Final Burn Alpha

If use newest ndk,add “NDK_TOOLCHAIN_VERSION=4.7” can solve some error,but new errors appeared further.

Now the only way worked out for me is use ndk-r8b.

You might want to try reporting this to Google - if it says ‘internal compiler error’ then there is a good chance they fucked up the toolchain (again).

Who knows, one of their engineers might actually care enough to fix it - you never know with the Android team…

hi,

after reading around the forums im going to report some stuff i was unable to find,i hope im not duping the info:

nvram files (.nv) are working fine only with cps2 games,cps1(a few of them use it)cps3,neogeo and pgm are not generating nv files so all the changes in the games are gone when you leave the game.

thanks for all your efforts!

I haven’t yet gotten around to that.

Most likely after 0.9.9 is released - there will be a 0.9.9.1 or something similar that will have some new additions to the FBA core, such as DIP switch settings and this stuff perhaps (Neo Geo CD support).[/quote]

Just wondering if there was any update on Neo Geo CD support.

I was just testing out a few Sega System 16 titles on RetroArch 0.9.9 Wii (FBA core based on 0.2.97.28). A couple of games don’t seem to have their controls hooked up:

  • Bullet (ROMset used: bullet), a twin-stick shooter ala Robotron or Smash TV. As far as I know, analog sticks aren’t currently supported beyond d-pad emulation, but in the meantime, A/B/X/Y should make a respectable “right stick”. Right now, it’s impossible to play Bullet at all, neither “stick” works, only coin and start.

  • Quartet (ROMset used: quartet), a side scrolling run-and-gun shooter. This uses a single stick and two buttons. Again, system-wide features like coin insertion work fine, but the game essentially gets stuck on the “READY” screen since you can’t tell it to continue.

This doesn’t seem to be a platform-wide issue, I had no control issues with other System 16 games, like Alien Syndrome (aliensyn), Bay Route (bayroute), Dynamite Dux (ddux), Cyber Police E-SWAT (eswat), Flash Point (fpoint) or Wonder Boy III: Monster Lair (wb3).

The following is not a bug report, just some remarks for end-users: S16 performance is mixed on Wii, some games run slow enough to be rather less fun, e.g. Dynamite Dux mostly hovers around 30FPS, Alien Syndrome manages about 45-50. Others run at or close to full speed, however. Quartet struggles with the instruction screen in attract mode (all that sprite text kicks it down as low as 25FPS) but in-“game” sticks at or above 55FPS.

Just thought I should report, controls for The Simpsons arcade game (the 4 player one) are not responding/working at all on windows 7 64 bit.

edit forgot to mention that I am using xbox360 controller, although keyboard doesn’t seem to work either

Just thought I’d go ahead and give a quick heads up to anyone trying to use any of the new romsets for FBA/MAME: they’ve switched to a .7z format, but so far I’ve found that all you need to do is re archive them in a .zip format to work. Now if only I could get my HTC One to sync up with my dualshock 3 over bluetooth, everything would be perfect for my SFIII 3rd Strike fix. :stuck_out_tongue:

For fuck’s sake why did they do that?

I was hoping on never having to support that 7zip crap.

I have seen FBA sets in both zip and 7zip. I had to rebuild the last set from 7z’s to ZIPs.

I have just checked my favorite ROM source and the latest set (0.2.97.29) is TorrentZipped

@Squarepusher is there a way to choose a particular rom version with these sets? as it is right now when I load one it generally defaults to the euro image. not really a problem, but would be nice for games like TMNT where theres different number of players versions.

pete_uk, what did you use to rebuild your set? I just did the ones I wanted to play manually, but I’d love a batch script or something for next time.

I used CLRMAME to rebuild the set. You can generate the DATs using the standalone windows FBA.

Thanks, I’ve been so busy messing with HyperSpin I forgot about the simple tools :stuck_out_tongue:

Hi, Squarepusher, Jojo’s venture and Jojo’s bizarre adventure seems to have their controls messed up. Y, X, L1, B are the buttons 1, 2, 3, 4 A seems to pause the game and R1 pressed turn the game into slow motion (as if it was pressing pause/unpause).

By the way, I couldn’t get this games to run: xmcota xmvsf punisher

Are this games not supposed to run or am I using a wrong romset ?

Wrong romset. Those games all work.

Good, thanks. Did you see what I said about both Jojo’s ? Both seem to be mapped as six buttons while both are four button games. The weird thing is the pause and slo-mo feature lol

Good, thanks. Did you see what I said about both Jojo’s ? Both seem to be mapped as six buttons while both are four button games. The weird thing is the pause and slo-mo feature lol[/quote]

I’ll look at it.

Hi,

First of all, congrats on the great work.

I have been looking around (probably not enough and sorry if this is hidden somewhere), but how do you change your neogeo region settings ?

Same applies for SF Third Strike, launching sfiii3n.zip ends up launching the EUR rom and not the JPN rom.

Thanks for your help !

Found another one Squarepusher Ring of destruction Slammasters 2 (ringdest.zip) only dpad, start and select works, no buttons

OK - I’ll hook that up.

Not quite sure what the culprit is, but the last android update has made sfiii3 run sluggish after about a minute of gameplay. I saw similar hiccups in snes9x next, but restarting the core fixed it; it didn’t help here. Don’t have any other cps3 games to test with, but sfa3 didn’t show the same problems