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Joined: 8/16/2008
Posts: 23
I'm having the same problem that Solan had, except mine are zipped. I have all metal slug roms, and the only one that shows up is 5 jamma pcb version. Are the others not compatible yet? Because they do show up in MAME 0.127.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Monty Mole wrote:
I wanted to play the MAME versioon from Ghosts N Goblins too. Most of the conversions wasn`t really good or near on the original. The only good version was for the PS2 in the Capcom collection. But there is no working emulator at the moment for this system.
What about the version in "Capcom Generations 2" for the PS1?
Swift Finch wrote:
I'm having the same problem that Solan had, except mine are zipped. I have all metal slug roms, and the only one that shows up is 5 jamma pcb version. Are the others not compatible yet? Because they do show up in MAME 0.127.
Maybe you have a wrong neogeo.zip file? Does any other Neo-Geo game work? Metal Slug works for me, as you can see in the screenshot at this page: http://code.google.com/p/fbarr/. Aaaaaaaaaanyway... Someone should contact the people working on FinalBurn Alpha Shuffle. It already has rerecording support from blip's patch, but it still needs "Start from Power-On" and other things. They seem to be very interested in adding "many pointless features", so someone should ask them if they can add some features for our community.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 8/16/2008
Posts: 23
The neogeo.zip I assume would be fine, since I use it all the time on my mame games and it works perfectly. But no, no other neogeo games worked.
Joined: 10/30/2006
Posts: 28
mz wrote:
What about the version in "Capcom Generations 2" for the PS1?
Right. I forgot there was a PS1 Version too. Thanks for the tip. :)
Active player (293)
Joined: 12/16/2008
Posts: 458
Location: Houston
I can't manage to get this to load any games, official fba works fine. I think my problem is video related. Not in a need to fix it until it's ready for tasing anyways.
Joined: 8/16/2008
Posts: 23
Sorry to nag, but has anyone figured out a solution for my problem?
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
It may be unrelated, but, much as with MAME, some ROM versions may not match some emulator versions. The only way to make sure is to get the latest version of the emulator and the latest versions of the ROMs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 8/16/2008
Posts: 23
The issue of rom versions seems to be under control, I'm pretty sure they're compatible with this emu. Could video settings or something be the culprit?
Experienced player (702)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I kind of want to TAS Donkey Kong for Arcade. Would this be doable yet?
Super Mario Bros. console speedrunner - Andrew Gardikis
S@G
Joined: 9/7/2006
Posts: 81
Location: Luxemburg
mz wrote:
Xiaopang wrote:
still doesn't change the fact that it's impudent towards the original author if [...]
Says the guy who made a whole TAS using our program, encoded using our program and then uploaded the video to YouTube, without saying a word about us or the original FBA developers. And then came to our forums only to talk shit about it, and not a single word of thanks. Also, I can't see any word of thanks to the people who made the game you illegally obtained and then TASed.
That was pwned at its awesomest way. I did a Video with FBArr (Street Fighter Alpha 3) some time ago, just to try it out, nothing perfect or outstanding. http://www.youtube.com/watch?v=2O15i4miPfs I also tried with Street Fighter 3 Third Strike and it desyncs after a second in the first fight. When I managed to fix this desync it desyncs direcly after that and so on.
I don't need a Signature
Active player (293)
Joined: 12/16/2008
Posts: 458
Location: Houston
I think I have a workaround to my problem for anyone else who might have it. Normally when I try to start a game or play a move from power on it crashes with the Guru Meditation #c0000005.7784814c. But I found out it works fine if you play a movie that starts from a savestate. Then with the movie loaded I can start a movie from power-on
Joined: 4/24/2009
Posts: 9
Is there perhaps a way to hack the emulator or some config file in order to change the frameskip button, make a pause button, and other such things?
Active player (293)
Joined: 12/16/2008
Posts: 458
Location: Houston
does anyone know of a way to mute the music, it would be useful for combo videos and things of that nature. And I figured out changing the menu theme under UI options completely fixed my problem.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
Any plans to update this to the latest version of FBA since it now supports more games including CPS3 games?
