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All I wanted to do was clean up the todo against hcastle... #18

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merged 2 commits into from
May 16, 2019
Merged

All I wanted to do was clean up the todo against hcastle... #18

merged 2 commits into from
May 16, 2019

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tmaul
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@tmaul tmaul commented May 15, 2019

I had a look to see why hcastle was crashing when using the correct refresh rate. It turns out that nBurnSoundLen is not calculated correctly until after DrvInit if a game is not using 60hz. This probably affects a lot of games and possibly might need further verifcation on others to make sure that the sound is working correctly now it's calculated correctly. Some sound cores didn't care about nBurnSoundLen when creating their internal buffers but that ones that do would always have a buffer underrun.

I also think I have found a fix for starwars crashing randonmly on my machine but if someone could verify that the games still work on other machines that would be good ;)

Some notes:
Wingforc - someone should check that the changes I made are correct :)
hcastle - seems ok with the refresh rate now
yiear - might be ok as is now I have renabled the refrest rate. Might not be. Could someone check.
namcos1 - Seems the games that are above 60hz now work with the correct refresh but someone should double check

Remaining refrest problems I know of:
metlclsh - Had a note that it locks up with refrest rate, seems to still crash so I have left it uncommented
M62 - Wasn't sure if the refrest rate was commented out due to sound so have left this

tmaul added 2 commits May 15, 2019 21:18
I had a look to see why hcastle was crashing when using the correct refresh rate. It turns out that nBurnSoundLen is not calculated correctly until after DrvInit if a game is not using 60hz. This probably affects a lot of games and possibly might need further verifcation on others to make sure that the sound is working correctly now it's calculated correctly. Some sound cores didn't care about nBurnSoundLen when creating their internal buffers but that ones that do would always have a buffer underrun.

I also think I have found a fix for starwars crashing randonmly on my machine but if someone could verify that the games still work on other machines that would be good ;)

Some notes:
Wingforc - someone should check that the changes I made are correct :)
hcastle - seems ok with the refresh rate now
yiear - might be ok as is now I have renabled the refrest rate. Might not be. Could someone check.
namcos1 - Seems the games that are above 60hz now work with the correct refresh but someone should double check

Remaining refrest problems I know of:
metlclsh - Had a note that it locks up with refrest rate, seems to still crash so I have left it uncommented
M62 - Wasn't sure if the refrest rate was commented out due to sound so have left this
@dinkc64
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dinkc64 commented May 15, 2019

Hi Kev,
I would like to fix the older soundcores so that refreshrate can be called anywhere in init without needing it in a certain location of the init. What I had been doing with new soundcores is allocate a 0x4000 buffer, which basically covers everything.

EDIT: I take it back, I like how you did it better :)

@@ -7214,8 +7214,11 @@ static INT32 WingforcFrame()
Kaneko16MakeInputs();

INT32 nInterleave = 256;
nCyclesTotal[0] = ((UINT64)16000000 * (UINT64)10000) / 591854;
nCyclesTotal[1] = ((UINT64)4000000 * (UINT64)10000) / 591854;
nCyclesTotal[0] = 12000000 / 59.1854;
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How do you get 12mhz here? :)

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Copy and paste error, I think lol.

@dinkc64 dinkc64 merged commit 0e82cd9 into finalburnneo:master May 16, 2019
tmaul added a commit that referenced this pull request 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 pull request 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

# This is the commit message #28:

fmopl.h: sanitize arguments
tmaul added a commit that referenced this pull request 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

# This is the commit message #19:

d_pgm: tag oldsplusnr as hack
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2 participants