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fbalpha2012's Issues

(360/PS3) Street Fighter III: Second Impact - missing voice samples

This is an issue that has only recently been discovered while porting FBA to libsnes/SSNES. It seems that Street Fighter III: 2nd Impact on PC has lots of voice samples that the PS3/360 versions seem to be entirely missing - instead, they seem to have basic grunt samples in place of these voice samples.

Good examples of this are Ibuki's introductory quip and Sean's win voice sample - both seem to be entirely missing on PS3/360, yet they are there on PC. The same with Ryu and Ken's 'Hadoken' and 'Shoryuken' voice samples - entirely missing on PS3/360.

The libsnes version currently uses the old PC versions of cps3run.cpp, cps3snd.cpp and d_cps3.cpp along with the old PC SH-2 core (sh2.cpp) from the original FBA version - so it seems while these drivers got speedhacked, some change was made that causes these voice samples to be omitted in sfiii2.

I would like to investigate this issue and possibly bring these missing voice samples back on PS3/360 as well (hopefully without a speed hit). Also, the separate x86 / big-endian console versions of the CPS3 source files should be eventually streamlined into one version that works for PC (little-endian) and 360/PS3 (big-endian).

(Wii U) Bluetooth controllers not detected

In the 1.4.0 release, most cores seem to detect bluetooth controllers but FB Alpha 2012 still shows only "Wii U controller #1" in the binding options. The other cores show "Wii U Gamepad #1" / "Wii U Pro Controller #2" / "Wiimote #3" etc

SEGA Arcade games not working

md_wwfag | | WWF WrestleMania - The Arcade Game (Euro, USA)
md_wwfagp | | WWF WrestleMania - The Arcade Game (USA, Prototype)

not working i download many roms for mame or md but game play not working

Android build fails

I thought 47624a5 was going to fix Android builds, but it keeps failing... I don't have Android toolchain installed here to make tests right now, so posting here to keep track

[armeabi-v7a] Compile++ arm  : retro <= z80.cpp
[armeabi-v7a] Compile arm    : retro <= m68kopac.c
[armeabi-v7a] Compile arm    : retro <= m68kcpu.c
/home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/jni/../../../src/cpu/m68k/m68kcpu.c: In function 'm68k_context_size_no_pointers':
/home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/jni/../../../src/cpu/m68k/m68kcpu.c:855:9: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
  return (long long)&m68ki_cpu.pointer_block_divider - (long long)&m68ki_cpu;
         ^
/home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/jni/../../../src/cpu/m68k/m68kcpu.c:855:55: warning: cast from pointer to integer of different size [-Wpointer-to-int-cast]
  return (long long)&m68ki_cpu.pointer_block_divider - (long long)&m68ki_cpu;
                                                       ^
[armeabi-v7a] Compile arm    : retro <= m68kopdm.c
[armeabi-v7a] Compile arm    : retro <= m68kopnz.c
[armeabi-v7a] Compile arm    : retro <= m68kops.c
[armeabi-v7a] Compile++ arm  : retro <= libretro.cpp
[armeabi-v7a] Compile++ arm  : retro <= neocdlist.cpp
[armeabi-v7a] SharedLibrary  : libretro.so
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'bStreetFighterLayout'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'nMacroCount'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'nFireButtons'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'nGameInpCount'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'GameInp'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'nAnalogSpeed'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'GameInpBlank(int)'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'GameInpInit()'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'nMaxMacro'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: error: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/libretro/libretro.o: multiple definition of 'GameInpDefault()'
/home/buildbot/tools/android/android-ndk-r13b/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin/ld: /home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro/__/__/__/src/burner/gami.o: previous definition here
collect2: error: ld returned 1 exit status
/home/buildbot/tools/android/android-ndk-r13b/build/core/build-binary.mk:702: recipe for target '/home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/libretro.so' failed
make: *** [/home/buildbot/buildbot/android/libretro-fbalpha2012/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/libretro.so] Error 1
COPY CMD: cp -v ../libs/armeabi-v7a/libretro.so /home/buildbot/buildbot/android/dist/android/armeabi-v7a/fbalpha2012_libretro_android.so
cp: cannot stat '../libs/armeabi-v7a/libretro.so': No such file or directory
CLEANUP CMD: ndk-build -j6  APP_ABI=armeabi-v7a clean
[armeabi-v7a] Clean          : gnustl_shared [armeabi-v7a]
[armeabi-v7a] Clean          : gnustl_static [armeabi-v7a]
[armeabi-v7a] Clean          : retro [armeabi-v7a]

[ANDROID] CPS3 - SFIII crash after choose character.

