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  #31  
Old 07-10-2009, 08:53 AM
Shin_K Shin_K is offline
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Chtulhu32> ARE YOU KIDDING ME ? of course there's a loooooooot of ppl looking forward to this ! thanks a lot for your hard work (I know enough asm and C to know what you're doing is really tough )! as I don't own an xbox1, I would just love to be able to play CPS2 (CPS3 would be good for StreetIII 3s, but again I own this game on every 128Bits it's out for ^^'') , Cave Shmups, Polygamemaster and MVS on something else than my PC!


Quote:
Originally Posted by china_ktv View Post
I made a Gamecube Arcade joystick with a bench . Here are the pictures.
I hope I can play Street Fighter 2 CE (CPS1) with FBA on Gamecube oneday.
Why would you go through the pain of soldering EACH TINY grounds of every single contacts when you have a common ground controller ? (meaning you could have solder only one ground, and then daisy-chained the gnd to the pushbtns)
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  #32  
Old 11-04-2009, 09:30 PM
fullmetalengineer fullmetalengineer is offline
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hmm... this project sounds abandoned.. At least Toad King is actually making progress with SDL MAME and putting out working releases ....
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  #33  
Old 11-17-2009, 02:20 PM
Cthulhu32 Cthulhu32 is offline
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Time for some necromancy. I was a bit inspired by SDLMame Wii, so I've been taking another crack at FBA-GX. This time I'm doing the right approach, FIRST converting the most recent Finalburn to pure C/C++, THEN porting it to the Wii. Trying to debug something as complicated as the Musashi 68k emulator on a Wii is madness, and it was the wrong approach when I first started this project last year.

So, I took Eke-Eke's Genplus-GX and took a look at his Musashi 68k written in C (did you port that yourself Eke-Eke?) With a little bit of tweaking here and there I've managed to get the CPUs behind Final Burn Alpha 0.2.97.07 ported to pure C/C++, no more ASM 68k (the video filters and a few scripts are still ASM, but they will be ripped out for the Wii.) I am not sure about the efficiency and if the Wii will be able to keep up on more recent games like CPS-3, but stay tuned. When I have a beta ready (maybe before Xmas? maybe.) I'll contact a few people on here for beta testing before I create an official thread.

Anyways, just thought everyone would like an update. Also thank you Tantric for releasing your GUI library public, I'm definitely going to be using that. Its really slick!

Last edited by Cthulhu32; 11-17-2009 at 02:25 PM..
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  #34  
Old 11-17-2009, 02:48 PM
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FunkyBaboon FunkyBaboon is offline
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Ideal! First no mame on the wii and now we've got two devs working on it!

Thanks for the update... and good luck!
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  #35  
Old 11-17-2009, 03:29 PM
eke-eke eke-eke is offline
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Quote:
Originally Posted by Cthulhu32 View Post
So, I took Eke-Eke's Genplus-GX and took a look at his Musashi 68k written in C (did you port that yourself Eke-Eke?) With a little bit of tweaking here and there I've managed to get the CPUs behind Final Burn Alpha 0.2.97.07 ported to pure C/C++,
nope, it's the core from MAME, originally coded in C... I only modified the memory read/write handlers for some speedup and improved the timing accuracy of DIV/MUL instructions (you should probably get ride of that for Final Burn Alpha since it will need more speed than accuracy)....

good luck with this project, don't hesitate to ask me if you have any questions regarding the 68k core and/or video & sound porting issues

btw, I know there is a (very old) 68k core that uses PPC ASM, I think it's called Asgard or something like that but I never figured how to use it (and it was not really required for genesis emulation anyway), maybe you could have a look at it if your C port is running too slow.
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  #36  
Old 11-17-2009, 05:03 PM
Cthulhu32 Cthulhu32 is offline
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Quote:
Originally Posted by eke-eke View Post
nope, it's the core from MAME, originally coded in C... I only modified the memory read/write handlers for some speedup and improved the timing accuracy of DIV/MUL instructions (you should probably get ride of that for Final Burn Alpha since it will need more speed than accuracy)....

good luck with this project, don't hesitate to ask me if you have any questions regarding the 68k core and/or video & sound porting issues

btw, I know there is a (very old) 68k core that uses PPC ASM, I think it's called Asgard or something like that but I never figured how to use it (and it was not really required for genesis emulation anyway), maybe you could have a look at it if your C port is running too slow.
Thanks! Its been a pretty whirlwind year, but I finally bought a USBGecko a few months ago and this project has been in the back of my mind for a while now.

Ahh okay cool, I saw "Musashi 3.3.2" and couldn't find a source, but it'd make sense someone from MAME would port it to C. I will take a look at the DIV/MUL instructions you added in there, nothing wrong with more accurate DIV/MUL, but might be worth taking it out if I'm hurting for speed. I used to run Final Burn Alpha on my old 333mhz Celeron and it ran pretty fast, so I'm hoping at least CPS-2 runs well

I also attached a RAR with the Final Burn C/C++ Windows version, please let me know if anyone finds some kinda crash or core dump I didn't spot before. Just throw some CPS-2/CPS-3/NeoGeo (you'll need FBA bios) games at it and it should run fine.

Eke-Eke: do you still hang out on the #wiidev channel? Or is it easier to send you questions over PM on here?
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File Type: rar FBA_Conly.rar (2.46 MB, 4 views)
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