every rom i tried on the FBA emulator but i dont get work any king of fighters....so anyone can help me please thanks and waiting for the reply.

The most of The King of Fighters games works well (full speed and without glitches)... probably you use a wrong FBA ROMset...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on May 31, 2014, 08:38:33 am
Question for FBA GCW zero users: Do i need special requirements to get work any king of fighters game on the emulator FBA? i ask this question because i dont know how to get work those fighting games... CPS1 and CPS2 works flawless on every rom i tried on the FBA emulator but i dont get work any king of fighters....so anyone can help me please thanks and waiting for the reply.

What exact problems are you experiencing? I tried all versions from kof94 to kof2003 and they worked fine. Only kf2k3pcb has caused an FBA crash. If some rom has gfx glitches, try a clone or bootleg, they are better emulated sometimes.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on May 31, 2014, 08:25:10 pm
I hope I've helped  alexei_gp
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on May 31, 2014, 10:28:37 pm
thanks for the reply i have some error codes trying to load any king of fighters in fba.Maybe i have the wrong mame version on king of fighters.Thanks to surfi and gab for their mp messages i will check later ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on June 02, 2014, 12:49:39 am
Again i need help...i tested so many backups of the king of fighters and doesnt work even i have the proper mame version rom...So the get work those games in the FBA emulator on the GCW do i need the neogeo bios on the FBA? I aprecciated all the help thanks and waiting for the answer

Edit:I take a picture of my problem i loaded kof97 on my gcw zero with the proper version of mame and doesnt work
(http://i1198.photobucket.com/albums/aa455/alexei_gp/screenshot003_zps73a6bd08.png) (http://s1198.photobucket.com/user/alexei_gp/media/screenshot003_zps73a6bd08.png.html)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: finalmix on June 02, 2014, 02:45:02 am
Again i need help...i tested so many backups of the king of fighters and doesnt work even i have the proper mame version rom...So the get work those games in the FBA emulator on the GCW do i need the neogeo bios on the FBA? I aprecciated all the help thanks and waiting for the answer

Edit:I take a picture of my problem i loaded kof97 on my gcw zero with the proper version of mame and doesnt work
(http://i1198.photobucket.com/albums/aa455/alexei_gp/screenshot003_zps73a6bd08.png) (http://s1198.photobucket.com/user/alexei_gp/media/screenshot003_zps73a6bd08.png.html)

Your MVS bios (neogeo.zip) is missing such files like sfix.sfix, try to find another bios.
If your neogeo.zip include sfix.sfx already, just rename it to sfix.sfix, it get to work.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on June 02, 2014, 03:27:41 am
Again i need help...i tested so many backups of the king of fighters and doesnt work even i have the proper mame version rom...So the get work those games in the FBA emulator on the GCW do i need the neogeo bios on the FBA? I aprecciated all the help thanks and waiting for the answer

Edit:I take a picture of my problem i loaded kof97 on my gcw zero with the proper version of mame and doesnt work
(http://i1198.photobucket.com/albums/aa455/alexei_gp/screenshot003_zps73a6bd08.png) (http://s1198.photobucket.com/user/alexei_gp/media/screenshot003_zps73a6bd08.png.html)

Your MVS bios (neogeo.zip) is missing such files like sfix.sfix, try to find another bios.
If your neogeo.zip include sfix.sfx already, just rename it to sfix.sfix, it get to work.
Thanks for the reply in which directory do i need to put  the neogeo bios on the FBA GCW Zero Version?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: finalmix on June 02, 2014, 04:14:36 am
Quote
Thanks for the reply in which directory do i need to put  the neogeo bios on the FBA GCW Zero Version?

Obviously, put it into your FBA games folder.

If you don't want to see the bios in FBA Emulator game select menu,
you can copy all of file from neogeo.zip to ever single rom zip, it works (also IGS games with pgm bios) as well, and then, these roms don't need bios anymore, cause the bios within themself.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: nattyebola on June 02, 2014, 01:23:07 pm
Hello,
I used very often FBA and it works really well, but I noticed that the street fighter alpha 3 emulation was causing glitch on sprites, which makes the game unplayable. Is it possible to solve this problem? which version of FBA support SFA3 correctly?

thank you for all the efforts made ​​on the soft

For me Street Fighter Alpha 3 works fine... you can try with a different version of the ROM (the emulator supports the FBA ROMset 0.2.97.29)

ok i'll try thx
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Eliwood_san on June 03, 2014, 02:23:14 am
Quote
Thanks for the reply in which directory do i need to put  the neogeo bios on the FBA GCW Zero Version?

Obviously, put it into your FBA games folder.

If you don't want to see the bios in FBA Emulator game select menu,
you can copy all of file from neogeo.zip to ever single rom zip, it works (also IGS games with pgm bios) as well, and then, these roms don't need bios anymore, cause the bios within themself.

Thanks to you and Gab solved my problem....Thank you so much :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on June 03, 2014, 09:24:59 am
Thanks to you and Gab solved my problem....Thank you so much :)

...and  you don't forget to try also other NeoGeo beat'em ups... like Breakers, Kabuki Klash, Last Blade I&II, Ninja Master's, Voltage Fighters, Waku Waku 7 etc... ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Xaijiqq on June 03, 2014, 10:28:35 am
...and  you don't forget to try also other NeoGeo beat'em ups... like Breakers, Kabuki Klash, Last Blade I&II, Ninja Master's, Voltage Fighters, Waku Waku 7 etc... ;)

and Burning Fight  :D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Game Dude on June 03, 2014, 10:09:54 pm
What is the main difference between FBA and mame? Before I heard about the Zero, I only knew about mame. Does FBA have better compatibility than mame? Also, can FBA just auto detect games I have installed, meaning that can I just go to the directory in which a particular game is and launch it? Or do I have to cycle through a long alphabetical list of games and choose the games I have? I have no experience with FBA so please help me out.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: spinmaster on June 07, 2014, 07:09:59 pm
I'm struggling as well (see post from alexei_gp) getting any games to run in regarding to the BIOS (neogeo.zip). However, I thought that the BIOS is not needed for CPS1/2 games - and these don't run as well.

My rom paths look as follows:

(http://s14.directupload.net/images/140607/7v3uq4do.jpg)

/media/data/roms/neogeo contains the neogeo.zip with the following BIOS files:

000-lo.lo
271-biosd.bin
aes-bios.bin
asia-s3.rom
japan-j3.bin
neocd.bin
neodebug.bin
neodebug.rom
neo-epo.bin
neo-geo.rom
neo-po.bin
sfix.sfix
sfix.sfx
sm1.sm1
sp1.jipan.1024
sp-1v1_3db8c.bin
sp-45.sp1
sp-e.sp1
sp-j2.rom
sp-j2.sp1
sp-s.sp1
sp-s2.sp1
uni-bios.10
uni-bios.11
uni-bios.20
uni-bios.21
uni-bios.rom
uni-bios_1_0.rom
uni-bios_1_1.rom
uni-bios_1_2.rom
uni-bios_1_2o.rom
uni-bios_1_3.rom
uni-bios_2_0.rom
uni-bios_2_1.rom
uni-bios_2_2.rom
uni-bios_2_3.rom
uni-bios_2_3o.rom
uni-bios_3_0.rom
usa_2slt.bin
vs-bios.rom

FBA does recognize the roms after a reboot, but when I run the game, I get the following error:

(http://s1.directupload.net/images/140607/2jsm5dbe.jpg)

Is this related to the neogeo.zip BIOS file? As apparently quite some users are struggling with the BIOS file path (and where to put the file), maybe it's worth putting a note in the initial post on the first page of this thread.

Any help is appreciated ...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on June 07, 2014, 07:34:46 pm
@spinmaster: your issue is related to the ROMset version of the games (you must use the FBA 0.2.97.29 ROMset or the MAME 0.149 ROMset)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: spinmaster on June 07, 2014, 08:38:44 pm
@spinmaster: your issue is related to the ROMset version of the games (you must use the FBA 0.2.97.29 ROMset or the MAME 0.149 ROMset)

Thanks Gab1975! I was not using the correct romset. Tried a couple of roms from the FBA 0.2.97.29 ROMset and they work great. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on June 21, 2014, 09:28:03 am
I noticed that in the official repository it's finally available the FBA (15 jun 2014), is it a new revision or the same downloadable from this topic/forum?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on June 21, 2014, 11:59:20 am
I noticed that in the official repository it's finally available the FBA (15 jun 2014), is it a new revision or the same downloadable from this topic/forum?

It's the same latest version from this thread. For some reasons I couldn't upload it to official repo earlier.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on June 21, 2014, 12:05:34 pm
It's the same latest version from this thread. For some reasons I couldn't upload it to official repo earlier.

OK, thanks for the clarification! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Noisepurge on July 01, 2014, 11:25:35 am
thanks for Final Burn :)

Any updates on possibility of fixing Irem M-92 system hardware games like In the Hunt and Undercover Cops? Or is the Zero just too slow?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Xaijiqq on July 02, 2014, 05:42:35 am
undercover cops works in mame though not sure how much an improvement it is over fba
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 02, 2014, 06:45:14 am
Any updates on possibility of fixing Irem M-92 system hardware games like In the Hunt and Undercover Cops? Or is the Zero just too slow?

If I understand well, the problem with Irem M-72/92 "cores" it's that they use a scanline-perfect emulation... and this makes the emulation slow... probably, to improve the performance, change the rendering method should be a good solution, but I think that it requires a heavy coding work!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Noisepurge on July 02, 2014, 09:09:14 am
undercover cops works in mame though not sure how much an improvement it is over fba

gotta give it a try with Mame then.

