Which device are you on?
I’m pretty sure it is entirely unrelated to the core at least.
Which device are you on?
I’m pretty sure it is entirely unrelated to the core at least.
HTC One. I agree that its almost definitely not the core, but I wasn’t sure what changed when the new android menu was added. To be clear, it was r21 that started chugging, not r22
So with r22 everything is back to normal again?
Hi @Squarepusher
In case you are interested, check the latest update to my FBARL repository:
- [libretro.cpp] Added support for “3x Punch” & “3x Kick” macros for Player 1 & 2
- [libretro.cpp] Simplified input mapping and counting, this will avoid problems when adding more inputs in the future.
- [gami.cpp] Updated macro strings, they had an “×” (multiplication symbol) instead of just “x”
I tried to add another label to the input mapping section of RetroArch, like “RetroPad R3 button” before “DEFAULTS” label, of course called “RetroPad 3x Punch button” and “RetroPad 3x Kick button” but I am honestly confused with that part of the code.
Adding those labels / options to the input configuration screen would allow users to choose other than “L1” or “L2”.
At this moment they are forced into those 2 buttons.
SeeYa!
Hopefully the Universe Neo Geo bios will also make its way into the 0.9.9.7 release
And hopefully we won’t inherit the multiple audio cracks from FB RL 1.03… (just check with Super Sidekicks 2, just after the coin is tossed, or in Baseball 2020 when the referee shows up during time out.) My poor ears !
Except that, awesome work
I already included Universe Neo Geo BIOS support in the latest FBA libretro port (based on CaptainCPS-X’s work).
The above changes by Captain CPS-X look good - input mapping was indeed getting a bit messy what with having to increment the numbering every time.
BTW Captain CPS-X - can you try to make sure from now on that we push all libretro updates upstream to the FBA SVN repo too? It gets a bit annoying having to make continuous diff patches everytime and then asking Kev/Treblewinner to merge it.
Btw, @Squarepusher, I just noticed that there were improvements already to the input mapping code segment here, plus other input mapping additions:
So I’m just going to use that as base then apply my other changes for compatibility with FBA RL
If you wish to keep in touch or check out what I’m working on, I’m always around here:
Official FB Alpha RL thread / documentation :
http://www.ps3hax.net/showthread.php?t=62631
EDIT:
Thanks! and sure it will be a pleasure to help with the updates
From now on I’ll be checking the fba-libretro git from time to time.
SeeYa!
Youhou !! Thanks to both of you, and Razoola, of course
Is the plan to have this setting per game, or as a global one ? Global one would be amazing, and keeping this saved somewhere so we won’t have to do it every single time would be even more amazing.
@Squarepusher , Just did another commit to FBARL git
- updated controls and code to match: https://github.com/libretro/fba-libretro/commit/f60330a8135b10467d2c661159da996224b1d4aa
- ported modifications / simplifications previously made to the latest updated code.
- Default buttons changed for “Strong Punch” (R1) & “Strong Kick” (R2) to match PlayStation 1/2 controller version of those, check MvsC for PS1 for example or CvsS2 for PS2.
- Default buttons changed for Neo-Geo, they now match PS1 and PS2 controller version.
- ported initial input macro support (3x Punch (L1) / 3x Kick (L2)), macros for Neo-Geo will come later on.
SeeYa!
Any update on whether Neo Geo CD support be added to the FBA core?
Well, at least on my end, I’m not working on that, I did the CDDA / WAV playback interface for the official FBA version and currently the code is Windows specific. I did that long time ago and didn’t even think of any possible ports.
NeoGeo CD game library is not that big tho’, and most of the games are on NeoGeo MVS / AES, so IMHO, not having NeoGeo CD ported is not a big deal.
SeeYa!
Yeah, I was just thinking of the Wii port as it would allow us to play some games that are too big to fit into RAM like The Last Blade 1 and 2, Real Bout Fatal Fury 2, Crossed Swords II, Ironclad and KoF '98-'99.
I was wondering, why is that CPS2 games are save their settings (BIOS/ DIP settings) but neogeo are CPS3 do not?
