FBA development: lr-fbalpha (formerly lr-fba-next) updates
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@dankcushions Nice!
Would be god to have a Working dat file based on the compatibility list.?
Edit: opps sorry was a lot of games untested so that would be a bad idea.
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@Rion said in FBA development: lr-fbalpha (formerly lr-fba-next) updates:
@dankcushions Nice!
Would be god to have a Working dat file based on the compatibility list.?
Edit: opps sorry was a lot of games untested so that would be a bad idea.
:) yeah, also unlike mame the FBA dat files don't include a bunch of games already that are known to not work (preliminary emulation etc), so pretty much everything should be working beyond what is logged here: https://github.com/libretro/fbalpha/issues
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donpachi and speedspn crash fixed
apparently this was broken in latest version.
https://github.com/libretro/fbalpha/commit/9804e86612fddc246383ebe0b3f93a90723efc2d -
@barbudreadmon Do you have any news on the implementation of NeoGeo CD at this time?
I have been looking at the official forums for Fba over at neosource.1emulation.com and your thread "Need some help with my libretro port" where "dink" helps out from time to time.
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@dankcushions said in FBA development: lr-fbalpha (formerly lr-fba-next) updates:
ddonpachi crash fixed
apprently this was broken in latest version.
https://github.com/libretro/fbalpha/commit/9804e86612fddc246383ebe0b3f93a90723efc2dIt was donpachi, ddonpachi is the sequel. speedspn got fixed too.
@Ryon Yes, dink is a big help since he knows the codebase very well, and it allows upstream to fix a few bugs on their side too. But i can't really go and ask them to write a neogeo cd libretro implementation for me. I started to analyze how they do this on standalone, but i don't have that much time to implement it right now (that's a lot of work for samurai showdown rpg, which is pretty much the only real exclusivity on neogeo cd), and i prefer using my free time to fix current issues.
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@barbudreadmon thanks, updated!
please feel free to add any updates here if you want also. i'll try and do that but some i may miss!
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some belated updates!
14th April 2017
hiscore.dat automatically installed.
No need to download/move files anymore!18th April 2017
0.2.97.40 released!
100s of new games/clones added, and lots of fixes/improvements! see https://www.fbalpha.com/view/236/
(i've also updated the wiki and compatibility lists to suit) -
one of the things that is apparently fixed is the ugly sound emulation in sega 16 games (goldenaxe, altered beast, etc). very cool if true! please can someone check, and update the compatibility list if fixed :)
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@dankcushions
i hope that the sound thing is true, i always thought it was just me when the sound was bad.now i have to figure how to update my roms... lol
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@ExarKunIv i can confirm that the sega 16 games have fixed sound :D
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@dankcushions yep, I mentioned that in an older thread https://retropie.org.uk/forum/topic/9664/new-final-burn-alpha-release-0-2-97-40 as soon as .40 hit github. Unfortunately, most are still slower for me on my oc'd pi2 but pi3 users probably won't notice.
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17th July 2017
0.2.97.42 released!
100s of new games/clones added, and lots of fixes/improvements! see https://www.fbalpha.com/view/238/I have updated the wiki (paging @herb_fargus to sync the docs) and compatibility list as appropriate. should all be up to date, now!
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Has anyone encountered any issues using the v0.2.97.40 ROM set with FBA v0.2.97.42?
I've been trying to rebuild what I have into a v0.2.97.42 set using clrmamepro. I have a lot of missing arcade ROMs according to the DAT file in clrmamepro and the Windows version of FBA; and I'm struggling to find what I need.
What is the general method of rebuilding into current sets? Are the new additional ROM files sourced from a specific MAME set which I can add to my current FBA set and rebuild from using clrmamepro? -
@gaavoid As always, there will certain roms that will work and some that don't. My google-fu skills are good enough to quickly find the new romsets so I've never bothered with rebuilding romsets.
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@gaavoid said in FBA development: lr-fbalpha (formerly lr-fba-next) updates:
Has anyone encountered any issues using the v0.2.97.40 ROM set with FBA v0.2.97.42?
I've been trying to rebuild what I have into a v0.2.97.42 set using clrmamepro. I have a lot of missing arcade ROMs according to the DAT file in clrmamepro and the Windows version of FBA; and I'm struggling to find what I need.
What is the general method of rebuilding into current sets? Are the new additional ROM files sourced from a specific MAME set which I can add to my current FBA set and rebuild from using clrmamepro?just download the .42 set. you can't rebuild totally from one set to another. there will always be stuff missing. for example, new games introduced in .42 will not be in your .40 set at all.
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@darksavior I'm also trained in the ancient art of google-fu, however my skills (or ISP) have failed me. It's made me feel a bit sad.
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How does World Rally perform on the PI..?? only reason i ask is i have modified driver with special tilemap handling via iq_132 which
gives this game a significant speedboost on lesser hardware, im not sure if he pushed that driver to mainline or not i have another
one for TH Strikes Back i'd be willing to share these with the community should they be required.Regards!!
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@gamez-fan I'm not sure how those games perform on the pi (i haven't booted mine for some time), but you can still send me your speedhacks through pm on fbalpha's forum, i'll take a look :)
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Hi with some further investigation i now know both wrally.cpp and thoop2.cpp with the special tilemap handling via iq_132
have both been pushed to mainline source you can grab both from the FBA Git if you have access or wait for the next release. -
Im not sure how the Seta Sammy Visco ssv.cpp games perform on the RPI..??? but if they're in need of a speedboost..??? this one
does the trick very nicely on the xbox FBA port, and comes directly from iq_132 and dink, it's win win as the games are significantly
boosted with no negative affects.In the ssv.cpp driver Frame find...
INT32 nCyclesTotal[2] = { (16000000 * 100) / 6018, (10000000 * 100) / 6018 };and make it this instead...
INT32 nCyclesTotal[2] = { (16000000 * 100) / 6018, (1000000 * 100) / 6018 };
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