If I understand well, the problem with Irem M-72/92 "cores" it's that they use a scanline-perfect emulation... and this makes the emulation slow... probably, to improve the performance, change the rendering method should be a good solution, but I think that it requires a heavy coding work!

This M-72/92 system emulation part of the program can't be ported over from any other dingux version? Does it work anywhere?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 02, 2014, 10:13:47 am
This M-72/92 system emulation part of the program can't be ported over from any other dingux version? Does it work anywhere?

In theory yes... but, often, translate and adjust a "rendering method" code from other apps it's not a simple task!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 29, 2014, 08:41:40 pm
The FBA 0.2.97.30 is out (Win x86/x64 version)... and it seems to have various improvements!
http://www.barryharris.me.uk/article_view.php?id=198
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on July 29, 2014, 09:30:13 pm
The FBA 0.2.97.30 is out (Win x86/x64 version)... and it seems to have various improvements!
http://www.barryharris.me.uk/article_view.php?id=198
that version could be used in GCW Zero?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 29, 2014, 09:40:53 pm
that version could be used in GCW Zero?

It needs to be ported, like the previous 0.2.97.29 release... I'm hoping in d_smagin's generosity! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Xaijiqq on July 29, 2014, 09:58:22 pm
gab, thanks for letting us know about this FBA update i probably wouldn't have found out about it until maybe 6 months later  ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on July 30, 2014, 06:04:02 am
The FBA 0.2.97.30 is out (Win x86/x64 version)... and it seems to have various improvements!
http://www.barryharris.me.uk/article_view.php?id=198

Thanks for pointing, I'll check it out.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 30, 2014, 06:31:06 am
Thanks for pointing, I'll check it out.

Thanks to you for your work! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on July 30, 2014, 10:12:49 am
The FBA 0.2.97.30 is out (Win x86/x64 version)... and it seems to have various improvements!
http://www.barryharris.me.uk/article_view.php?id=198

Thanks for pointing, I'll check it out.

you are the master and we your slaves jajajaja
Could say the difference in this version?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 30, 2014, 06:18:49 pm
Could say the difference in this version?

In addition to various bug fixes/improvements, many new games are supported... like Atomic Robokid, City Bomber, Exizus, Konami GT, Mikie, Nemesis/Gradius, Salamander/Life Force, Solar Warrior/Xain'd Sleena, Twinbee, etc...
it's all explained in the "barryharry" website! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: Gab1975 on July 31, 2014, 10:19:05 am
The FBA 0.2.97.31 is out! (obviously a minor update than the 0.2.97.30)...
http://www.barryharris.me.uk/article_view.php?id=200

... nothing for about a year and now two releases in less than a week ! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: surfi80 on August 01, 2014, 06:23:47 am
d_smagin looks possible to port that version?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
Post by: dmitry_smagin on August 03, 2014, 02:25:57 pm
Upgraded to FBA 0.2.97.31

Download opk: https://www.sendspace.com/file/s4gkfa (https://www.sendspace.com/file/s4gkfa)

What's new in brief:
- Romset synchronized to MAME 0.154
- A lot of new bootlegs and clones were added
- A lot of fixes for savestated for some hardware
 
For details refer to original FBA:
0.2.97.30 http://barryharris.me.uk/article_view.php?id=198 (http://barryharris.me.uk/article_view.php?id=198)
0.2.97.31 http://barryharris.me.uk/article_view.php?id=200 (http://barryharris.me.uk/article_view.php?id=200)

I didn't have much time to check if there were speed improvements, so please test and report.
First post updated as well.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Xaijiqq on August 03, 2014, 03:01:06 pm
What's new in brief:
- Romset synchronized to MAME 0.154

did i just read that correctly?  thank you for the update!  will be testing
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 03, 2014, 06:24:54 pm
@ d_smagin: Thanks a lot for the update! :)

I made a preliminary test... the emulation speed seems to be the same as the previous version... Salamander and Solar Warrior work at full speed (60 "unmovable" fps) ! ;)

EDIT: the d-pad and/or the analog stick don't work in Konami GT/Red Fighter (konamigt.zip, rf2.zip).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 03, 2014, 09:27:57 pm
I noticed that in the UPL games (Ninja-Kid II, Mutant Night, Ark Area, Atomic Robo-kid, Omega Fighter & Omega Fighter Special) the default audio volume is low, it should be increased (at least a little).

PS: I don't know if it's "pretty easy" to put into practice, but it would be good to add an option to change the default audio volume in the specific setting menu of each game.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Xaijiqq on August 04, 2014, 02:14:53 am
(http://i.imgur.com/rSPbZsk.png)
this game is now supported woo!  :-* another new game which works is mutant night.  punch-out!! and super punch-out!! have screen issues but thats to be expected

oh yea, finally got karnov to work.  a while back the game wouldn't allow credits to be added to start the game.  you wanna set the 68k Emu Core to M68k then it works.  i'm sure its been like this for a while but just never messed with it
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 05, 2014, 07:06:11 am
For now these are the issues which I found:
- Alien Storm and his clones still don't work (black screen at startup, as in the previous FBA release);
- Aztarac (aztarac.zip) doesn't work (the screen freezes at startup with various glitches);
- Dynamite Dux runs very slow (much more than the other SEGA System16 games), the bootleg version (dduxbl.zip) runs better (about 45-50 fps), but it has various graphic glitches (these issues trouble also the previous FBA release);
- the d-pad/analog stick don't work in Arkanoid and his clones (this issue is also in the previous FBA release);
- the d-pad/analog stick don't work in KonamiGT and Red Fighter (konamigt.zip ; rf2.zip);
- the default audio volume is very low in UPL Atomic Robokid, Mutant Knight and Ninja Kid II.

PS: the emulation speed is almost the same of the previous release.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 05, 2014, 08:26:33 am
I'm sorry... double post!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: chevette on August 05, 2014, 11:30:51 pm
I removed previous version of FBA, downloaded + installed newest 2.97.31, yet my version is still 2.97.29. How can that be? Downloaded new OPK from here: https://www.sendspace.com/file/s4gkfa.......What am I doing wrong??
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: chevette on August 05, 2014, 11:58:21 pm
Edit------rebooted the Zero a few times and now the version is OK.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 06, 2014, 06:23:21 am
Edit------rebooted the Zero a few times and now the version is OK.

Yes, everytime that you launch a new FBA version you need to check all settings and after to reboot it for a full workability! ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 08, 2014, 07:53:12 am
I found other issues:
- In Best of Best (bestbest.zip) there is a continuous annoying noise;
- Bowl-O-Rama (bowlrama.zip) doesn't work (the screen image is corrupted);
- In SEGA Bullet (bullet.zip) the fire/action buttons don't work;
- Capcom Bowling (capbowl.zip) and his clones don't work (the screen image is corrupted).

PS: The Data East BackFire! is a dual-screen game (the image is refitted and squeezed) , I don't know if it's possible change the graphic setting to display only one of the two screens.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 11, 2014, 01:53:46 pm
My "testing session" goes ahead... ;)
- the D-pad commands are partially wrong in Continental Circuit (contcirc.zip), Cyber Tank (cybertnk.zip) and Double Axle (dbaxle.zip)... the vehicle turns left also if you press d-pad right (differently the analog stick works fine);
- Konami Contra/Gryzor (contra.zip), Devastator (devstors.zip) and Devil World (devilw.zip) run very slow (about 7-9 fps), probably the issue is related to the rendering method;
- Dock Man (dockman.zip) doesn't run (FBA crashes);
- in Esp. Ra. De. (esprade.zip) there is a wrong setting, with "START" you select the "player 2" while,  obviously, the buttons mapping is dedicated to the "player 1".

PS: Is it possible to add an option to switch the sound output from stereo to mono? It should be useful to give a little fps boost in some games (like Irem M72 games).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: eltehero on August 11, 2014, 08:31:38 pm
Gab1975, Are these issues only with this new update of finalburn? Do the games run perfect in the previous versions?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 11, 2014, 08:38:06 pm
Gab1975, Are these issues only with this new update of finalburn? Do the games run perfect in the previous versions?

I'm not sure, but if I remember well most of these issues were also in the previous FBA release!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: eltehero on August 12, 2014, 08:44:13 pm
Gab1975, Are these issues only with this new update of finalburn? Do the games run perfect in the previous versions?

I'm not sure, but if I remember well most of these issues were also in the previous FBA release!

Thanks for the reply. Do these games run flawlessly on the mame4all?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 12, 2014, 10:18:44 pm
Thanks for the reply. Do these games run flawlessly on the mame4all?


These are the results with the GCW Zero MAME4all:
- Bowl-o-rama runs at full speed (57/57 fps), but it has some sound glitch;
- Capcom Bowling works perfectly (57/57 fps);
- Contra/Gryzor and Devastators work perfectly (60/60 fps);
- Devil World works slow (better than FBA, about 21/60 fps);
- In Konami GT the d-pad works well, but the game has a lot of graphic glitches and it's unplayable;

... as far as I know, Best of Best, Double Axle, Continental Circuit and Cyber Tank aren't supported by MAME ROMset 0.37b5.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 17, 2014, 06:35:29 pm
I found other probable issues:
- in Hit the Ice (hitice.zip) with "START" you select the "player 3" while the buttons mapping is dedicated to the "player 1";
- in Hyper Crash (hcrash.zip) the directional inputs don't work;
- Igmo (igmo.zip) doesn't run (you come back to the Capex GUI);
- Laser Ghost (lghost.zip) doesn't run (black screen).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: dmitry_smagin on August 17, 2014, 06:47:23 pm
Gab1975,
thanks for your reports.
I think most compatibility issues belong to main FBA itself, so they may be fixed only in next versions. However, I'll try to compare.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 17, 2014, 07:08:57 pm
Gab1975,
thanks for your reports.
I think most compatibility issues belong to main FBA itself, so they may be fixed only in next versions. However, I'll try to compare.