I think.....therefore I am not Barry Burton
Joined: 4/24/2009
Posts: 9
Is there NO way to customize the critical controls without someone skilled in programming making changes to the emulator?
Joined: 10/3/2005
Posts: 1332
GoldDounuts: I recommend AutoHotkey. It's a scripting language, so it might seem daunting at first if you've never done any programming before, but it's really easy to remap keys for a specific program. Here's an example similar to what I used to remap the save and load state keys to where I'd normally have them in emulators:
#titlematchmode regex
#ifwinactive FBA|FinalBurn
    ;::f5
    q::f7
#ifwinactive
In English: if the active window title includes the letters "FBA" or "FinalBurn" (because I don't remember which actually goes in the title) then pressing the semicolon or q keys will cause AHK to tell the app that you pressed f5 or f7, respectively, instead of the original keys. PS. I'm off the project. I haven't had much time or motivation for anything TAS-related this year, and moreover no longer have a Windows box to build on. Apologies to anyone I've let down. :(
Joined: 4/24/2009
Posts: 9
Hey, thanks Dromiceius, ill give this program a shot.
Joined: 8/16/2008
Posts: 23
The issue of rom versions seems to be under control, I'm pretty sure they're compatible with this emu. Could video settings or something be the culprit?
Any development on this issue?
Joined: 10/3/2005
Posts: 1332
Swift Finch wrote:
The issue of rom versions seems to be under control, I'm pretty sure they're compatible with this emu. Could video settings or something be the culprit?
Any development on this issue?
It doesn't look like anyone has been working on this lately, and I'm afraid I have no idea why FBA would fail to detect your ROMs, other than because of the generally spaghetti-like nature of FBA's codebase. However, after my last post in this thread, I found a version of FBA that "works" on both Linux and Windows. And by "works" I mean that it compiled, but it took a few hours of debugging to get it to actually do anything. I've spent the last week or so redesigning it for less random failure and intractable misbehavior. It's a monstrous task compared to just hacking in a few features, but progress has been nice and steady. I'd rather not speculate on a release date, as I seem to have a habit of saying one thing, and then doing the opposite. ;)
Joined: 8/16/2008
Posts: 23
Ah, good to know something reliable is being worked on.
Joined: 4/29/2005
Posts: 1212
Has anyone worked on putting Controller Support on one of these emulators as of yet?
Joined: 10/3/2005
Posts: 1332
Kitsune wrote:
Has anyone worked on putting Controller Support on one of these emulators as of yet?
Peripherals aren't a priority, as there are no games that I know of that need a stick for practical TASing in the way that the N64 does. I'll keep this suggestion in mind, though- I know some TASers prefer a gamepad, and it shouldn't be too hard to add to a program that already uses SDL. As for FBA-RR, if you really want to use a gamepad, you can always use AutoHotkey to map the joypad to the emulator keys. It's no more complicated than the example I posted above. More info -> http://www.autohotkey.com/docs/misc/RemapJoystick.htm
Joined: 4/29/2005
Posts: 1212
I think I'll just wait for controller support. All of the information on that page just confuses me. xD
Active player (293)
Joined: 12/16/2008
Posts: 458
Location: Houston
my playstation and dreamcast controllers works fine in fba rr. Works the same as normal fba
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
Since FBA-RR has now been accepted for this site, I've updated it to the newest official version (0.2.97.06): http://fbarr.googlecode.com/files/fba-rr-v003.7z A huge amount of changes were made to the official version since I first released FBA-RR almost a year ago, so maybe this update will have new bugs (that probably won't be noticed anyway, since this RR version was already totally broken) due to incompatibilities between the old code and the new one. There are no new features or fixes, just an update to the newest official version. It uses the ROM sets from MAME 0.131u3. The source code for this version will be available at the Google Code SVN later...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
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