The game loads normaly, you can go into to setup menu and change everything (level, handicap, etc.) but, after you choose you characterm when the "?" rotate to show you your first adversy, the retroarch closes.

Using the log tool, the retroarch doesn't show anything wrong (warning or error occurrences).

The problem doesn't happen if I use the stand alone core, fbalpha2012_cps3.

Could be something linked whit the last commit, 9bf2eb2 of the fbalpha2012?

System:
DEVICE: OUYA
OS: Android Jelly Beam
Version: 4.1
Retroarch release: 1.9.1 32 bits

Adding:

I did can replicate the problem in other device today, 2021-04-08, a Xiaomi Mi Pad 7.9, with the same results: Using the fbalpha2012 core the game and its clones crash the retroarch. The stand alone core, fbalpha2012_cps3, works perfectly.

System:
DEVICE: Xiaomi Mi Pad 7.9
OS: Android Nougat
Version: 7.1.2
Retroarch release: 1.9.1 32 bits

In both, OUYA and Xiaomi Mi Pad 7.9, the version of retroarch is the 1.9.1 and the cores are the versions release today, 2021-04-08.

X-Men game sound issues

Driver: Konami
Game: xmen.zip
Tested in: [PC v0.9.9.6 / Wii 0.9.9-fix1]
Works on: FBA 0.2.97.26 and up

Gameplay it's fine, but when voice is played, sounds like in slowmotion


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Bug with game gaia crusaders options

I use retroarch 1.7.1 on Wii with FBA core to play gaia crusaders. I set the key to enter into diagnostic mode inside the game. When I go into game options in retroarch to change dip switch like number of lives, set continue on/off it keep settings in retroarch but when I check in the game the settings are still on default. Only free game play working...

I checked on Windows with FBA with the same game rom and when I change settings dip switch, it work for all settings.. it is like retroarch doesnt "apply" the changes to the game settings.

Sound bug with game D.D. Crew on Wii U

Hi,

I just try the game named D.D. Crew, it play Ok but the sound is choppy some time and at the beginning (intro screen) of the game the game is slow (the sound cut)

Wrong BIOS version is applied when using Force Neo Geo mode: UNIBIOS core option

RetroArch seems to be choosing the wrong version somehow when allowed to select a UniBIOS revision on its own. Reading the logs, the core is able to correctly identify the available UniBIOS versions:

[libretro INFO] UNIBIOS Neo Geo Mode selected => Set NeoSystem: 0x13 (uni-bios_4_0.rom [0xa7aab458] (Universe BIOS ver. 4.0)).

But then the game is launched using one of the older revisions of the BIOS. The logs make no further mention about problems with the newer BIOS or about which version is being used instead--based on the logs, you could easily assume everything was working correctly, except that the real world experience is that the wrong BIOS actually loads.

Changing the Force Neo Geo mode core option to DIPSWITCH allows the user to select a BIOS manually, which is working normally, only automatic selection is broken.