Maybe it will be possible to fix the games which have the issues with the inputs setting (e.g. Esp.Ra.De and Konami GT)... in any case, thanks for your work! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 22, 2014, 01:25:56 pm
My tests go ahead... maybe some issue can be fixed...
- in Lord of Gun (lordgun.zip) and Mars (mars.zip) the fire button doesn't work;
- in Mighty Warriors (mwarr.zip) and Mustache Boy (mustache.zip) the video is corrupted;
- in Ponpoko (ponpoko.zip) the jump button doesn't work;
- in Power Spikes (pspikes.zip) the video is corrupted;
- D-pad commands are partially wrong in Racing Beat (racingb.zip)... the vehicle turns left also if you press d-pad right (differently the analog nub works fine).

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: SubElement on August 24, 2014, 05:10:22 pm
Is there a way to change the Start 2 combination (Start + Select), it interferes with other commands.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 31, 2014, 12:06:48 am
I have a request/suggestion:
Is it possible to add in the individual game settings menu the options to select the stereo/mono audio output and to adjust the volume?
- To increase a little the fps it could be useful to have a switch to set the audio output from stereo to mono.
- In some games the default volume is too high or very low, so an option to adjust the "dB" should be useful.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: dmitry_smagin on August 31, 2014, 09:45:13 am
I have a request/suggestion:
Is it possible to add in the individual game settings menu the options to select the stereo/mono audio output and to adjust the volume?
- To increase a little the fps it could be useful to have a switch to set the audio output from stereo to mono.
- In some games the default volume is too high or very low, so an option to adjust the "dB" should be useful.

Sorry, mono is impossible without a massive rewrite of sound emulation. Stereo is hardcoded.
Still, there's quite possible to tweak sound volume of each emulated sound chip like in Mame, though an access from gui should be added.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on August 31, 2014, 11:38:35 am
Sorry, mono is impossible without a massive rewrite of sound emulation. Stereo is hardcoded.

Obviously a massive rewrite of sound emulation is unthinkable... as a proverb says: "the game isn't worth the candle" ;)

Still, there's quite possible to tweak sound volume of each emulated sound chip like in Mame, though an access from gui should be added.

... for example, various UPL games have the default volume very low and be able to adjust the dB level from the "individual game settings menu" should be very useful... if this feature isn't too difficult to implement, it would be a good addition! :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Erik Twice on September 21, 2014, 08:28:48 pm
Hey guys, I have a question: Do you know how I can change the game's region? Magical Drop III is kind of awful on the default American region and lacks the hard mode of the Japanese release.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: hi-ban on September 21, 2014, 08:35:02 pm
Hey guys, I have a question: Do you know how I can change the game's region? Magical Drop III is kind of awful on the default American region and lacks the hard mode of the Japanese release.

I suppose you're talking about Neo-Geo games. Replace the asia-s3 bios with the unibios, and use it to change the region.
I don't know if the default region can be changed, but if not, you can just save a savestate with that region enabled and use that.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Binarynova on September 25, 2014, 06:04:54 pm
I apologize if this has been mentioned earlier in the thread (I can't seem to find a way to only search this thread), but I'm having trouble with games like Teenage Mutant Ninja Turtles and The Simpsons where I am forced to use one character because character selection is tied to either which coin slot is used, or which Start button is pressed.

Is there a way around this problem on the GCW-Zero?

Thank you!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: surfi80 on September 26, 2014, 07:56:58 pm
I apologize if this has been mentioned earlier in the thread (I can't seem to find a way to only search this thread), but I'm having trouble with games like Teenage Mutant Ninja Turtles and The Simpsons where I am forced to use one character because character selection is tied to either which coin slot is used, or which Start button is pressed.

Is there a way around this problem on the GCW-Zero?

Thank you!
Yes! roms there are two player and four other players, the two can be chosen character, sorry mi English
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: hi-ban on October 03, 2014, 03:14:07 pm
bumping this just to say that it would be great to have a hardware scaling option in this emulator.  :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 22, 2014, 10:19:05 pm
A new release of FBA (0.2.97.32) is out! ;)
http://www.barryharris.me.uk/article_view.php?id=213
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: ace9094 on October 22, 2014, 11:42:40 pm
Hi Folks,

Does anyone know if the Mortal Kombat series runs on this version of MAME, and if so how well / fast does it play?

(on the Dingoo it really slow / unplayable)

Cheers
ace
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 23, 2014, 06:40:02 am
Hi Folks,

Does anyone know if the Mortal Kombat series runs on this version of MAME, and if so how well / fast does it play?

(on the Dingoo it really slow / unplayable)

Cheers
ace

If I remember well the current MAME4All version supports MK 1, 2 and 3, but they run rather slow... I feel confident in the coming MAME4All release (by Slaanesh) ! ;)

Ehm... in any case this topic is related to the Final Burn Alpha... and this emulator doesn't support the Midway/Williams "TMS34010" coin-ops, so no Mortal Kombat series for now!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 25, 2014, 07:57:53 am
FBA release 0.2.97.33 is out... basically this is a "quick bug fix release" !
http://www.barryharris.me.uk/article_view.php?id=214
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Elaphe on October 29, 2014, 07:02:34 am
Is there a list of arcade games that run at 60/60 all the time with FBA on the GCW-Zero, so that we don't have to try them one by one? I know, for instance, that all Neogeo games run at full speed, but I'd also like to make a collection of other games at 320x240, 320x236 and 320x240 that run with no frame loss.

Apart from this, any chance of having gamma control per game with this emulator? Some games such as many System16 titles do really need lower gamma to look nice, at least in MAME.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: hi-ban on October 29, 2014, 02:27:51 pm
Is there a list of arcade games that run at 60/60 all the time with FBA on the GCW-Zero, so that we don't have to try them one by one?

There isn't such list. Mostly because for doing that list, someone needs to try all the games one by one.

All NeoGeo, CPS1 and CPS2 games run fullspeed. The others, it depends on the game/platform.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Elaphe on October 29, 2014, 04:42:44 pm
OK, understood.

I'm not interested in CPS games with the GCW because of the resolution of these games.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Jimmytrius on October 29, 2014, 05:31:01 pm
Hi there, I recently received my GCW Zero and I'm currently having some problems loading games for the FBA (version 2.97.29). According to what I read in previous pages of this thread, the problem seems to be the folder in which the roms are stored... it seems that it should be inside "/mnt/FBA" but I can't access that folder through the FTP and if I try to change the rom path to the SDcard (as I do with the other emulators) the system doesn't detect any rom at all. What can I do? :(
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: zear on October 29, 2014, 05:59:32 pm
It certainly cannot be anything in /mnt/, because that's a mount point of OPKs (which are read-only).

I checked this emulator and that's how you set a ROM path for it:
1) While in the emulator's main screen, press START
2) Select "ROMs paths":
(http://wstaw.org/m/2014/10/29/fba.png)
3) Point to the location of your rom directory:
(http://wstaw.org/m/2014/10/29/fba2.png)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Jimmytrius on October 29, 2014, 06:32:32 pm
It certainly cannot be anything in /mnt/, because that's a mount point of OPKs (which are read-only).

I checked this emulator and that's how you set a ROM path for it:
1) While in the emulator's main screen, press START
2) Select "ROMs paths":
(http://wstaw.org/m/2014/10/29/fba.png)
3) Point to the location of your rom directory:
(http://wstaw.org/m/2014/10/29/fba2.png)

Yep. That's what I do, select the "roms" folder (as well as the consequent sub-folders) at my SD card, but FBA doesn't detect the rom. If the path is correct, maybe the problem is that I am not using the proper format for the games? The path I'm trying to use is "/media/sdcard/roms/arcade/King of Fighters" and this is how the game is stored:

(http://oi58.tinypic.com/1jnogn.jpg)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 29, 2014, 06:40:54 pm
All Roms of a game need to be in a single zipped file... moreover the file needs to be compatible with the FBA ROMset (in your case 0.2.97.29)*

* I suggest you to use the latest release, 0.2.97.31 (you can find it in the OP)... and I hope that d_smagin will make the new release (0.2.97.33) soon ! :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Jimmytrius on October 29, 2014, 06:45:11 pm
All Roms of a game need to be in a single zipped file... moreover the file needs to be compatible with the FBA ROMset (in your case 0.2.97.29)*

* I suggest you to use the latest release, 0.2.97.31 (you can find it in the OP)... and I hope that d_smagin will make the new release (0.2.97.33) soon ! :P

Thanks for the help, I really suck at using emulators that require more than clicking "Load ROM" :-*

I'll download the newest version right now and look for the proper MAME romset  ;)

EDIT: OK, now it detects the rom, but it fails at loading, giving an error message that states that "sm1.sm1" is missing... I downloaded "The King of Fighters '94 (NGM-055)(NGH-055)" according to the compatibility list. I don't know what is wrong :(
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 29, 2014, 07:43:17 pm
EDIT: OK, now it detects the rom, but it fails at loading, giving an error message that states that "sm1.sm1" is missing... I downloaded "The King of Fighters '94 (NGM-055)(NGH-055)" according to the compatibility list. I don't know what is wrong :(

Probably your Rom is wrong/incomplete... (you have a PM ;) )
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Jimmytrius on October 29, 2014, 09:32:52 pm
So far I've been able to play games such as OutRun and Three Wonders, but others like The King of Fighters 94, The Last Blade and Garou: Mark of the Wolves don't run at all. Whenever I try to load these games I get the error message I mentioned earlier:

"Error loading rom (not found):

Loading sm1.sm1... (not found)"


Tomorrow I'll upload a picture of my game list, hoping that it will help to locate the problem. I'm currently using the latest version of FBA, the roms are .zipped and come from the same FBA romset and the path leading to them is the same  :o
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on October 29, 2014, 10:01:44 pm
So far I've been able to play games such as OutRun and Three Wonders, but others like The King of Fighters 94, The Last Blade and Garou: Mark of the Wolves don't run at all. Whenever I try to load these games I get the error message I mentioned earlier:

"Error loading rom (not found):

Loading sm1.sm1... (not found)"


Tomorrow I'll upload a picture of my game list, hoping that it will help to locate the problem. I'm currently using the latest version of FBA, the roms are .zipped and come from the same FBA romset and the path leading to them is the same  :o

Did you remember to put the "Neo Geo bios" in the ROMs folder (neogeo.zip) ?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Jimmytrius on October 29, 2014, 10:33:13 pm
Gab1975: No siree! And that was the problem! Again, I SUCK at this :o

Thanks a ton for all your valuable help! I'm off to enjoy some Garou goodness ;D
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Elaphe on November 07, 2014, 11:40:01 am
Everytime I start a new game I have to remember to set vsync on. Is there a way to make this change global and permanent for all games?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on November 07, 2014, 01:41:54 pm
Everytime I start a new game I have to remember to set vsync on. Is there a way to make this change global and permanent for all games?

As far as I know, there isn't a "global configuration" for the v-sync... but I could be wrong...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Elaphe on November 07, 2014, 02:08:09 pm
Well, if the configuration is written in one file per game, I can quickly make a batch process to create files for all my games and trasnfer them to the console.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: hi-ban on November 07, 2014, 02:12:53 pm
if i recall correctly, when you start a game, the config for that game is saved and it's permanent (unless you change it again, of course).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on November 30, 2014, 08:55:16 am
FBA release 0.2.97.34 is out... various bug fixes ad some new games added ! ;)
http://www.barryharris.me.uk/fba_downloads.php
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: KuKrApOk on December 20, 2014, 05:30:11 pm

FBA 0.2.97.29
Download opk: http://www.sendspace.com/file/m5uu3a (http://www.sendspace.com/file/m5uu3a)
Download opk (TRIPLE BUFFERING): http://www.sendspace.com/file/oraaj0 (http://www.sendspace.com/file/oraaj0)

Game list (~3257): http://www.sendspace.com/file/u6ryao (http://www.sendspace.com/file/u6ryao)
Use romset from MAME 0.149

Just to participate, 2 of these 3 links are 404'd

OK : https://www.sendspace.com/file/m5uu3a
KO : https://www.sendspace.com/file/oraaj0
KO : https://www.sendspace.com/file/u6ryao

->
Sorry, the file you requested is not available.

This file has been deleted and it cannot be restored.
Please contact the sender and ask them to upload the file again.


PS : Thanks a lot for all the good work :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: tekkaman on December 24, 2014, 05:06:47 pm
Hi there,

I just got a Zero. I was able to transfer from my Caanoo SD all cps2 roms I had with no problem and most games work. But I can't get any Neo Geo game to work at all. I tried the ones I had and other from the internet and no luck. I mainly want Blastar and Pulstar and Metal Slug series to work.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Senor Quack on December 24, 2014, 05:13:34 pm
Hi there,

I just got a Zero. I was able to transfer from my Caanoo SD all cps2 roms I had with no problem and most games work. But I can't get any Neo Geo game to work at all. I tried the ones I had and other from the internet and no luck. I mainly want Blastar and Pulstar and Metal Slug series to work.

First, make sure you are including the neogeo BIOS file (neogeo.zip) in the same folder as your neogeo roms. If the ROMs still don't work, try using neogeo roms from the latest Mame romset.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: tekkaman on December 25, 2014, 03:16:14 pm
Thanks for the prompt reply. I got it going thanks to you. Most games I had work. I'm having another problem now though. Sometimes when I stat playing it thinks I'm having two players. I'm only pressing select for the coins yet it thinks it's 2 players.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: 2huwman on December 26, 2014, 11:08:23 pm
Does anyone know how to enter the service menu for battle bakraid and other raizing games? I just get a coin error when pressing L+R+Select. Also, how do you change the dip switch settings on older games like 1943 that only had physical switches and no soft dips? Thanks and sorry if this has been answered elsewhere.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Sneakers8b on December 27, 2014, 04:38:44 am
I wanted this emulator almost specifically for crossed swords, and I got the rom up and running, but it has no music. Is there any way I can procure the missing file? I only one site I can get Neo Geo roms from, or else I would just redownload another rom and hope it was there.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: AskaLangly on December 27, 2014, 09:51:03 am
We can't discuss that around here, Sneakers...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Sneakers8b on December 28, 2014, 07:02:56 am
How bout then, is there truly no support for the gcw's analog stick? I am rubbish with half, and quarter circles on a d-pad. actually i am just rubbish in general with fighting games but I can at least get lucky occasionally if i have an analog stick.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: marvito on January 15, 2015, 12:06:20 am
hey guys, want to get my roms working, I have all working for the other emulators just not for this one, once i download the roms i want what do i do from there?

I am a complete noob with all this.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Xaijiqq on January 15, 2015, 02:38:39 am
FBA setup:

(http://i.imgur.com/LFw9yU0.png)

step 1: press start - go to options then "ROMs Paths -->"

(http://i.imgur.com/EC1KerT.png)

step 2: on "Rom path 1:" choose your rom path

(http://i.imgur.com/LVca3Gs.png)

step 3: exit FBA and reopen it. you should see your games now

(http://i.imgur.com/CtsiCbS.png)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: marvito on January 17, 2015, 04:32:43 pm
This didn't work for me
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: Gab1975 on January 17, 2015, 07:58:00 pm
This didn't work for me

Are you sure to use compatible ROMs? (FBA ROMset 0.2.97.31 or MAME ROMset 0.154)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: sandhead47 on February 10, 2015, 02:16:16 am
im having a hard time figuring out how to put FBA roms on my gcw. can someone help me out?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: fiver on February 10, 2015, 06:04:13 am
im having a hard time figuring out how to put FBA roms on my gcw. can someone help me out?

You have to set the path to your ROM folder in the app. On the main screen, hit START, and then go to ROMs Paths. There you can set the path to your ROM folder(s). For example, I have mine in /media/data/roms/arcade. You have to navigate to the folder, and the hit START to select it. If you want to erase a path, select it and then hit Y.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-08-03)
Post by: dmitry_smagin on March 10, 2015, 10:37:45 am
Hello.

Long time, no update... Until now.

- Emulation core updated to FBA 0.2.97.35
- Synchronized to MAME romset 0.159
- Many bugs fixed, some new games added, refer to FBA official page: http://www.barryharris.me.uk/article_view.php?id=218 (http://www.barryharris.me.uk/article_view.php?id=218)
- Now about 3835 roms supported

- No new changes for GCW-Zero frontend, sorry about it :(

FBA opk download (fixed): https://www.sendspace.com/file/6ws77v (https://www.sendspace.com/file/6ws77v)

Attention, this version doesn't use triple buffering because I compiled it with cygwin toolchain. I'll replace it with proper one when I get back to linux machine. Fixed.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: Xaijiqq on March 10, 2015, 01:16:51 pm
 0.2.97.35 yes!  can almost taste the new car smell :D thank you very much for the update d_smagin :) fba remains my go-to for pac-man hacks, donkey kong II, shmup's etc.  looking forward to checking out the new rom support
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: Elaphe on March 10, 2015, 01:42:21 pm
Does this emulator supports Neogeo roms such as Gunlord, Fast Striker and Razion?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: dmitry_smagin on March 10, 2015, 08:27:31 pm
Does this emulator supports Neogeo roms such as Gunlord, Fast Striker and Razion?

No, these games are relatively new. Most probably, fba core doesn't have all needed features for these games to be enabled.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: xdplus fanatic on March 10, 2015, 11:13:17 pm
hey everyone... could someone explain to me what this emulator emulates exactly? I imagine it emulates arcade ROMs similar to Mame4All or XMame correct?

If someone could kindly clarify, that would be great. Thanks!


 :'(
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: Xaijiqq on March 11, 2015, 12:25:03 am
hey everyone... could someone explain to me what this emulator emulates exactly? I imagine it emulates arcade ROMs similar to Mame4All or XMame correct?

If someone could kindly clarify, that would be great. Thanks!


 :'(
yep, arcade games ;) its similar to mame with a heavy focus on japanese titles is how i would basically describe it
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: xdplus fanatic on March 11, 2015, 02:16:31 am
Perfect, thanks for clarifying... 'preciate it.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: dmitry_smagin on March 11, 2015, 06:03:11 am
hey everyone... could someone explain to me what this emulator emulates exactly? I imagine it emulates arcade ROMs similar to Mame4All or XMame correct?

If someone could kindly clarify, that would be great. Thanks!


 :'(

Originally FBA was coded for Windows platform and had emphasis on CPS1/2/Neogeo games with some major speed optimizations for x86 (later arm and mips emulation cores were added for GP2X and PSP versions). In the same manner Raine is oriented on Taito and Jaleco titles and dos/linux/windows platform.

