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Author Topic: Final Burn Alpha SDL for GCW-Zero (UPDATE 2015-03-11)  (Read 170023 times)

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #140 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...
« Last Edit: December 26, 2013, 08:23:15 am by Gab1975 »

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #141 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
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #142 on: December 26, 2013, 12:38:14 pm »

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #143 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

But no miracles. Irem games are resource-hungry because they are emulated with scanline accuracy (most other games with frame accuracy).
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

hi-ban

  • Posts: 889
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #144 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.



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:



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.
« Last Edit: December 26, 2013, 07:25:58 pm by hi-ban »

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-21)
« Reply #145 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

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)

btnheazy03

  • Posts: 180
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #146 on: December 30, 2013, 08:04:14 am »
psst .. hey d_smagin ... analog stick --> mirror d-pad controls =]

Wild Penguin

  • Posts: 69
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #147 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!
My Hocoslamfy highscore: 107. Also try Freedroid for GCW0!

Nosna

  • Posts: 2
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #148 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.

evilbob

  • Posts: 27
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #149 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
-Hardware: 150 -Sofware: 0 -Emulating games from my childhood: priceless

Nebuleon

  • Guest
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #150 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. You didn't even read the last page... :(

Atlantis_Risen

  • Posts: 535
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #151 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.

zear

  • * Moderator
  • Posts: 2381
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #152 on: January 09, 2014, 08:18:37 pm »
Analog can have 8 digital directions as well, it's a matter of coding the input.

Atlantis_Risen

  • Posts: 535
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #153 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.

Atlantis_Risen

  • Posts: 535
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #154 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?

dmitry_smagin (OP)

  • Posts: 423
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #155 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.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Atlantis_Risen

  • Posts: 535
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #156 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!

alyinsanfran

  • Posts: 439
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #157 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!
« Last Edit: January 12, 2014, 08:27:02 pm by alyinsanfran »

Atlantis_Risen

  • Posts: 535
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #158 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.

Gab1975

  • Posts: 1165
Re: Final Burn Alpha SDL for GCW-Zero (UPDATE 2013-12-26)
« Reply #159 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)... :)

 

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