Do note that while I am testing using my version with newer UniBIOS support from PR #102, this issue predates my changes.

fba-libretro Android compilation fails

Compilation fails, tried compiling on both Windows and Mac OS X with a clean Git pull, both giving the same result:

/Users/funky327/Compiles/Android/libretro-Android/libretro-fba-Android/svn-current/trunk/projectfiles/libretro-android/jni/../../../src/burn/drv/dataeast/d_dec8.cpp: In function 'INT32 SrdarwinFrame()':
/Users/funky327/Compiles/Android/libretro-Android/libretro-fba-Android/svn-current/trunk/projectfiles/libretro-android/jni/../../../src/burn/drv/dataeast/d_dec8.cpp:2976:1: internal compiler error: in push_minipool_fix, at config/arm/arm.c:12119
Please submit a full bug report,
with preprocessed source if appropriate.
See http://source.android.com/source/report-bugs.html for instructions.
make: * [/Users/funky327/Compiles/Android/libretro-Android/libretro-fba-Android/svn-current/trunk/projectfiles/libretro-android/obj/local/armeabi-v7a/objs/retro//**/__/src/burn/drv/dataeast/d_dec8.o] Error 1
make: *** Waiting for unfinished jobs....

build fba-libretro for android

Hello,
I tried to build fb_alpha_libretro for android for add a new game
Before modify fb_alpha_libretro, I have try to compile from unmodified source

it compile fine i have all the .so

I use the armeabi-v7a version (nexus 6)

when i launch a game (windjammer) with the core retroarch crash

I/RetroArch(18417): Using content: /storage/emulated/0/cphd/wjammers.zip.
I/RetroArch(18417): Threaded video stats: Frames pushed: 2540, Frames dropped: 0.
I/RetroArch(18417): Monitor FPS estimation is disabled for threaded video.
W/RetroArch(18417): SYSTEM DIR is empty, assume CONTENT DIR /storage/emulated/0/cphd/wjammers.zip
I/RetroArch(18417): [CPUID]: Features: NEON VFPv3
I/RetroArch(18417): Loading dynamic libretro core from: "/data/data/com.retroarch/cores/fb_alpha_libretro_android.so"
E/RetroArch(18417): Failed to open libretro core: "/data/data/com.retroarch/cores/fb_alpha_libretro_android.so"
E/RetroArch(18417): Fatal error received in: "load_dynamic()"
F/libc    (18417): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x10f9 in tid 18438 (Thread-17688)
I/libc    (18417): Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==0
I/WindowState( 2224): WIN DEATH: Window{2b27eb5b u0 com.retroarch/com.retroarch.browser.retroactivity.RetroActivityFuture}
I/Zygote  ( 1843): Process 18417 exited due to signal (11)
I/ActivityManager( 2224): Process com.retroarch (pid 18417) has died
W/ActivityManager( 2224): Force removing ActivityRecord{14ec9574 u0 com.retroarch/.browser.retroactivity.RetroActivityFuture t5599}: app died, no saved state

i have also try the .so from the buildbot I download http://buildbot.libretro.com/nightly...android.so.zip same error

I/RetroArch(20033): Using content: /storage/emulated/0/cphd/wjammers.zip.I/RetroArch(20033): Threaded video stats: Frames pushed: 2650, Frames dropped: 0.
I/RetroArch(20033): Monitor FPS estimation is disabled for threaded video.
W/RetroArch(20033): SYSTEM DIR is empty, assume CONTENT DIR /storage/emulated/0/cphd/wjammers.zip
I/RetroArch(20033): [CPUID]: Features: NEON VFPv3
I/RetroArch(20033): Loading dynamic libretro core from: "/data/data/com.retroarch/cores/fb_alpha_libretro_buidlbot_armv7.so"
E/RetroArch(20033): Failed to open libretro core: "/data/data/com.retroarch/cores/fb_alpha_libretro_buidlbot_armv7.so"
E/RetroArch(20033): Fatal error received in: "load_dynamic()"
F/libc    (20033): Fatal signal 11 (SIGSEGV), code 1, fault addr 0x10f9 in tid 20064 (Thread-17806)
I/libc    (20033): Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==0
I/WindowState( 2224): WIN DEATH: Window{2a490cca u0 com.retroarch/com.retroarch.browser.retroactivity.RetroActivityFuture}
W/InputDispatcher( 2224): channel '393ea809 com.retroarch/com.retroarch.browser.mainmenu.MainMenuActivity (server)' ~ Consumer closed input channel or an error occurred.  events=0x9
E/InputDispatcher( 2224): channel '393ea809 com.retroarch/com.retroarch.browser.mainmenu.MainMenuActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
I/Zygote  ( 1843): Process 20033 exited due to signal (11)
I/ActivityManager( 2224): Process com.retroarch (pid 20033) has died
W/ActivityManager( 2224): Force removing ActivityRecord{184291a u0 com.retroarch/.browser.retroactivity.RetroActivityFuture t5604}: app died, no saved state