Starting from some point this concept was broken and now FBA contains general portable emulation core and is more or less a MAME clone with a simpler internal design. This makes it more portable in particular, as the latest FBA version can be easily used for GCW-Zero while this is not the case for Mame which has turned monstrous lately (See Slaanesh struggling with XMame which is a mix of some older Mame versions - no offense here :) ).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: xdplus fanatic on March 11, 2015, 09:48:47 am
Alright, perfect. So another emu for all of us to enjoy... sounds good! Thanks again.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-10)
Post by: dmitry_smagin on March 11, 2015, 08:02:00 pm
Small update.

m68k core was broken in last build, here's the fix:

Download: https://www.sendspace.com/file/e5z49v (https://www.sendspace.com/file/e5z49v)

Games added since 0.2.97.31:
Quote
v0.2.97.35

Added driver for SunA 8-bit games: Hard Head, Hard Head 2, Super Ranger, Sparkman and Star Fighter [iq_132]
Added driver for Tecmo Bowl [iq_132]
Added driver for Zaxxon, Super Zaxxon and Congo Bongo [vbt, iq_132]
Added driver for Gulf Storm, The Last Day, Pollux, Blue Hawk, Sadari, Flying Tiger, Gun Dealer '94, Super-X, R-Shark and Pop Bingo on Dooyong hardware [iq_132]
Added driver for Konami's Finalizer [iq_132]
Added driver for Konami's Rock 'n Rage [iq_132]
Added driver for Konami's Blades of Steel [iq_132]
Added driver for Konami's Jail Break [iq_132]
Added driver for Konami's Battlantis [iq_132]
Added driver for Konami's Labyrinth Runner / Trick Trap [iq_132]
Added driver for Konami's Iron Horse [iq_132]
Added driver for Konami's Circus Charlie [iq_132]
Added driver for Konami's Tutanham [iq_132]
Added driver for Roc 'n Rope [iq_132]
Added driver for MegaZone [iq_132]
Added driver for Time Pilot/Space Pilot [iq_132]
Added driver for Time Pilot '84 [iq_132]
Added driver for Legend of Makai, P-47, Kick Off, Takeda Shingen, Ninja Kazan, Astyanax, Hachoo!, Jitsuryoku!! Pro Yakyoo, Plus Alpha, Saint Dragon, RodLand, Phantasm, Avenging Spirit, Earth Defense Force, 64th Street, Soldam, Big Striker, Chimera Beast, Cybattler, Hayaoshi Quiz Ouza Ketteisen and Peek-a-Boo! on Jaleco Megasys1 hardware [iq_132]
Added driver for Sega Master System and Game Gear [dink]
Added driver for Pandora's Palace on Konami GX328 hardware [iq_132]

v0.2.97.34

Added driver for Alien Invader [iq_132]
Added driver for Knuckle Joe [iq_132]
Added driver for Mario Bros. [iq_132]
Added driver for Samurai Nihon-Ichi, VS Gong Fight, Mission 660, Go Go Mr. Yamaguchi, Nunchackun, and Lady Master of Kung Fu [iq_132]
Added driver for Capcom's Side-Arms, Turtle Ship, Dyger, Twin Falcons and Whizz [iq_132, dink]
Added driver for Space Invaders [iq_132]
Added driver for Tetris Pro. 2 [iq_132]
Added driver for XX Mission by UPL [iq_132]

v0.2.97.33

Added driver for Sand Scorpion (this was actually in last release but missed the what's new) [iq_132]

v0.2.97.32

Added driver for DJ Boy [iq_132]
Added driver for Konami's Asterix [iq_132]
Added driver for Konami's Bishi Bashi and Super Bishi Bashi Championship Minigames[iq_132]
Added driver for Konami's Dragonball Z and Dragonball Z 2 - Super Battle hardware [iq_132]
Added driver for Konami's G.I. Joe [iq_132]
Added driver for Konami's Lethal Enforcers [iq_132]
Added driver for Konami's Mystic Warriors (and other games on the hardware) [iq_132]
Added driver for Konami's Shaolins Road [iq_132]
Added driver for Konami's Wild West C.O.W.-Boys of Moo Mesa and Bucky O'Hare [iq_132]
Added driver for Konami's Yie-Ar Kung Fu [iq_132]
Added driver for Konami's Xexex [iq_132]
Added driver for Raiden II, Raiden DX, X Se Dae Quiz and Zero Team [iq_132]
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: zhongtiao1 on March 11, 2015, 09:26:53 pm
Would it be possible to adapt FBA to work with super a'can ROMs? Both use a m68k CPU
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on March 12, 2015, 07:48:29 am
Would it be possible to adapt FBA to work with super a'can ROMs? Both use a m68k CPU
Hello. I think nobody's working on this at the moment.
Super A'can is an obscure console and not much is known about its hardware. Though Mess emulator has some preliminary suport for it, but the number of games is too small to spark an interest to finish it properly.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: zhongtiao1 on March 12, 2015, 04:11:24 pm
Would it be possible to adapt FBA to work with super a'can ROMs? Both use a m68k CPU
Hello. I think nobody's working on this at the moment.
Super A'can is an obscure console and not much is known about its hardware. Though Mess emulator has some preliminary suport for it, but the number of games is too small to spark an interest to finish it properly.
I realize that. I know that mess will not get ported any time in the near future, if ever. Even if there was no sound, playing super a'can games from my childhood would be great. Son of evil is really fun. I'm just wondering if it would be possible to adapt FBA to support super a'can ROMs. Yes you would have to add a secondary mos 6502 emulator to work in conjunction with one of the m68k emulators, but it should be possible.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: xdplus fanatic on March 13, 2015, 08:04:42 pm
Quick question for everyone... how well would STREET FIGHTER 3: 3rd STRIKE play on FBA, 3/11/15 release?? How about MARVEL vs. CAPCOM 2: NEW AGE OF HEROES??

Those are probably two of my favorite fighting games ever... haven't gotten around to testing them on the GCW Zero yet... any thoughts would be helpful... thanks everyone!

See ya!   8)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Gab1975 on March 14, 2015, 06:32:56 am
Quick question for everyone... how well would STREET FIGHTER 3: 3rd STRIKE play on FBA, 3/11/15 release?? How about MARVEL vs. CAPCOM 2: NEW AGE OF HEROES??

FBA can start up the Street Fighter 3 "saga" (CPS3 hardware), but the emulation speed is too low to be playable (on the GCW Zero)... the original Marvel vs Capcom 2 runs on a Naomi board and the FBA doesn't emulate this hardware (in any case the GCW Zero hasn't got the enough processing power for an adequate emulation)...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: xdplus fanatic on March 14, 2015, 08:06:02 am
Oh, I see...  thanks 4 the heads-up!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Elaphe on March 14, 2015, 08:18:58 am
I have isolated these games that are not listed by FBA in my GCW Zero. Aren't they supported or is it that they are not correctly named or belong to a wrong version?

aligator.zip
aligatorun.zip
arabianm.zip
arkretrn.zip
bublbob2.zip
dariusg.zip
fantjour.zip
finehour.zip
ga2.zip
gratia.zip
gunmast.zip
hvysmsh.zip
lightbr.zip
machbrkr.zip
metamrph.zip
mosaicf2.zip
mrdig.zip
mystwarr.zip
nslasher.zip
penfan.zip
prikura.zip
recalh.zip
salmndr2.zip
swcourt.zip

Finally, another question: does selecting a different emu core help with performance or is it only useful in case a game doesn't work. It has helped me with the latter case but not the former. I have tested several games which don't reach 60/60 and the results do not differ.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on March 14, 2015, 11:08:51 am
just by looking at the list, i can tell you that ga2.zip is not supported by FBA. So i guess the other games on the list will be in the same situation. But you can try XMAME. At least ga2.zip is supported there (although it's quite frameskippy)

About the different FBA cores, i have found the M68k core to be useful both when a game doesn't work, or when it's glitchy. In some cases the A68k core has also helped with glitches or with performance (although the speedup was not very big, because the default C68k core is very fast already).
The general rule is: if the default core has any problem with a game, then try the other cores.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on March 14, 2015, 03:03:52 pm
I have isolated these games that are not listed by FBA in my GCW Zero. Aren't they supported or is it that they are not correctly named or belong to a wrong version?

....

Finally, another question: does selecting a different emu core help with performance or is it only useful in case a game doesn't work. It has helped me with the latter case but not the former. I have tested several games which don't reach 60/60 and the results do not differ.

Please, before trying any games, consult the supported gamelist: https://www.sendspace.com/file/tuooid (https://www.sendspace.com/file/tuooid)
Btw, the link is in the first post. If the game is not there (rom name without .zip), then the game is not supported.

As for the cores:
a68k is written in mips assembler. It was a challenge for me to make it work right, the original one was written for psp (and its firmware has a slightly different architecture than OD). In fact there was not much sense in fixing it since the performance is roughly equal to c68k.
c68k is the fastest portable core but it supports 68000 processor without protection. It was dropped long ago in some old FBA version, but I brought it back. :)
m68k (Musashi) supports 68000 with protection and its derivatives: 68008, 68010, 68020, 68EC020 and 68040. It's the most feature-rich and stable core, but not so fast.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Elaphe on March 14, 2015, 03:32:47 pm
Thanx a lot for the list. The only games I've found there are Mystic Warriors (mystwarr) and Metamorphic Force (metamrph). Maybe the romsets I have (MAME 149) are not good for FBA. If you have them, could you please test them and tell me if they reach and keep 60/60 all the time?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: xdplus fanatic on March 14, 2015, 07:15:20 pm
hey everyone... quick question... I have just checked over the gamelist.txt file... however, I was unable to find a title by the name of "Virtua Tennis" by Sega.

I used to love this game when it was originally released in arcades. Does anyone have any info. as to how/why it is NOT playable on FBA? If this is indeed the case, is there any way that I may be able to play it off of XMame?

Thanks for your help... 'preciate it.

