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Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 172703 times)

failed

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #200 on: April 21, 2014, 10:39:50 am »
Autofire ready to test

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



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.


failed

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #201 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?

Inertia

  • Posts: 157
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #202 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 :)

Nebuleon

  • Guest
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #203 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.

failed

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #204 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

Inertia

  • Posts: 157
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #205 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 :

[/img]


failed

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #206 on: April 22, 2014, 08:08:16 am »
I do not offer change default mapping, I offer change only incorrect labels

Inertia

  • Posts: 157
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #207 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 :)

surfi80

  • Posts: 252
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #208 on: April 25, 2014, 04:21:52 pm »
Autofire ready to test

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



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  ;)

« Last Edit: April 25, 2014, 04:54:31 pm by surfi80 »
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #209 on: April 25, 2014, 06:59:59 pm »
surfi80
Yes, kind of official. I grab back patches to my git.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #210 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! :)

failed

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #211 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






Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #212 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

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

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #213 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.
« Last Edit: May 06, 2014, 06:00:46 pm by d_smagin »
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

surfi80

  • Posts: 252
Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #214 on: May 06, 2014, 06:36:32 pm »
colleague ...  fucking master of the universe 8)
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

TimeDevouncer

  • Posts: 231
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #215 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
Look behind you! A three-headed monkey!

eltehero

  • Posts: 339
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #216 on: May 06, 2014, 08:57:20 pm »
What specific benefits can triple buffer support bring to the gcw version?

Nebuleon

  • Guest
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #217 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.

Nebuleon

  • Guest
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #218 on: May 07, 2014, 09:38:18 am »
Ah, and have at it.

Nebuleon/fba-sdl/triple-buffering commit 27343bc is now in a pull request for you, d_smagin.

surfi80

  • Posts: 252
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2014-05-06)
« Reply #219 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?
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

 

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