but the core from retroarch update work fine

I/RetroArch(18594): Using content: /storage/emulated/0/cphd/wjammers.zip.
I/RetroArch(18594): Threaded video stats: Frames pushed: 5121, Frames dropped: 0.
I/RetroArch(18594): Monitor FPS estimation is disabled for threaded video.
W/RetroArch(18594): SYSTEM DIR is empty, assume CONTENT DIR /storage/emulated/0/cphd/wjammers.zip
I/RetroArch(18594): [CPUID]: Features: NEON VFPv3
I/RetroArch(18594): Loading dynamic libretro core from: "/data/data/com.retroarch/cores/fb_alpha_libretro_android.so"
I/RetroArch(18594): Environ SET_VARIABLES.
I/RetroArch(18594): Version of libretro API: 1
I/RetroArch(18594): Compiled against API: 1
I/RetroArch(18594): Environ GET_LOG_INTERFACE.
I/RetroArch(18594): Content loading skipped. Implementation will load it on its own.
I/RetroArch(18594): Environ GET_VARIABLE fba-unibios:
I/RetroArch(18594):     disabled
I/RetroArch(18594): [FBA] Archive: wjammers
I/RetroArch(18594): [FBA] Archive: neogeo
I/RetroArch(18594): [FBA] ROM index 137 was not found ... CRC: 0xdff6d41f
I/RetroArch(18594): [FBA] ROM index 142 was not found ... CRC: 0xa97c89a9
I/RetroArch(18594): [FBA] ROM index 153 was not found ... CRC: 0xcb915e76

Same error with https://github.com/libretro/fba_cores_neo

I have also try to compile the core directly from my phone ( chroot debian) same error

I have already compile fba core for raspberry pi and my linux laptop without any probleme

I don't know what to try next somebody have an idea ?

Thanks

aliens vs predator has no sound (works in PIFBA)

Hi :) Seems like Aliens Vs Predator has sound issues in FBA-libretro. Strangely, the same rom works on the PIFBA emulator with sound working.

Rom is "avsp.zip" which is the "Euro 94052" version

Error building fba-next-slim for libsnes on OS X

When running ./compile_libsnes.sh make:


COMPILER SCRIPT FOR libsnes



DOING:
make Compile libsnes library


generate_driverlist.sh: Generate all files from scripts directory

  1. gamelist.pl
    Generating gamelist in generated/driverlist.h...
    Generating gamelist.txt...

  2. neo_sprite_func.pl
    Generating generated/neo_sprite_func.h & generated/neo_sprite_func_table.h...

  3. psikyo_tile_func.pl
    Generating generated/psikyo_tile_func.h & generated/psikyo_tile_func_table.h...

  4. cave_sprite_func.pl
    Generating generated/cave_sprite_func.h & generated/cave_sprite_func_table.h...

  5. cave_tile_func.pl
    Generating generated/cave_tile_func.h & generated/cave_tile_func_table.h...

  6. toa_gp9001_func.pl
    Generating generated/toa_gp9001_func.h & generated/toa_gp9001_func_table.h...

  7. pgm_sprite_create.cpp

  8. compile m68kmake

  9. Create m68kops.h with m68kmake

    Musashi v3.3 68000, 68008, 68010, 68EC020, 68020 emulator
    Copyright 1998-2000 Karl Stenerud ([email protected])