Sorry if I am a dunce if I ask this but what buttons do I need to press in order to access the dip switch menu? Could you guys add in the Dip switch options in the core options in the next release?
Thank you in advance.
Is there any chance paddle controllers could be hooked up to the retro controller’s left analog? The particular game I’m thinking of here is Puzz Loop 2 (pzloop2) on CPS-2, where a full circle rotation on the analog would make a perfect paddle as this is a game which uses 360 degree rotation as its central gameplay mechanic. Obviously, other games use paddles for pure left-right movement (e.g. any Breakout clone), so there would probably need to be (at least) full-circle and x-axis modes for paddle input.
Wasn’t sure if i should make a new topic for this, if i do, please tell me and i will do so.
So FBA works great and almost flawless except for one little thing on my system, the shadows and lights flicker in Neo Geo games (haven’t tried anything else except for Neo Geo). This is really noticeable in for example fighting games like Garou Mark of the Wolves. The character shadows flicker very heavily. Same goes with background light sources such as street lights for example. Has anyone else been having this problem or am i the only one? Should this be reported to the FBA author or Retroarch?
I am using the latest official 64bit build on Windows 7. I have disabled any shaders. I am using an Intel HD 4000 GPU 3rd generation with the latest drivers. If anybody has any ideas on how to fix this, please let me know.
@Spinvis I think the most likely culprit is your sync being slightly off from your monitor’s refresh rate. Those effects used a flicker to produce a faux transparency, and if the refresh is off even slightly, it will produce an uneven flicker.
Do you also get occasional sound crackles?
Hi hunterk, thanks for the reply, i do not have any sound crackles at all. Where can i access the sync options in Retroarch? I have my monitor set to 60Hz, so i presume the sync must also be set to 60Hz?
Ok, so i have tried the following, forcing vsync on in my graphics driver options, turning vsync on in retroarch, turning hard vsync on in retroarch, turning threaded video on in retroarch, forced the refresh rate to 60Hz in retroarch via the .cfg file. I also enabled triple buffering, and some kind of flickering option in the .cfg file. Nothing is working, shadows keep flickering.
Minor note for the split Wii port: currently (v1.0.0.1) the “Neo Geo UniBIOS” core setting is located in the general FB Alpha core, rather than in the split-Neo Geo core. Seems like it would be more appropriate in the latter.
EDIT: Sorry, I see now that this is a result of the FBA Neo Geo core being rolled back in 1.0.0.1. Still, if possible it might still be pertinent to have the core option not build into the non-Neo Geo versions.
Additionally, I wanted to briefly re-up this report from version 0.9.9.
Many more of these games without control hookups are listed in Tanuki’s compatibility list (though some may have since been fixed). It’s worth mentioning that Quartet 2 (ROMset: quartet2) does have its controls hooked up. Quartet 2 is not actually a sequel, but a two-player version of the four-player Quartet. I assume it’s the unique four-player layout that’s not hooked up. Regardless, this means Quartet is entirely playable as long as you don’t need any more than two characters.
EDIT 2: Tengai (ROMset: tengai) stack dumps about 15 frames (pure estimate) into execution for me on RetroArch v1.0.0.1 (FB Alpha v0.2.97.30) for Wii. Here’s a photo of the exception. Sorry for the extreme angle shot, it’s late here and I was struggling with the flash reflection. Can anyone confirm this issue on Wii or any other platforms? I can’t run RetroArch on my crappy netbook to test PC, but the game works in standalone (non-libretro) Final Burn Alpha 0.2.97.29. Unfortunately, I don’t have a build environment for testing *.30. The game is also listed as “WORKING” in Tanuki’s (admittedly outdated) compatibility list, so apparently it did run previously.
I’ve recently added the ability to switch between “arcade” (Button1=A, Button2=B,…) and “gamepad” (controller friendly) controls with a core option. If you’re playing with an arcade stick or a keyboard the controls should feel much better.
I also added a bunch of additional button mappings to the core today which make Turbo Outrun, F-1 Grand Prix, Gals Pinball, Tetris, Battle K-Road and other games playable now.
I did take a look at Quartet too, but I have no idea why it isn’t working. The controls are hooked up properly, but the game doesn’t seem to recognize them for some reason.