 8)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Gab1975 on March 14, 2015, 07:26:21 pm
hey everyone... quick question... I have just checked over the gamelist.txt file... however, I was unable to find a title by the name of "Virtua Tennis" by Sega.

I used to love this game when it was originally released in arcades. Does anyone have any info. as to how/why it is NOT playable on FBA? If this is indeed the case, is there any way that I may be able to play it off of XMame?

Thanks for your help... 'preciate it.

 8)

Do you mean this game (http://en.wikipedia.org/wiki/Virtua_Tennis) ?

FBA doesn't support it and, in any case, its emulation is out of range for the GCW Zero (SEGA Naomi board)...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: xdplus fanatic on March 14, 2015, 11:42:08 pm
Oh, gotcha. Now I understand as to why the game is NOT compatible... yes, the game link you have is exactly the title that I referring to.

Thanks for the heads-up.   :P
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Elaphe on March 15, 2015, 12:15:58 am
You can try Super World Court. It's not Virtua Tennis, but it's the best tennis game that can be played with MAME. Unluckly, FBA doesn't support it either. I tested it and worked fine with XMAME or MAMEforAll (I don't remember), achieving 60/60, although with sound problems.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Aeter on March 15, 2015, 12:48:47 am
There is a GBA version of the game, perhaps ReGBA can play it.
Don't know if it is anywhere near as good as the arcade version though.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Eliwood_san on March 21, 2015, 10:12:03 pm
Can i use a old romset (mame 0.156) to play it on the new update fba (gcw zero version)?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on March 22, 2015, 05:10:45 am
Can i use a old romset (mame 0.156) to play it on the new update fba (gcw zero version)?
Sure, even 0.149 romset, as most roms didn't change. Only few will fail to load.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: tekkaman on March 22, 2015, 01:37:27 pm
I have a question. I don't know which romset I have. The ones I have were for the Caanoo. If I update to this new version do I have to re-download all the games ?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on March 22, 2015, 07:14:38 pm
I have a question. I don't know which romset I have. The ones I have were for the Caanoo. If I update to this new version do I have to re-download all the games ?
The answer is obvious: try to load whatever rom you have, if FBA displays loading error then redownload. :)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on March 22, 2015, 07:21:00 pm
the only thing i'm missing in this emulator is a fullscreen IPU scaling option. (and maybe a build date in the credits screen, so we can diferentiate between different builds of the same FBA version)

By the way: sometimes, when returning to game from the ingame menu (L+R+Start) a frame from the menu remains flickering. This happens in games with "black bars" when Vsync is turned ON. The flickering frame can be seen in the black bars.

To reproduce the issue, just load any game with black bars, and turn vsync ON. Then enter and exit the menu until the flickering issue triggers. It happens randomly.

Maybe it has something to do with the triple buffer?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Eliwood_san on March 23, 2015, 01:37:39 am
Can i use a old romset (mame 0.156) to play it on the new update fba (gcw zero version)?
Sure, even 0.149 romset, as most roms didn't change. Only few will fail to load.
Thank you so much,in fact i found the romset 0.159 im very surprise for the improvements on this emulator for example the game snk vs capcom works perfect in this new release of the fba.Old versions on the fba emulator doesnt work snk vs capcom.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: qbertaddict on March 24, 2015, 03:29:03 pm
For some reason samples no longer work. Example game Donkey Kong

I am using the samples files from 0.159 and the archived samples as well
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Atlantis_Risen on March 24, 2015, 07:01:37 pm
Is CPS3 emulation any better in the latest release?  Is that even possible?

Is there a performance reason to install the latest version and use the newer romset?  What differences would I expect?

Thanks very much.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Eliwood_san on March 24, 2015, 10:41:54 pm
Is CPS3 emulation any better in the latest release?  Is that even possible?

Is there a performance reason to install the latest version and use the newer romset?  What differences would I expect?

Thanks very much.
I tested the cps3 roms using the latest update of fba and mame romset 0.159...some roms doesnt work or lags very bad,for example in the intro of the game Street Fighter III 2nd Impact: Giant Attack lags very bad,you cant play it with that massive lag.The game JoJo's Bizarre Adventure doesnt work,you cant load the game on the fba emulator.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on March 25, 2015, 06:08:21 am
Is CPS3 emulation any better in the latest release?  Is that even possible?

Is there a performance reason to install the latest version and use the newer romset?  What differences would I expect?

Thanks very much.

There's no improvements for CPS3, sorry. SH2 emulation is still slow.
But the reason to install new version is more new games supported (see the list posted earlier in this thread).

I'd like to point clearly that I do not develop the emulator itself, do not add new games or dynarec emulation cores. My parts are: 1) lightweight SDL frontend (i.e. with custom scalers/rotators for small screen) 2) GUI for easy rom navigation 3) a68k and c68k emulation cores - the only change to main FBA codebase.
Everything else is just standard FBA
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Eliwood_san on March 28, 2015, 02:06:16 am
the only thing i'm missing in this emulator is a fullscreen IPU scaling option. (and maybe a build date in the credits screen, so we can diferentiate between different builds of the same FBA version)

By the way: sometimes, when returning to game from the ingame menu (L+R+Start) a frame from the menu remains flickering. This happens in games with "black bars" when Vsync is turned ON. The flickering frame can be seen in the black bars.

To reproduce the issue, just load any game with black bars, and turn vsync ON. Then enter and exit the menu until the flickering issue triggers. It happens randomly.

Maybe it has something to do with the triple buffer?

Im agreed with hi-ban only i want fullscreen when you rotate a game for example the dodopanchi when you rotate the game it doesnt show full screen on the gcw zero.I want to see in further updates the option to enable cheats in the fba emulator.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Durrsly on April 10, 2015, 06:01:24 pm
So I finally figured out how to change the button config in a game, but now in Waku Waku 7 it starts a VS match when I try to add a coin. I can't find how to unbind player 2's start.
I haven't tried with any other games yet.

EDIT: Never mind, found out what was happening (Pressing Select+Start)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: fiver on April 11, 2015, 03:58:11 am
How can you insert a coin into a slot for player 2, 3, etc? For instance, in The Simpsons and Teenage Mutant Ninja Turtles, you get to pick a character based on which slot you put the coin into, but I can only play one of them because I only know how to insert a coin for player 1.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Xaijiqq on April 11, 2015, 05:57:43 am
How can you insert a coin into a slot for player 2, 3, etc? For instance, in The Simpsons and Teenage Mutant Ninja Turtles, you get to pick a character based on which slot you put the coin into, but I can only play one of them because I only know how to insert a coin for player 1.
use roms that say '2 players' and make sure to also include the parent rom in the same folder in order for it to run.  then you'll be able to choose any character ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: enodr on April 18, 2015, 09:58:12 pm
Hi,

I am a bit puzzled with the command line support. I compiled the dge from the sources and loading rom from the command line works fine. But with opkrun I cannot run a rom. I added a simple printf("%d", argc); at the beginning and it is always 1.

Passing command line args with opkrun works with other emu like genesisgx so I don't know what the bug is.

Any idea?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: enodr on April 18, 2015, 10:02:00 pm
Ok of course I found out the answer the second after I posted my question...

The default.gcw0.desktop needs a %f here (found out in Genesis Plus Gx sources!)

Exec=fbasdl.dge %f

Edit: %f forces the file browser when launched from gmenu2x, that's not what I want. I guess I need to look at opkrun sources to figure out.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: terrybogard on July 29, 2015, 06:32:19 am
Help, please.
I need .nvram support in final burn alpha. I want to save my bios settings and use a memcard
for neo geo. Does that work somehow?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: terrybogard on July 30, 2015, 01:19:40 am
Hello, is there a way to have multiple button mappings on the L and R buttons for example,
so you can trigger a rage explos. in samsho4 with 1 button press?
This and .nvram support would be great. Otherwise this emulator is outstanding.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Lunos on August 21, 2015, 10:31:25 am
Hi, Hi ^^
Did someone tried Street Fighter III: Third Strike on this?
I just saw the review of the GCW Zero made by a Youtuber called "Lon Seidman" and he said that it wasn't compatible with FBA for this device, while the Windows Version runs it with absolutely no doubts. (I myself play a bit usually, when i'm bored, on my father's PC)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Spaceman on August 21, 2015, 06:27:17 pm
Funny enough I did try SF3 Third Strike.
It boots but runs around the 15 frame mark.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Niko on September 02, 2015, 02:37:37 pm
Is it possible to use the analogue stick, for digital input? I'd like to use it for some fighting games.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on September 03, 2015, 11:53:32 am
Is it possible to use the analogue stick, for digital input? I'd like to use it for some fighting games.

That's not yet possible. The whole input system should be rewritten fot that. Maybe in the next versions.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Niko on September 03, 2015, 02:50:35 pm
Is it possible to use the analogue stick, for digital input? I'd like to use it for some fighting games.

That's not yet possible. The whole input system should be rewritten fot that. Maybe in the next versions.

Thanks for the reply, I'm starting to get used to the dpad, also the emulator runs great!

One suggestion if I may, it would be really cool if you could choose which bios version you wanted to run for neogeo games. That way we could choose to use unibios. I see by default it appears to be using the asia-s3 bios. I guess you could just replace it in the zip with whichever other bios you preferred in the meantime.

Thanks again!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Niko on September 05, 2015, 02:51:31 pm
Is it possible to use the analogue stick, for digital input? I'd like to use it for some fighting games.

That's not yet possible. The whole input system should be rewritten fot that. Maybe in the next versions.

Thanks for the reply, I'm starting to get used to the dpad, also the emulator runs great!

One suggestion if I may, it would be really cool if you could choose which bios version you wanted to run for neogeo games. That way we could choose to use unibios. I see by default it appears to be using the asia-s3 bios. I guess you could just replace it in the zip with whichever other bios you preferred in the meantime.