Generated 1962 opcode handlers from 513 primitives

  1. compile ctvmake

  2. Create ctv.h with ctvmake
    CC src/burner/ioapi.c
    src/burner/ioapi.c: In function ‘fopen64_file_func’:
    src/burner/ioapi.c:115: warning: implicit declaration of function ‘fopen64’
    src/burner/ioapi.c:115: warning: assignment makes pointer from integer without a cast
    src/burner/ioapi.c: In function ‘ftell64_file_func’:
    src/burner/ioapi.c:145: warning: implicit declaration of function ‘ftello64’
    src/burner/ioapi.c: In function ‘fseek64_file_func’:
    src/burner/ioapi.c:191: warning: implicit declaration of function ‘fseeko64’
    CC src/burner/unzip.c
    CC src/burn/snd/ay8910.c
    CC src/burn/snd/fm.c
    CC src/burn/snd/fmopl.c
    CC src/burn/snd/ym2151.c
    CC src/burn/snd/ym2413.c
    CC src/burn/snd/ymdeltat.c
    CC src/burn/snd/ymf278b.c
    CC src/cpu/m68k/m68kcpu.c
    CC src/cpu/m68k/m68kopac.c
    CC src/cpu/m68k/m68kopdm.c
    CC src/cpu/m68k/m68kopnz.c
    CC src/cpu/m68k/m68kops.c
    CC src/dep/libs/zlib/adler32.c
    CC src/dep/libs/zlib/compress.c
    CC src/dep/libs/zlib/crc32.c
    CC src/dep/libs/zlib/deflate.c
    CC src/dep/libs/zlib/gzclose.c
    CC src/dep/libs/zlib/gzlib.c
    src/dep/libs/zlib/gzlib.c: In function ‘gz_open’:
    src/dep/libs/zlib/gzlib.c:184: warning: implicit declaration of function ‘lseek’
    CC src/dep/libs/zlib/gzread.c
    src/dep/libs/zlib/gzread.c: In function ‘gz_load’:
    src/dep/libs/zlib/gzread.c:31: warning: implicit declaration of function ‘read’
    src/dep/libs/zlib/gzread.c: In function ‘gzclose_r’:
    src/dep/libs/zlib/gzread.c:650: warning: implicit declaration of function ‘close’
    CC src/dep/libs/zlib/gzwrite.c
    src/dep/libs/zlib/gzwrite.c: In function ‘gz_comp’:
    src/dep/libs/zlib/gzwrite.c:79: warning: implicit declaration of function ‘write’
    src/dep/libs/zlib/gzwrite.c: In function ‘gzclose_w’:
    src/dep/libs/zlib/gzwrite.c:528: warning: implicit declaration of function ‘close’
    CC src/dep/libs/zlib/infback.c
    CC src/dep/libs/zlib/inffast.c
    CC src/dep/libs/zlib/inflate.c
    CC src/dep/libs/zlib/inftrees.c
    CC src/dep/libs/zlib/trees.c
    CC src/dep/libs/zlib/uncompr.c
    CC src/dep/libs/zlib/zutil.c
    CXX src/burner/gamc.cpp
    In file included from src/burner/gamc.cpp:2:
    src/burner/burner.h:45:17: error: png.h: No such file or directory
    make: *** [src/burner/gamc.o] Error 1

Altered Beast behaves strangely in FBA.

Moved from the issues list from RetroArch.

There seems to be an issue with one of the Sega System 16 games "Altered Beast", where some enemies appear without heads and do not disappear when killed. This is present in RetroArch 0.9.8-beta2 on both Windows and Linux. It also occurs when using the libretro build of iMAME4all, which is odd because the Android version is fine. Other System 16 games such as Golden Axe, Shinobi, Out Run and such appear to work fine.

This is visible immediately after the game has been started, with the first wave of enemies on the first level. I tried the same ROM in the original Final Burn Alpha emulator version 0.2.97.28, and the issue does not occur. Discussed further here:

http://forum.themaister.net/viewtopic.php?id=229

Here is a screenshot:

RetroArch-0123-223520


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nv ram saving in wrong place

nv ram is saving at the rom folder, it should save in the right place, i.e. the save dir

Tested with CPS-1 games.

(PS3) Low framerate in Sega X-Board/Y-Board games

I just compared After Burner on libsnes/SSNES on a relatively humble Core 2 Duo 2GHz laptop (T5800) to the PS3 - it runs at about 240fps unthrottled. CPS3 by comparison manages 220fps. After Burner on PS3 meanwhile ((X-Board) manages just 52-54fps. Power Drift (Y-Board) is even worse - the first level runs at about 40/41fps - it goes up in later levels, but still too slow to be real-time.

