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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    FUSE emulator...annoying sound

    Yeah, give ZX Pandy a try, I hear it's great <*shameless self promotion*> :)
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    @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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    v1.0.0.8 is in repo. Frameskip is now enabled even with sound and the sound should sync automatically, no more stuttering. Dave
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Should have been clearer. Sega games are supported but no guarantee as to whether they will run full speed.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Cps3 might be possible but its not 68000 based so I doubt it would run well.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    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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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    crow_riot, that would certainly help :) Thanks
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