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

    Will definitely sort out button mapping for next version, it's a quick fix. I've been working pretty solidly on getting the sega drivers working since last update.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Looking at the driver code, it is designed to switch to the M68K core when it encounters FD1094 encryption, I guess these games are not going to work with the Cyclone core (at least not without a lot of work) - pity.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Well.... System 16 and 18 drivers are working, but only for roms that don't use FD1094 encryption. The sega drivers I'm using include fd1094.cpp so not sure why these games don't work, however I notice MAME4ALL only works with bootlegs of these games as well. Is anyone aware of whether...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Thanks Notaz, but wouldn't subs z80sp,z80sp,#\dec_sp bicmi z80sp,#0xff000000 bicmi z80sp,#ff0000 be more cycle efficient? Also, quick question before I look at drivers like outrun that require 2 x 68000. Can the Cyclone core handle multiple processors? There is some code in the sek...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    But surely if SP becomes negative then added to base pointer any writes will be at an address before base pointer which will outside the allocated memory for z80 and likely to segfault? I might be wrong but in the case of the System 16 driver I think that that SP was initialised as 0, then the...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    @crow_riot I'll look it up again properly but somewhere in the neogeo loading routine it had a line that said if the sprite roms were over a certain size to just exit.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Just in case anyone with DrZ80 experience is reading this I thought I'd post my findings on trying to get the sega drivers workings. First off the sega drivers are from the latest version available at www.barryharris.me.uk I had to change the burndriver structures to match those in the gp2x...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I've managed to sort out the sound lag, basically I'm adjusting the buffer size depending on the sample rate and this seems to do the trick. Fixed the sound in forgotten worlds as well, it was down to a driver reporting issue. I want to sort out the Capex Rom list bug before I upload but I can't...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I'll look into these issues tommorow. Just a thought, is the sound issues in aerofighter/sonicwings 2 an issue across all emulators, it rings a bell that the sound always drop out after a few seconds of gameplay. crow_riot. svn, git etc is all new to me. My source is open to anyone who asks...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I'm glad people are enjoying the port. I'm discovering a few great games during testing! I've uploaded v1.0.0.5 to the repo, changes as follows: Games that were reported bad: 3 Count Bout - works fine for me, must be a bad rom set Blaze on - Uses a weird custom resolution of 320 x 232 -...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I'm currently using a large ring-buffer for sound. I'll try reducing the size to reduce the lag on the sound.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    @Gyges Just tried Battle Bakraid and it works fine. Haven't got kof2003 but kof2002 works ok. I would suggest closing other apps before launching kof2002 as it is pretty memory hungry.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    New version in repo (1.0.0.4) Fixed sound issues added option to rotate or rotate and scale Smoother display (scrolling in games seems much better) uses Gruso's capex skin (colours seem different though - haven't investigated) Moved the launch option so local config is first script...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    @gruso yeah, known issue. Capex expects a conf directory to exist so you have to create one in appdata/fba-dave18
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    New version uploaded to repo. Fixes missing edges of some games. Also fixes loading of large neogeo roms. If you get capex crashes when trying to save game configs just manually create the conf folder in appdata/fba-dave18.
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I'm pretty sure I grabbed the rominfo files for CAPEX from here http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,73,2522 I've just notice that this one also exists for the actual version I ported http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,73,2684 I'm assuming this is the...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    Repo updated. Capcom games should now have backgrounds. @link - if people think this is worth a bounty payout (haven't read the terms and don't know how polished it needs to be) then my vote would be to split it 50/50 between me and crow_riot as it seems that we've both put the same amount of...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    I've uploaded a public beta with the capex front end into the repo. I haven't got a large romset to test with so if people report broken roms I'll look into it. Roms need to go in apdata/fba-dave18/roms/ Don't change the scaling option to anything other than no scale as it is likely to...
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    We should definitely be able to get it all working between us. Here's my latest, sound is much better but not full speed on mslug. Tried adding capex front end but having problems launch an sdl program from another sdl one. fba.zip
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    Release Final Burn Alpha ported to Pandora (FAQ in first post)

    crow_riot Thanks, that has helped. I was working with the gp2x source which did have a complicated game loop and I think you're right in saying was being affected by my number of samples. I looked at the Cannoo source and it has been simplified at some point so I've copied that routine...
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