We know CPS3 manages to run just fine on PS3 - so obviously 52/54fps for After Burner and 40-41fps for Power Drift on PS3 right now is completely unacceptable given that the FPS on PC is actually higher than for CPS3 games. If CPS3 can be speedhacked to run at fullspeed on PS3, then hopefully so should the X-Board/Y-Board games.

Perhaps lots of LHS penalties that need to be flushed out. Anyway, the main problem here is the lack of a profiler - not even on a debug unit - and the only thing that is available to me is a static code/pipeline analyzer in the debugger for the PPU - which makes coming up with crucial speedhacks rather hard.

7z romset compatibility

It looks like the common format for arcade romsets has been changed from .zip to .7z which currently renders them incompatible with RetroArch due the lack of 7z support.

With this change all different revisions of a game are now also packed in a single file making it impossible for the user to play specific revisions/hacks with RetroArch since there is no rom browser/selector like in MAME/FBA.


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Certain games won't recognize input

The controls in Quartet (quartet.zip) are not recognized despite being mapped out properly rendering the game unplayable.
It's fully working in the mainline release of FBA.
The 2-player version (quartet2.zip) is not affected by this.

Angel Kids (angelkds.zip) and Bullet (bullet.zip) are also having similar issues.


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FBA 0.2.97.30 - Neo Geo Sound Issues Introduced. 0.2.97.28 is fine.

FBA 0.2.97.30 has sound problems with Neo Geo games. Previous versions do not. These videos were taken from an Ubuntu 14.04 install of Retroarch 1.0.0.2 with the FBA 0.2.97.30 and FBA 0.2.97.28 cores. I've gotten the same results testing on Windows as well. The standalone version of FBA 0.2.97.29 does not have this problem. I have not observed any issues with other hardware emulated by FBA in 0.2.97.30, such as Capcom or Konami games. Neo Geo games I've observed the problem in most prominently include Kizuna Encounter, Samurai Shodown, and Metal Slug 3.

https://www.youtube.com/watch?v=xR1JjO1moi8

I apologize if this is the wrong place to report the issue. I can't seem to find any information about 0.2.97.30 at http://www.barryharris.me.uk, and the libretro forums hang when I try to post. If this is the wrong avenue, I would greatly appreciate it if someone can point me in the right direction. Thank you.

(PS3) Rotation Adjust

Rotation adjust does not seem to be working for me in the newest commit.
Tested with 1941 - Counter Attack (World) & Strikers 1945.

Also, if you try to change the Rotation Adjust setting in the "In Game Menu", Although nothing seems to happen, FBA seems to become unstable and crash the PS3 at random times, causing a total lockup and having to hard power off.

(PS3/360) Games which are running slow

The following games are running slowly at the moment:

Afterburner (PS3)

Game: Afterburner (PS3)
ROM Name(s): aburner.zip
Hardware: Sega X-Board
Description: Framerate is somewhere inbetween 50 and 52fps on average (first level).
Affects: PS3.

Contra (PS3)

Game: Contra (PS3/360)
ROM Name(s): contrab.zip | contrajb.zip | contra.zip | contra1.zip
Hardware: GX633 (Konami)
Description: Full framerate, but game speed is very slow. Definitely not running at the intended speed.
Affects: 360 and PS3.
Additional problems: Endian issues in level 3 - tiles are rendered completely wrong.

Daraku Tenshi - The Fallen Angels (PS3 / 360)

Game: Daraku Tenshi -The Fallen Angels (PS3/360)
ROM Name(s): daraku.zip
Hardware: PS3-V1 (Psikyo)
Description: Framerate drops below 60fps whenever motion blur or alpha blend shadows are rendered. Framerate seems to be actually a bit worse on 360 right now than on PS3.
Affects: 360 and PS3.