Thanks again!

I lied, I'm not getting used to the dpad. Its damn hard to pull off moves in just about any fighting game. LOL


EDIT: So I see that in the config file you can specify the button mapping, and I've already verified modifying it works by switching KEY_UP and KEY_DOWN. So can I easily just plug in the correct value for the analogue stick just to get me by? Or would I need to modify the source?

If I need to modify the source, I found the SDL event handler in sdl_input.cpp and "think" it handles the input by bitwise anding the appropriate defined KEYPAD_<BUTTON> with the keypad variable. If this is correct would you be so kind as too guide me in the right direction to determining correct values for the analogue input?

I know this wouldnt be the correct way to handle this for a release, but I'd like to be able to use it myself just to get me by.

Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: stonedrum on October 18, 2015, 01:15:47 am
fba is crashing instantly for me when i try to run a game.  Anyone else experience this?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: wepecko on October 22, 2015, 11:07:58 pm
Hi, this is probably a stupid question, but is there a way how to convert a .txt Rom list from the first post to a .dat file for clrmamepro?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on October 23, 2015, 09:12:44 am
Hi, this is probably a stupid question, but is there a way how to convert a .txt Rom list from the first post to a .dat file for clrmamepro?
Fankly speaking, I disabled generating .fba and .dat files, so you can't get them invoking FBA. However, the code is still there, so I generated them. Still, no idea if this .dat is suitable for clrmamepro.

Catch the files: https://www.sendspace.com/file/mkqj0z (https://www.sendspace.com/file/mkqj0z)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Qubits on May 21, 2016, 11:50:34 pm
I have a question, just got a GCW and have lot of problems to make arcade / neo geo games to work. First of all, i figured out that you shouldnt change the name of the zip file you are downloading, for strange reasons, the emulator recognize them by their zip names so even if the name of the zip is bad, dont touch it. Second, it seems that FBA for GCW cant play the zip files that contains .bin files, am i right with this ? I have seen although that on the gamelist that you can download here : https://www.sendspace.com/file/tuooid that thoses games containing .bin were supported so what should i do to make them work ? because when i try to run them i get this message :

Now loading...

Error loading rom (not found) :
Loading sm1.sm1...(not found) :
Exiting - Press any key

When i press a key, it changes the line " loading (not found " for about three times then show a black screen.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Senor Quack on May 22, 2016, 10:16:04 pm
because when i try to run them i get this message :
Now loading...
Error loading rom (not found) :
Loading sm1.sm1...(not found) :
Exiting - Press any key
When i press a key, it changes the line " loading (not found " for about three times then show a black screen.

You probably aren't including the Neo Geo BIOS in your ROM folder. It's usually called neogeo.zip

If it still doesn't work after that:  You must use ROMs from the MAME romset version 0.159 (as mentioned on the first post in the thread,  by the author of the port). If you use ROMs from a romset older or newer than that, there is a chance they won't work, especially if they're older.

MAME romsets can be converted between older and newer versions but it gets pretty complicated (you must use the ClrMamePro utility (http://mamedev.emulab.it/clrmamepro/)). It's easiest to just find a romset closest to what you need and hope the files work. If you don't know what version romset a given ROM is from, then you're pretty much just taking a complete chance by using it.

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Qubits on June 06, 2016, 01:29:12 pm
The emulator is working very good overall, although some games have massives lags / frameskipping and therefore not quite playable, here is a short list i've made :

Gunforce 2 : Massive lags
Tengai : Massive lags
Michael Jackson Moonwalker : few lags, could be better
R-Type Leo : Massive lags
Sol Divide : Massive lags
Xexex : Massive lags
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on June 06, 2016, 09:47:51 pm
The emulator is working very good overall, although some games have massives lags / frameskipping and therefore not quite playable, here is a short list i've made :

Gunforce 2 : Massive lags
Tengai : Massive lags
Michael Jackson Moonwalker : few lags, could be better
R-Type Leo : Massive lags
Sol Divide : Massive lags
Xexex : Massive lags

It depends on the emulated system. FBA emulates NeoGeo, CPS1 and CPS2 flawlessly and full speed. However, there are some other systems which FBA supports, but require quite more horsepower to emulate, like CPS3, PGM and some Irem systems (although some Irem systems are emulated quite well by MAME, so in some cases it might be a matter of optimisation).
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Qubits on June 12, 2016, 02:17:36 pm
There is also a problem with  J. J. Squawkers. The game doesnt launch on C68k but only M68k, and when you press select to insert coin, it starts the 2nd player (that you cannot play) so if you press select again to start player one, you then have to wait that player 2 dies to be able to play and move forward.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Qubits on June 13, 2016, 09:33:17 pm
Found the reason why, dmitry explained me : if you press " select + start " at the same time it will enable two players mode and there is no way to escape it unless you close the emulator and reopen it. So if any of you are wondering why it starts the two players mode, just close FBA reopen it and be sure not to press select + start at the same time again.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on September 20, 2016, 09:49:07 am
The emulator is working very good overall, although some games have massives lags / frameskipping and therefore not quite playable, here is a short list i've made :

Gunforce 2 : Massive lags
Tengai : Massive lags
Michael Jackson Moonwalker : few lags, could be better
R-Type Leo : Massive lags
Sol Divide : Massive lags
Xexex : Massive lags
I got my GCW Zero today and the first game I tested was RTYPE II.
Only 6 frames per second.
This means no irem games, a pity.

Luckily neogeo plays well, so I will just use it for neogeo, cps1, cps2 and hopefully system16 works good too.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Swarmadd on September 20, 2016, 10:02:25 am
You should use xmame 1.3 instead, that's what I use to play R-Type 1, II, and Leo, and they all run fullspeed  :)
(Anyway I mainly use fba for neogeo and cps emulation, not much for the others)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on September 20, 2016, 11:22:30 am
You should use xmame 1.3 instead, that's what I use to play R-Type 1, II, and Leo, and they all run fullspeed  :)
(Anyway I mainly use fba for neogeo and cps emulation, not much for the others)
Thanks, will install that too and try it.
I am impressed with the way it handles the genesis/megadrive and snes, all 100% perfectly smooth.
Better than my gpd xd!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: toto on September 20, 2016, 11:54:03 am
Enjoy your GCW davidgilmour! I know it has been asked a billion times but when an .opk version of xmame will be released?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on October 07, 2016, 09:05:34 pm
You should use xmame 1.3 instead, that's what I use to play R-Type 1, II, and Leo, and they all run fullspeed  :)
(Anyway I mainly use fba for neogeo and cps emulation, not much for the others)
Fba has some issues with some neogeo games and even some cps1/2 games:
Progear (cps2) doesn't run
Pleasure goal (neo geo) has some serious glitches
Captain Commando (cps) can't be played
Warriors of Faith (cps) can't be played

Xmame is able to play these games flawlessly, except for Progear. That doesn't run either.

@toto there already exists an opk: https://www.dropbox.com/s/f50ho3ktwsli7tp/xmame_1.3.opk?dl=0

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Atlantis_Risen on October 11, 2016, 05:14:23 pm
You should use xmame 1.3 instead, that's what I use to play R-Type 1, II, and Leo, and they all run fullspeed  :)
(Anyway I mainly use fba for neogeo and cps emulation, not much for the others)
Fba has some issues with some neogeo games and even some cps1/2 games:
Progear (cps2) doesn't run
Pleasure goal (neo geo) has some serious glitches
Captain Commando (cps) can't be played
Warriors of Faith (cps) can't be played

Xmame is able to play these games flawlessly, except for Progear. That doesn't run either.

@toto there already exists an opk: https://www.dropbox.com/s/f50ho3ktwsli7tp/xmame_1.3.opk?dl=0

I play Progear all the time on FBA (but an older version, I've held off updating for fear I'll screw something up.  and I don't know if my romset will work with the new FBA)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on October 11, 2016, 05:28:42 pm
You should use xmame 1.3 instead, that's what I use to play R-Type 1, II, and Leo, and they all run fullspeed  :)
(Anyway I mainly use fba for neogeo and cps emulation, not much for the others)
Fba has some issues with some neogeo games and even some cps1/2 games:
Progear (cps2) doesn't run
Pleasure goal (neo geo) has some serious glitches
Captain Commando (cps) can't be played
Warriors of Faith (cps) can't be played

Xmame is able to play these games flawlessly, except for Progear. That doesn't run either.

@toto there already exists an opk: https://www.dropbox.com/s/f50ho3ktwsli7tp/xmame_1.3.opk?dl=0

I play Progear all the time on FBA (but an older version, I've held off updating for fear I'll screw something up.  and I don't know if my romset will work with the new FBA)
Ah, maybe I should try an older romset. Will do that later this week. Thanks.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Qubits on October 11, 2016, 08:28:48 pm
I'd also like to add that lot of Psikyo games and others nice shooters are not running correctly... such as Gunbird 2, Dragon Blaze, Samourai Aces or Cyvern, even when changing the emu cores.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: SilentRunner on January 31, 2017, 09:31:09 pm
Does anyone know a guide I can use for setting up this emulator it is vastly different to any other I have used? for example setting the rom paths and the roms themselves come with like 20files? Im alittle lost can anyone point me in the right direction. Its my first time trying MAME games im intrigued to try them I have always used simple GBA roms. Thanks
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on February 01, 2017, 05:47:41 am
Does anyone know a guide I can use for setting up this emulator it is vastly different to any other I have used? for example setting the rom paths and the roms themselves come with like 20files? Im alittle lost can anyone point me in the right direction. Its my first time trying MAME games im intrigued to try them I have always used simple GBA roms. Thanks
Go to Config menu, set path to your romset, set showing roms (available only), then quit emulator and restart. You'll see the list of available games. Pay attention to romset version, it's important for some games!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: SilentRunner on February 01, 2017, 10:00:42 pm
Hi thanks for replying so quickly, I didn't realize you left the roms inside the zip file apologies still learning. I have the MAME 0.159 romset all of the roms show in the menu but every single game is not showing as playable some do launch and run fine however Is there something else I need to do.

