Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Altered Beast behaves strangely in FBA. #16

Open
modeler opened this issue Jan 25, 2013 · 22 comments
Open

Altered Beast behaves strangely in FBA. #16

modeler opened this issue Jan 25, 2013 · 22 comments

Comments

@modeler
Copy link

modeler commented Jan 25, 2013

Moved from the issues list from RetroArch.

There seems to be an issue with one of the Sega System 16 games "Altered Beast", where some enemies appear without heads and do not disappear when killed. This is present in RetroArch 0.9.8-beta2 on both Windows and Linux. It also occurs when using the libretro build of iMAME4all, which is odd because the Android version is fine. Other System 16 games such as Golden Axe, Shinobi, Out Run and such appear to work fine.

This is visible immediately after the game has been started, with the first wave of enemies on the first level. I tried the same ROM in the original Final Burn Alpha emulator version 0.2.97.28, and the issue does not occur. Discussed further here:

http://forum.themaister.net/viewtopic.php?id=229

Here is a screenshot:

RetroArch-0123-223520


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

@modeler
Copy link
Author

modeler commented Feb 5, 2013

This bug is also present in the Android build (0.9.8.1).

@inactive123
Copy link
Contributor

Confirmed, but no idea as of yet what is causing it. Will try to look into it.

It's not an endian issue at least since it happens on PC as well.

@peteuk
Copy link

peteuk commented Feb 8, 2013

I have also found the same bug in the Android and PS3 versions.

@modeler
Copy link
Author

modeler commented Feb 8, 2013

It's a weird one is it appears in multiple cores such as mame078-libretro, which points to an issue with RetroArch itself but I'll never know how the devs would go about debugging something like this.

@inactive123
Copy link
Contributor

If it happens in MAME 0.78 as well - then I'm leaning more towards it being some kind of emulation bug - especially since MAME and FBA share a lot of sourcecode (in fact, most of the drivers are just re-wired MAME drivers).

@modeler
Copy link
Author

modeler commented Feb 8, 2013

That would make sense, but it doesn't appear in the Final Burn Alpha emulator itself (tested version 0.2.97.28 on Windows). It doesn't appear in the iOS or Android versions of iMAME4all either (I don't recall seeing this bug in any version of MAME over the last ten years or so). It only seems to affect the libretro builds unfortunately. If I can help with any further testing, please let me know!

@sergiobenrocha2
Copy link
Contributor

sergiobenrocha2 commented Dec 5, 2014

"A little warning for self-compilers and port maintainers. Later versions of GCC subtly mis-compile the M68000 core. An example is heads missing from the zombies in Altered Beast"

http://www.barryharris.me.uk/article_view.php?id=198
http://www.fbalpha.com/view/217/

I compiled with gcc 4.4.7, 4.6.4, 4.7.3 and 4.8.2, same issue. With clang I have the sames issues too.

@barbudreadmon
Copy link
Contributor

Fixed in my libretro port of current fba stand-alone : https://github.com/barbudreadmon/fba-libretro

@inactive123
Copy link
Contributor

barbudreadmon - Thanks for doing that.

Do you want us to fork off your repo or should we move the repo to the libretro organization? I would give you admin access over it too then so you still hold control over it and can push to it yourself.

@barbudreadmon
Copy link
Contributor

Move it

@inactive123
Copy link
Contributor

OK, transfer the repo over to me (twinaphex) - you can do this from the Settings page of the Github repo. Once transferred I will transfer it over to the libretro repo and give you admin access over it as well.

@barbudreadmon
Copy link
Contributor

As mentioned on forum, the new core seems slower than the old one (noticed it on rpi2 with cps3 games, they don't run at full speed anymore), so it could be a good thing to keep both repo separated.

@barbudreadmon
Copy link
Contributor

You didn't receive the transfer ?

@inactive123
Copy link
Contributor

The transfer request seems to have expired, can you try sending it again?

And yeah we will also keep the older version for those systems that need the extra performance.

@barbudreadmon
Copy link
Contributor

Just sent it again. As mentioned on forum, i found out where the issue with speed comes from, but my knowledge of C/C++ inner workings is still pretty poor, so perhaps someone could help.

@sergiobenrocha2
Copy link
Contributor

sergiobenrocha2 commented Mar 14, 2017

@barbudreadmon could you point out the fix? Is it related to Musashi 3.32 update?

Edit: for reference: https://forums.libretro.com/t/i-wrote-a-new-libretro-port-of-fba-based-on-current-fba-stand-alone/2103/22

@sergiobenrocha2
Copy link
Contributor

Missing effects in Super Hang-On too (super charge fire)

@barbudreadmon
Copy link
Contributor

Yes, it is related to fbalpha2012 using the old Musashi.

@barbudreadmon
Copy link
Contributor

Btw, if you update musashi, m68k games will probably end up running slower, which would void the purpose of using fbalpha2012.

@ghost
Copy link

ghost commented Aug 20, 2017

Hi @barbudreadmon I was just wondering if you could share the fix for Altered Beast, I compiled fbalpha 2012 and the latest one from 2017 and they both present issues on PS3 build. Monsters without head, GFX issues, etc. Btw, wanted to ask, have you found a way to make megadrive games work? I find it weird that they do not work on PS3 build.

Thanks in advance for any info! SeeYa!
:)

@barbudreadmon
Copy link
Contributor

Sorry i have no info about this, all i know is that updating to musashi 3.32 solved issues with altered beast on x86/arm platforms. Megadrive games also work on those platform. If ps3 still have issues with those games, i would say it is likely a big endian issue in their driver part, not the cpu part (since they are using same cpus, neogeo/cps probably wouldn't work if it was an issue with the cpu part). I suppose you could get some help upstream if you ask "gamez fan" (he works on a xbox360 port of fba, which run on big endian too)

@ghost

This comment was marked as spam.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants