Goodbye fbalpha, welcome fbneo
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For anyone as curious as me, here's a five-minute review of Zero Hour and
a "Longplay" in under four minutesof Red Clash, edit: which had no sound, so I replaced it with a video of the original PCB: -
Added support for "Cycle Maabou" and "Sky Destroyer", 2 Taito games from the mid 80s.
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@barbudreadmon - It's been a while since I've updated my set so I might have missed it but have these games been removed, from the DAT?
kinst kinst13 kinst14 kinst15ai kinst2 kinst210 kinst211 kinst213 kinst214ai
They don't seem to be in the DAT but they still seem to be in the source drivers. There is definitely a mishmash of half spaces and half tabs throughout the driver(s). Blank lines with tabs, etc. I'm not criticizing at all as the games work great, just an observation if it matters at all. :)
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@riverstorm as mentioned here, those games were disabled for now due to all their issues (freezes, img corruption, glitches, ...)
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@barbudreadmon - Ok, that makes sense. Regardless, at last count that still leaves roughly 6,700 games in the core to play. Give or take a few! :)
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@barbudreadmon Impressive amount of output!
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@barbudreadmon Missile Command didn't run before?! Or just not as good? 😮 In my naivety, I thought all of those really old games would've already been supported perfectly for years. 😇
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@clyde said in Goodbye fbalpha, welcome fbneo:
In my naivety, I thought all of those really old games would've already been supported perfectly for years.
What is supported is totally unrelated to its release date, so yeah there are old games that aren't supported yet, Missile Command was one of them.
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i noticed @barbudreadmon recently merged a cps3 speedhack. perhaps this might help pi3 and lower users, as I believe cp3s was having some performance issues on those platforms.
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@dankcushions Yeah, i came up with that nice speedhack the other day, it's removing some redundant calls to one of the drawing functions, it should be 100% safe and the speedup seemed quite noticeable.
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Apologies if this is a dumb question, but I was trying to switch some of my roms over from MAME 2003 Plus to FBNeo, and I noticed some of the games don't use the .nv save files, while others do. I normally wouldn't care about this, but I have the hidden characters unlocked in MK2 Plus (using a hex editor because the game is really unfair), and the nvmem file from MAME doesn't work in FBNeo, so I thought I'd at least ask. Can FBNeo use MAME nvmem files?
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@g30ff said in Goodbye fbalpha, welcome fbneo:
Can FBNeo use MAME nvmem files?
There are 2 categories of nvram files in FBNeo :
- Those which are actually emulated by an eeprom device (they got a
.nv
extension), they are compatible with MAME's - Those which are directly saved from memory to file (they got a
.fs
extension), they aren't compatible with MAME's
mk2 is in that second category
Edit: out of curiosity, could you post your MAME nvram so that i take a look ?
- Those which are actually emulated by an eeprom device (they got a
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@barbudreadmon That makes sense. Thank you for the explanation!
Here's my mk2p.nv file from lr-mame2003-plus for Mortal Kombat 2 Plus. It has three of the five hidden characters unlocked thanks to hex editing (Jade, Smoke, and Noob Saibot are unlocked, Kintaro and Shao Kahn are locked).
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@g30ff is there something i should know about selecting those secret characters, or are they supposed to be viewable in select screen ?
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@barbudreadmon Whoops, sorry, I forgot to mention. If you go into the operator menu and select MK2+ Settings you can find an option in Visuals to change the character select to an alternate one that will show the hidden characters. Otherwise:
Smoke - Highlight Reptile and hold Start while selecting
Jade - Highlight Kitana and hold Start while selecting
Noob - Highlight Sub Zero and hold Start while selectingFor those curious, you can unlock the characters by editing your mk2p.nv file from MAME in a hex editor, jumping to decimal offset 774, and changing the value to 2D.
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