Thanks
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Jonosborne on February 22, 2017, 05:53:23 pm
Hey guys!  I am pretty new to FBA.  I went through and downloaded some CPS1, CPS2 and CPS3 games.  A few of them work but the majority of them say error loading.  Is there perhaps a parent ROM that they are missing?  I noticed a lot of them are very small(like 56 KB) and I thought that was a bit odd, but didn't put much thought into it because older games are usually really small.  Can anyone help with this so I can get these games up and running?  Thanks!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Senor Quack on February 23, 2017, 05:04:47 pm
Hey guys!  I am pretty new to FBA.  I went through and downloaded some CPS1, CPS2 and CPS3 games.  A few of them work but the majority of them say error loading.  Is there perhaps a parent ROM that they are missing?  I noticed a lot of them are very small(like 56 KB) and I thought that was a bit odd, but didn't put much thought into it because older games are usually really small.  Can anyone help with this so I can get these games up and running?  Thanks!

I am not an expert at FBA, nor MAME roms.. but ROMs for MAME, compared to ROMs for let's say consoles, are unique in that there is a master ROM for each game and then it has related children ROMs that are just slightly different from the parent (like, different revisions or country releases). So, the children ROMs depend on the parents being present for the whole ROM to work. The children ROMs can be very small, as they represent merely the info that is different from the parent ROM.

If you mention specific games we can help you more.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on February 24, 2017, 10:51:11 am
Hey guys!  I am pretty new to FBA.  I went through and downloaded some CPS1, CPS2 and CPS3 games.  A few of them work but the majority of them say error loading.  Is there perhaps a parent ROM that they are missing?  I noticed a lot of them are very small(like 56 KB) and I thought that was a bit odd, but didn't put much thought into it because older games are usually really small.  Can anyone help with this so I can get these games up and running?  Thanks!

Check the game list here: https://www.sendspace.com/file/tuooid (btw, this link is in the first post)
It references correct rom names and parent rom if needed.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on August 09, 2017, 12:11:53 pm
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on August 09, 2017, 02:14:42 pm
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: davidgilmour on August 15, 2017, 11:32:59 pm
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.
It's ok, thanks for your awesome work dude! FBA and your PSX emulator are excellent!
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on February 13, 2018, 03:25:10 am
I have added support for hardware scaling using the IPU. If anyone wants to try it, here is a link:

https://app.box.com/s/i3qncvgfh5x5yuvnf6gr24qursjvnqt5

There is a new "Hardware Scaling" option, you can set it to 3 different values:

Off: Use the current software scalers.
Aspect: Use HW scaling and keep the original aspect ratio.
Fullscr: Use HW scaling and scale the image to fit the entire screen.

You can combine this with the rotation of vertical games.

NOTE: On some situations using HW scaling may not be the best-looking option.

P.S: @dmitry_smagin you got a pull request on your github repo

EDIT: Small bug fixed, link updated. EDIT2: First fix created a new bug. fixed now, link updated.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on February 13, 2018, 04:46:59 pm
Sorry, i clicked "quote" instead of "edit"...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: superfenix2020 on February 14, 2018, 12:32:00 pm
Thanks hi-ban  ;)
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: tackro on February 15, 2018, 02:10:32 am
I have added support for hardware scaling using the IPU. If anyone wants to try it, here is a link:

https://app.box.com/s/i3qncvgfh5x5yuvnf6gr24qursjvnqt5

There is a new "Hardware Scaling" option, you can set it to 3 different values:

Off: Use the current software scalers.
Aspect: Use HW scaling and keep the original aspect ratio.
Fullscr: Use HW scaling and scale the image to fit the entire screen.

You can combine this with the rotation of vertical games.

NOTE: On some situations using HW scaling may not be the best-looking option.

P.S: @dmitry_smagin you got a pull request on your github repo

EDIT: Small bug fixed, link updated. EDIT2: First fix created a new bug. fixed now, link updated.

@hi-ban would be great to see your emulators on Retro Game RS-97 too
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on February 15, 2018, 03:16:30 pm
I have added support for hardware scaling using the IPU. If anyone wants to try it, here is a link:

https://app.box.com/s/i3qncvgfh5x5yuvnf6gr24qursjvnqt5

There is a new "Hardware Scaling" option, you can set it to 3 different values:

Off: Use the current software scalers.
Aspect: Use HW scaling and keep the original aspect ratio.
Fullscr: Use HW scaling and scale the image to fit the entire screen.

You can combine this with the rotation of vertical games.

NOTE: On some situations using HW scaling may not be the best-looking option.

P.S: @dmitry_smagin you got a pull request on your github repo

EDIT: Small bug fixed, link updated. EDIT2: First fix created a new bug. fixed now, link updated.

@hi-ban would be great to see your emulators on Retro Game RS-97 too

As far as i know, most emulators from the GCWZero/Dingoo are already being ported by Steward.
About HW scaling itself, which is the only feature i added to FBA, i don't know if the Coolboy supports IPU scaling at all.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: kapster on February 23, 2018, 07:23:27 pm
I have added support for hardware scaling using the IPU. If anyone wants to try it, here is a link:

https://app.box.com/s/i3qncvgfh5x5yuvnf6gr24qursjvnqt5

There is a new "Hardware Scaling" option, you can set it to 3 different values:

Off: Use the current software scalers.
Aspect: Use HW scaling and keep the original aspect ratio.
Fullscr: Use HW scaling and scale the image to fit the entire screen.

You can combine this with the rotation of vertical games.

NOTE: On some situations using HW scaling may not be the best-looking option.

P.S: @dmitry_smagin you got a pull request on your github repo

EDIT: Small bug fixed, link updated. EDIT2: First fix created a new bug. fixed now, link updated.

@hi-ban would be great to see your emulators on Retro Game RS-97 too

As far as i know, most emulators from the GCWZero/Dingoo are already being ported by Steward.
About HW scaling itself, which is the only feature i added to FBA, i don't know if the Coolboy supports IPU scaling at all.

According to this site https://www.rockbox.org/wiki/IngenicJz47xx the JZ4760 does have an IPU, the question is if it?s the same as the one in the 4770.

?Image Processing Unit

The Jz4740 also has an IPU which has the following features:
Video frame resize
Color space conversion: 420/444/422 YUV to RGB convert?

Is the source for your update available?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on February 23, 2018, 09:50:16 pm
https://github.com/hi-ban/fba-sdl

i forked the fba source from d-smagin's repo: https://github.com/dmitrysmagin/fba-sdl

You might want to wait for d-smagin to review the code, as he might want to review the code and maybe improve/clean up/correct it...
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: bL4sT on May 10, 2018, 04:19:38 am
I love this emulator, been using it since the first version. But would it be possible to syncronize it to FBA 0.2.97.42? That would be absolutely fantastic.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Drem on May 10, 2018, 05:48:16 am
I love this emulator, been using it since the first version. But would it be possible to syncronize it to FBA 0.2.97.42? That would be absolutely fantastic.
+1.000.000
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Derpdiherp on June 14, 2018, 01:37:29 am
Is there any way to turn off the save state L+R combinations? It makes playing some fighting games really annoying - I end up loading states by accident.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dgtao on October 19, 2019, 09:00:16 am
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.

have you aslo got rg350?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: dmitry_smagin on October 19, 2019, 08:36:55 pm
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.

have you aslo got rg350?

Hi.
No, but I'm going to buy one soon. It seems almost hardware compatible to gcw0, which is very fortunate.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: eltehero on October 20, 2019, 11:17:58 am
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.

have you aslo got rg350?

Hi.
No, but I'm going to buy one soon. It seems almost hardware compatible to gcw0, which is very fortunate.

That's great news for the RG350 community, very nice to see you back dmitry as you are one of the best devs and hope you can further improve your awesome fba on the RG350.

If you contact Jutleys,  he may get you a unit for devs
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: elea on October 20, 2019, 04:42:36 pm
Hi.
No, but I'm going to buy one soon. It seems almost hardware compatible to gcw0, which is very fortunate.


Dmitry: in case you weren't already contacted, Jutleys is offering to help you get a free RG350 - a bunch of the CGW devs have been sent RG350's by Anbernic.

Join the discord for more info https://discordapp.com/invite/5vY7cDx

Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: Gcw34ohda on December 29, 2019, 01:23:20 pm
Does anyone know if FBA on our GCW has an option to go into the dipswitches ? Just like Mame?
Actually, no. Sorry for that, never had time to implement this.
However, some games have their own service menu (L+R+Select) with access to dip switches.

have you aslo got rg350?

Hi.
No, but I'm going to buy one soon. It seems almost hardware compatible to gcw0, which is very fortunate.

Does this mean gcw won't see the new fba? I've seen fba ux running cps3 games
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: a330boy on January 24, 2020, 02:39:33 am
Can I use hi-ban's previews on the RG350?
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: hi-ban on January 25, 2020, 10:47:33 am
Can I use hi-ban's previews on the RG350?

Yes.
Title: Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)
Post by: DaveC1964 on May 22, 2020, 06:19:52 am
Anyone know how to get sound samples working for games like Zaxxon?  I put some (zaxxon.zip) in the samples folder that was already there but still no sound.  I tried a bunch of things but I can't figure it out.