Author Topic: gngeo port (neogeo emulator)  (Read 38386 times)

hi-ban

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Re: gngeo port (neogeo emulator)
« Reply #15 on: August 31, 2013, 06:53:41 pm »
Just tested Neo Turf Masters and Super Sidekicks 3. Both have graphic bugs.

EDIT: graphic bugs are fixed when enabling raster effects.
« Last Edit: August 31, 2013, 06:57:30 pm by hi-ban »

GhostWarrior

Re: gngeo port (neogeo emulator)
« Reply #16 on: September 01, 2013, 03:16:39 am »
Well, I did finally get it working and so far it works great.  The error about the romset being too old was misleading.  The problem was partially fixed by moving everything to the /data/local/home/.gngeo directory.  Once I did that, I started getting a different error dealing with the bios.  So same roms, but different directory and different bios and now it works.

yoshi41

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Re: gngeo port (neogeo emulator)
« Reply #17 on: September 01, 2013, 09:35:41 am »
Thanks Pepone.  8)

Here's the DAT file with corresponding test results for the Pandora version 0.8.4.

https://docs.google.com/spreadsheet/ccc?key=0Apq0W6rm63sydEFaUlZzMW5rc3Q2UWlnYXhlaFNRSVE

Should be the same for the GCW0.

Emulator packs and fact sheets for Wiz, Caanoo, Dingoo and Pandora.

pepone (OP)

Re: gngeo port (neogeo emulator)
« Reply #18 on: September 01, 2013, 01:29:48 pm »
Thanks Pepone.  8)

Here's the DAT file with corresponding test results for the Pandora version 0.8.4.

https://docs.google.com/spreadsheet/ccc?key=0Apq0W6rm63sydEFaUlZzMW5rc3Q2UWlnYXhlaFNRSVE

Should be the same for the GCW0.
Thanks Yoshi! Very good work, especially the .dat
The result is almost the same between the pandora and the gcw0, but since there is some bug in the 68K core used by gngeo on the gcw, there is still some difference (viewpoint dont work for example :( )

I'll edit the first post and add your link to it, if you don't mind of course :)

pcercuei

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Re: gngeo port (neogeo emulator)
« Reply #19 on: September 01, 2013, 01:40:13 pm »
What 68k core does it use? FAME?

segakiki

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Re: gngeo port (neogeo emulator)
« Reply #20 on: September 01, 2013, 01:56:30 pm »
Amazing release thank you for your hard work pepone!
Is it possible to implement the test switch and also can I use unibios with this release?
Most games I have tried so far run amazing!

yoshi41

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Re: gngeo port (neogeo emulator)
« Reply #21 on: September 01, 2013, 01:57:56 pm »
I'll edit the first post and add your link to it, if you don't mind of course :)

Sure. I'm glad if it helps.

For those who are not familiar with clrmamepro (it's not really intuitive  ;), but very useful), here's a little tutorial...

http://boards.dingoonity.org/dingux-releases/final-burn-alpha-for-opendingux-(pre-release)/msg59033/#msg59033
Emulator packs and fact sheets for Wiz, Caanoo, Dingoo and Pandora.

fosamax

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Re: gngeo port (neogeo emulator)
« Reply #22 on: September 01, 2013, 02:33:57 pm »
From browsing the readme on the source :

  cyclone is written in arm assembler (default on arm target)
    starscream is written in x86 assembler (default on x86 target if nasm is found)
    gen68k is written in portable C (default in every other case)
   
    drz80 is written in arm assembler (default on arm target)
    raze is written in x86 assembler (default on x86 target if nasm is found)
    mamez80 is written in portable C  (default in every other case)

so it must be gen68k and mamez80 for sound.

doglush

Re: gngeo port (neogeo emulator)
« Reply #23 on: September 01, 2013, 09:45:38 pm »
Many thanks for this release Pepone. (Viewpoint is working... That's enough :) )
Great emulator with a beautifull frontend.

Their is no 68K or Z80 cpu emulation "asm coded" for MIPS Cpu ?

« Last Edit: September 01, 2013, 09:54:25 pm by doglush »

pcercuei

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Re: gngeo port (neogeo emulator)
« Reply #24 on: September 02, 2013, 12:52:40 am »
The great thing about having a MIPS CPU, is that it's much more compiler-friendly than ARM; so there is no need for "asm coded" cores to get a good performance.

neilgeox

Re: gngeo port (neogeo emulator)
« Reply #25 on: September 03, 2013, 11:02:50 am »
Great Release! I tried Neo Turf Masters last night though, and it seemed to have a glitch where the aiming and power are off. When you tee off, the shot is way overpowered and it clears the course! is there a setting or is it the rom at fault. Has anyone else experienced this? Other than that, it works brilliantly.   

trisoret

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Re: gngeo port (neogeo emulator)
« Reply #26 on: September 04, 2013, 01:16:43 am »
This is a great emulator as far as I tried, will future releases include analogue stick support?

Atlantis_Risen

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Re: gngeo port (neogeo emulator)
« Reply #27 on: September 13, 2013, 02:34:25 am »
This is a fantastic emulator! 

I do still get that neo turfmasters bug where the ball goes crazy and flies off the screen with every hit. :( It does this whether I have raster effects on or off.

qbertaddict

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Re: gngeo port (neogeo emulator)
« Reply #28 on: September 17, 2013, 09:34:46 am »
This runs great. A few bugs here and there but hopefully they will be worked out.

Inertia

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Re: gngeo port (neogeo emulator)
« Reply #29 on: September 19, 2013, 07:12:48 pm »
My (Fba romset) View point's load, I get the neo geo logo, then when the samy logo must appear -> go back to dingux.
Somebody can tell me wich viewpoint romset I must use?
THX :)
Very great debut for this cool emulator :)

 

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