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Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 170057 times)

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #120 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.

Kelleth

  • Posts: 13
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #121 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.

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #122 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...

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #123 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).

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #124 on: December 21, 2013, 06:58:15 am »
Small update special for hi-ban: 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.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Inertia

  • Posts: 157
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #125 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 :)

Moolligan

  • Posts: 9
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #126 on: December 21, 2013, 03:38:38 pm »
That'll be great also for fighting games!

cheers from an FBA fan.  ;D

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #127 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...
« Last Edit: December 23, 2013, 06:44:45 am by Gab1975 »

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #128 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.
« Last Edit: December 23, 2013, 12:28:30 am by hi-ban »

glimmer

  • Posts: 119
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #129 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.

glimmer

  • Posts: 119
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #130 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.

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #131 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! :)

Norghat

  • Posts: 32
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #132 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 :)

PureWicked.AU

  • Posts: 240
    • Australian GCW reseller
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #133 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
« Last Edit: December 23, 2013, 12:49:13 pm by PureWicked.AU »

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-17)
« Reply #134 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.
« Last Edit: December 23, 2013, 02:35:51 pm by hi-ban »

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #135 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.
« Last Edit: December 23, 2013, 04:15:58 pm by d_smagin »
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Xantos

  • Posts: 5
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #136 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).

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #137 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! :)

btnheazy03

  • Posts: 180
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #138 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.

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #139 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! :)
« Last Edit: December 25, 2013, 02:20:36 am by Gab1975 »

 

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