Darius 2 (360/PS3)

Game: Darius 2 (360/PS3)
ROM Name(s): darius2.zip
Hardware:: Taito F-2
Description: Framerate is somewhere inbetween 25/30fps on both consoles.
Affects: 360/PS3.

Power Drift (PS3)

Game: Power Drift (PS3)
ROM Name(s): pdrift.zip | pdrifte.zip | pdrifta.zip | pdriftj.zip
Hardware: Sega Y-Board
Description: Framerate is somewhere inbetween 40 and 50fps on average.
Affects: PS3.

When select is the hotkey, can't add coin in some games

This seems to be same issue as libretro/mame2000-libretro#9

  • When P1's 'insert coin' button is the same as 'hotkey', it will not work, but only in some games. If you use P2's 'insert coin', or bind it to another key (or bind the hotkey), it works.

Eg, games that have this issue:
'88 Games
Street Fighter 2: Hyper Fighting

Games that don't:
Street Fighter III: 3rd strike
Final Fight

There's some more discussion and examples on this issue here: http://blog.petrockblock.com/forums/topic/fba-retroarch-core-coin-controls/


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(PS3) Crash on loading ROM

I can't seem to load any ROM with the current commit. I am using the same rom set that I have always used with FBA.

If I try to load a ROM from USB, the PS3 locks totally at the file browser, causing me to have to hard reset.

If I load a ROM from the internal HD, it locks on a black screen, but I am able to open the in game menu and return to the menu.
If I then try to load any ROM, it crashes on the menu, the same as loading from USB.

Here's a link to the outputted ELF and SELF: http://www.multiupload.com/LF4BSR1K4N

BTW. The new menu system looks a lot better than the old one :)

generate_files.sh builds CPP files with gcc, not g++

The file generator scripts have instances where they compile CPP files with gcc and not g++, This causes link errors in some environments.

Effected files:

  • src-0.2.97.23/src/burner/libsnes/generate_files.sh
  • src-0.2.97.23/src/burner/libsnes/generate_files_mingw.sh

Pulstar not starting

I checked the CRC of my zip rom as described in d_neogeo.cpp at line 9918.
I used hashmyfiles to calculate the CRCs of the files in a folder (here, the unziped rom).
All files have correct CRCs, names and extensions.
Still, the game doesn't start (other games such as Viewpoint, Double Dragon and Andro Dunos work).


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Sound issues with Wonder Boy

In Wonder Boy, when you crack an egg with an Angel and you are invencible, a different
tune should play, but the same level tune continues to play. Also, when you finish the level a different tune should be playing, but it doesn't play...

You can check the expected behavior in this video by 1:02 and 1:21

This issue was found on a PS VITA running retroarch v 1.7.3 stable

By the way, same issue was found on MAME cores with this game.

(Libsnes) After Burner: missing directional controls

I think this one is fairly obvious, but we'll just report it for now.

The fire/face buttons all work in After Burner, but the directional controls don't.

This is a simple issue of the analog controls currently not being hooked up.

Perhaps it's best to create some kind of function pointer for controls - detect based upon which game we're trying to load which controls it needs, and then assign the function pointer to a function that has those controls.

Might affect more Sega System 16 games.

(PS3-Libretro) NeoGeo

I am unable to run any neogeo roms with the newest commit.
With the FBA core loaded in SSNES trying to load any neogeo roms causes the PS3 to lock totally.
I am using the same romset I have always used with FBA.

Bee Storm - DoDonPachi II ddp2.zipfrom romset FBA 0.2.97.43 Wii U retroarch Core FBA 0.2.97.43

(PS3) Blank Screen on boot

This issue has been around since the older v38x releases, but still persists in the new releases you're putting out. Upon booting FBA from the XMB I get a blank screen and the systems appears to lock up. I can't pull up the XMB, I can't do anything outside of resetting the system.
I have tested this on 3.55 Kmeaw as well as Rebug. On a CRT as well as a HDTV, nothing seems to fix this problem for me.

(Libsnes) Warzard/Red Earth (CPS3) doesn't run - NoCD hack missing?

To test this, try to run the ROM file: 'redeartn.zip'.

