I guess I feel I've done enough to accept any bounty payments people are happy to make. Don't forget to send some crow_riot's way too,
My paypal email address is david (dot) douglas2744 (at) o2.co.uk
I plan to keep updating so please don't think this is me walking away. I'm about to send...
I've uploaded v1.0.3.0 to the repo. You can now choose between DrZ80 and the normal C core. Changing to the C core increases compatibiliy.
You can also choose whether to have default filter (blurred) or none (2x pixel doubling).
A couple of custom screen resolutions have been added, fixes...
Nubs will only be left as joystick on a segfault. A clean exit will revert the nubs back to their previous settings. I did think about putting the nub code in the script rather than the main code (on the assumption that the script will get executed even on a segfault), might add it as well as...
Oh, by the way, you may notice there's a new option in capex to select the 68000 core. It defaults to auto, selecting m68k will always use the m68k core, selecting cyclone will override the default setting and use cyclone for those drivers I've adapted, so far only chase hq and derivatives...
Indeed 1.0.2.0 is in the repo. Hopefully the analogue code is working, it seemed pretty bodged even in the offical release and mine is definitely bodged a a result. I've mapped x axis to left nub x plus d-pad give max and y axis to left nub y (again up/down = max)
z axis = right nub pushed...
I just hacked some code together to quickly get analogue working, I only tested it with outrun and hard coded the left/right maximum values. I want to get the nubs working as analogue controls soon, along with a long list of other improvement that need to be made,
I've used all my time...
Good new is the mainline version can spit out its own .dat file (attached).
FBA 0.2.97.21.zip
I've found a bug in games that use multiple z80 processors whichis now fixed. Trying to get a few bug fixed in before releasing another version.
@Notaz
I think that it requires prefetch emulation but I'm not 100% sure.
There is a call to m68k_set_reg(M68K_REG_PREF_ADDR, 0x1000); in the fd1094 code which is designed to force a flush of the prefetch cache. Without this line it will compile for cyclone but no games work. There is also...
Right V1.0.1.0 in the repo -big update
I've managed to merge the gp2x version with the latest version from here http://www.barryharris.me.uk/ (absolute PITA!)
Result is 5,500 games are now reported as supported. Far too may for me to test so you will have to let me know what doesn't work...
As said before, any sega game that uses FD1094 protection won't work, you will have to find a bootleg. Some games might not have a bootleg version, Thunderblade is one.
When running with sound disabled I'm pretty sure it uses autoframeskip so you might not really be getting true 60 fps. Hold down both shoulder button and press Y to show the FPS counter.
When sound is enabled the frameskip is disabled and so each frame is drawn and the emulator slows down...
Preview pics go in a directory called preview within fba-dave18.
Sounds stutters if framerate drops below 60 as code is not generating enough samples to fill the timeslice, I could probably add some code to extrapolate the buffer over a longer time so sound effectively play more slowly to...
Updated the repo to v1.0.0.7 as I've finally tracked down the Capex bugs. Thanks to the .dat file I was able to test with a large romset and it turns ot capex was a bit remiss when it comes to closing files once it's finished with them. Hopefully the crashes and corrupt rom listings are gone...
Ian_j just create a folder called conf in appdata/fba-dave18 the script is supposed to do this but I left the folder in the pnd so mkdir fails as it already exists.
Right, v1.0.0.6 is in the repo
Fixed: button for bombs in vertical shooters
Added: Sega drivers, system1, system16, system18, x board and y board. Unfortunately I haven't yet integrated the fd1094 copy protection with the cyclone core so games that use this protection won't work unless you...
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