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Support for bosco, xevious on the Galaga driver #4

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meowthed opened this issue May 3, 2019 · 10 comments
Closed

Support for bosco, xevious on the Galaga driver #4

meowthed opened this issue May 3, 2019 · 10 comments

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@meowthed
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meowthed commented May 3, 2019

These games are the only Namco classics that are left unsupported, we already have the drivers needed, so porting is an easy task.

@dinkc64
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dinkc64 commented May 3, 2019

They are definitely on the todo list.

Due to the fact they need a completely different video, loader, inputs/prot, adding them to the existing driver will be just as difficult as creating a whole new driver. But if you think that is easy, feel free to add them :)

best regards,

  • dink

@barbudreadmon
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@CupcakeFan added xevious support to the old fbalpha libretro port in libretro/fbalpha#230 , i asked him to port his work here.

@CupcakeFan
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Yessir, forking and porting right away.

@dinkc64
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dinkc64 commented May 16, 2019

CupcakeFan, AWESOME!! :)

@meowthed
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meowthed commented May 16, 2019

now if you could get bosconian on here, that would be great

@dinkc64
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dinkc64 commented May 16, 2019

It's already great that he added Xevious - did you see all the work he did? :)

@ghost
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ghost commented May 16, 2019

Some folks are harder to please me im over the proverbial moon ;)

@meowthed
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well it's time to close this, we'll welcome our first post-FBA addition into the library of great games for this emu.

@dinkc64
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dinkc64 commented May 17, 2019

@CupcakeFan I added to the main fb git and did a couple of changes, hope you don't mind :)
dafe1cf

please read the comment for a list of what I had changed from your version :)
p.s. feel free to re-impl anything that I did if you'd rather do it in your style.
p.p.s, BurnSamples (core) used to have a bug where if it were initted and no samples were available, it would clear the stream effectively muting any soundchip above it. That bug was fixed a while back, so it's no longer necessary to check if a game has samples in init, and run the render command in frame only if the game has samples.

@CupcakeFan
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Thanks for the help, and the improvements. :)

tmaul added a commit that referenced this issue Jan 23, 2020
# This is the 1st commit message:

fix merge

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some more little changes

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prescale the display

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audio investigation

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figured out what the problem is with the .cue loading, lack the brain power to fix it right now lol

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move mousey related things together

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first prototype of joystic support on menu

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joypad support in the menu. Not sure if this should be swapped back to joystick

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fix win sdl build (function name conflict)

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small tweak to enable software gamma in windowed mode

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might as well put the delays back in

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minor cleanup

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oops

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oops

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make dsp disabled by default

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make dsp disabled by default

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tighten timing delays up to what they should be

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use propper paths

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never meant to change this

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undo the path changes for now

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tighten timing delays up to what they should be

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use propper paths

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never meant to change this

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undo the path changes for now

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add interpolation options as those make more of a difference than dsp (no command line options currently

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I did it again
tmaul added a commit that referenced this issue Jan 23, 2020
# This is the 1st commit message:

fix merge

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fix wonky vfps checks

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Init points for ingame gui (SDL2 only)

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more hooks for ingame gui

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pontless bit of ingame menu

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this menu is going to end up horrific

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next part will be to define some menus

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start splitting the common gui stuff out

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a bit of consistancy

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hook up ingame menu controls and test with state saving and loading

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hide mousey

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make 32bit work

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finally fix the ratio in vertical games

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fix missing line

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nice it up for windows

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use sdl2 mapping

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set teh array to -1 previous way didnt work

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add mapping for up to four joysticks

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map avaialble joysticks - only 4 will map max atm in the input code

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Re Indent tabs to spaces and cleanup

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add sf2 mapping

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rename function

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add remapping for my conflicting sdl joypad gitgub issue linked in source this will probably end up in a local file until the gui remaping is in place

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integer scaling option

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more prototyping work on the ingame menu

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this is safer

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some cleanups for windows version. Probably worth noting it will need a new ini file (generated on first load). Also, directories are created on initial game load. Probably also need the support ones. Might also move that stuff to its own file

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fmopl.h: sanitize arguments
tmaul added a commit that referenced this issue Jan 23, 2020
# This is the 1st commit message:

fix merge

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Update support_paths.cpp

One last bit...
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Update support_paths.cpp
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quick fix for linux and a pass at overlays

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micro cleanup

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taitox superman, work-around for background breaks up with black vertical lines in the flying level.

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add Pacman Club / Club Lambada (Argentina) [barbudreadmon]

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d_pacman, remove left-overs

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d_pacman.cpp: add hiscores to clubpacm
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fixes

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more messing around

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more messing around

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mcr3: finish emulating power drive and maxrpm

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d_cps2: added Super Puzzle Fighter II Turbo (Boss Hack)(USA 960620)
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d_mcr3, left in some debug code.. oops

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d_cps2: add Super Puzzle Fighter 2 Turbo Color Blind hack

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Added an oldsplus hack which fixes many bugs.

For detail of corrections, please visit https://www.ppxclub.com/forum.php?mod=viewthread&tid=695504&fromuid=150233. You may need a translation tool since that page is in Chinese.
# This is the commit message #18:

maxrpm, fix p2 wheel inversion

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d_pgm: tag oldsplusnr as hack
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