The game will load up as normal, but when you try to press Start to enter the character selection screen, it will tell you that there is no CD-ROM inserted into the drive.

Seems to me like the original CPS3 driver did not have the NoCD hacks applied for this game.

Might have to look at the 360/PS3 versions of cps3run/d_cps3.cpp et al to see how it's done there.

Core Input Remapping not available in Retroarch GUI

Hi! This is a copy of an issue I logged with Retroarch - libretro/RetroArch#2000 - apparently it is an issue with the core itself.

I'm trying to resolve this issue I have with the way that the FBA-lr core handles mapping neogeo buttons on a snes pad: http://blog.petrockblock.com/forums/topic/different-controller-configs-for-retroarch-menugames/

Essentially I can get a configuration that works right in games, but then it makes the buttons do different things in the RGUI - I want it to be correct in both, ideally! :) I'm told that the 'Quick Menu > Core Input Remapping', would solve this issue, but it doesn't appear in the quick menu of this core - why? It DOES appear in other cores, although I don't have issues with those :)

I'm running v1.2.2, with the latest version of fba-libretro


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(PS3) Unable to build

I'm getting the following error when trying to build the PS3 SNC version of the newest commit:

CC src/cpu/m68k/m68kcpu.c
src/cpu/m68k/m68kcpu.c(35,20): error 5: could not open source file "m68kops.h"
#include "m68kops.h"
^

Compilation terminated.
make: *** [src/cpu/m68k/m68kcpu.o] Error 1

Is there another way I need to generate the opts files now you have removed the .sh files?

(Libsnes) Games which don't work yet

Ms. Pac-Man - (ROM: mspacman.zip) Hangs on arcade machine init - (might be fixed by going to Service Menu) - gives a weird thumping sound
Parodius Da - (ROM: parodius,zip) Hangs on arcade machine init - gives a weird thumping sound
The Simpsons -- (ROM: simpsons.zip) Music is playing, controls seem to be hooked up - but there is no picture.
Gunbird 2 - (ROM: gunbird2.zip) - Doesn't get past Service menu now - need to hook up DIP switch settings - and libsnes needs to provide for the fetching and changing of these settings as well.

truxton fail on boot

It worked, but after latest sync of trunk now on boot the game ram check fail, i saw that some weeks ago you changed the toaplan driver, it sure break this game... i even try to update rom, the problem is here the same.

CPS3/Neo-Geo games not saving settings

I was playing a lot this weekend and noticed CPS2 games save BIOS (diagnostics menu) settings just fine.

CPS3 and Neo-Geo do not. I'm pretty sure CPS3 did save settings at some point. Tried Neo-Geo with the regular BIOS and Universe BIOS.


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Various rom issues with the FBA and MAME core on WiiU

FBA

not working at all:

bonks adventure arcade - doesnt work in fba or mame2003
king of fighters 2003
SNK vs. Capcom - SVC Chaos Plus (super plus does however)

sega Y board games: broken grafx(looks like it went through a paper shreader)

galaxy force 2 - also has joystick issues, and i cant seem to shoot
g-loc - same joystick issues as galaxy force 2, but you can shoot
power drift - just the shreaded grafx
strike fighter - same as g-loc

misc

super monaco gp - broken grafx
night striker - same joystick issues as g-loc, some grafx glitches, doesnt work in mame

system 32: not loading at all(maybe mame2003 doesnt support system32/multi32?)

alien3
dbzvrvs
ga2
gaxeduel edit: needs stv bios to start, but still doesnt load into the game
rad mobile
rad rally

system multi 32: not loading

outrunners

konami gx hardware:

Salamander2 need gx bios, runs great, in demo mode the ships sit still

edit: also im unsure as to whether or not the PGM driver is functional in FBA. Dodonpachi II and Demon Front start to load, dd2 gives an error, and demon front crashes.


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latest git retroarch broke support for joypad in fba

When i use latest git for retroarch and fba-libretro, input_b_btn trigger a soft reset on every games i try. Issue does not appear on older version of retroarcn (1.0.0.3-beta) or other cores with latest retroarch.

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