Open TheCoolPup opened 2 months ago
The konami pre-gx hw emulation is not pcb-perfect at all, we can make little hacks here 'n there to improve certain things, but, to fix every single issue with this hw is really an excersize in futility. At this point, the best bet is to buy a pcb if you want perfection. On the other hand, pcb's need a lot of care & repair to keep going, so maybe the imperfect emulation isn't so bad after all? :)
best regards,
This is partially a duplicate of https://github.com/finalburnneo/FBNeo/issues/1714
Curious how hamster fixed the bugs in terms of Aca, thanks for looking into it either way :)
Well, in best case scenarios, i suppose commercial emulators have a dedicated team working on this and/or full hardware documentation and/or full access to pcbs for retroengineering. The only thing we know is that it's a tough nut to crack and no open-source emudev succeeded until now.
im curious why some transition effects dont work, but some do for example the end of the intro for Mystic Warriors
https://github.com/finalburnneo/FBNeo/assets/91135037/fe7c4718-ea11-43d4-b468-5d9f45c9275b
Hi, Every single one of these transitions need a specific fix to recognize which tiles are on the screen and enable blending of the layers, I've hooked it up for a few things, but, it gets very difficult because each one added could possibly cause issues in other places in the game.
I see, i mean that’s why bug testers are here haha, not trying to be rude btw
Games that ran on the same hardware as mystic warriors for example gaiapolis, violent storm, etc seems to be missing transitions effects either between scenes, or starting a stage, as far as i know this doesn’t happen on original hardware, also seems that violent storm’s graphics might seem too bright(?) in terms of graphics. https://youtu.be/0hEZvGd4whM?feature=shared as you see on real hardware, the colors look less bright than on emulation. Then again it’s hard to tell if it’s something to do with the capture method or what. Sorry for the long post btw.