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FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on Today at 12:30:09 AM »
news...
I think Namco System 2 is finally done.  I mean - I hope it's done :)  There are few people who know how much time I put into perfecting this one, so.. fingers crossed..

Games using a random number generator will now work properly with states/input recordings. (Centipede, Millipede, everything in Namco S2, and a few others...)

bye for now,
- dink
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FBA Discussion / Re: Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by dink on June 26, 2017, 11:54:36 PM »
Nothing beats MAME's debugger, I think it's your best bet for debug-related things :)
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FBA Discussion / Re: Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by chupo_cro on June 26, 2017, 10:18:04 PM »
Thank you very much for the info!

I have in the meantime found some more Pac-Man hardware resources that look promising:

http://umlautllama.com/projects/pacdocs/

https://code.google.com/archive/p/bleu-romtools/

These might be a good starting point.

I am looking forward for your enhanced debugger.
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FBA Discussion / Re: Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by jan_klaassen on June 26, 2017, 06:51:29 PM »
You can create a romset in e.g. the pacman driver and use existing graphics or whatever by making yours a clone.
  • IIRC, to avoid fba complaining about crc's, set them to 0 in the rom definitions. Make sure the name and size match though.
  • FBA wants plain binary data in a zip file. It's probably easiest to let your toolchain spit out binary files, and then use a little shell/python/whatever script to put them in the zip file.
If you're willing to do some work, fba's debugger can probably be made to deal with more than just 68K disassembly without too much hassle (real debugging will be harder). I'm integrating the one from my builds now, which has some extra functionality (e.g. disassemble to a file) so yell if you want the source for that, or just wait a bit.

Or look at MAME.
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FBA Discussion / Re: Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by chupo_cro on June 26, 2017, 05:55:32 PM »
Hi,

what you described sounds great!! :-) That solves #1 completely, thank you very much for the reply!!

Best Regards,
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FBA Discussion / Re: Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by dink on June 26, 2017, 05:33:00 PM »
Hi, for the first question: you could set up your game to mimic a clone of an already existing game, for example if you're doing something based on Pac Man, you could use one of the many pacman clones using its romset names.  When you launch the game it will complain the crc's do not match, but it will still go on to emulate the game.  When your game is complete and ready to be released we could then add an entry for the game.   (if you wish)

best regards,
- dink
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FBA Discussion / Debugging home-made DK/Pac-Man arcade ROMs?
« Last post by chupo_cro on June 26, 2017, 03:28:08 PM »
Hi all,

my first post here.

For quite a long time I have an idea of making a game that would run on an original arcade hardware and I hope someone here would know how to solve at least some of the problems. There are 2 groups of main problems when I am thinking on how to create the code and produce the files.

#1
Assuming I already did produce ROM files for targeted arcade machine (e.g. Donkey Kong hardware or Pac-Man hardware), is there a way to somehow bypass the ROM files hash check against the database of working ROMs so FB Alpha could run my own ROMs? It would be impossible to develop the game if I'd have to recompile FB Alpha everytime I make some changes to the game code - just to update the database with the new checksums.

#2
Since I am better with Z80 than 6502 I searched for dissasembled ROMs of arcade games based on Z80 CPU and I found fully disassembled and commented Donkey Kong and Pac-Man/Ms. Pac-Man ROMs from which I could easily decipher how to use the additional hardware used in those machines to make my own games. I could then use z88dk or some other crosscompiler to produce the code but the question is - how would I then produce the ROM files? Is there some tool for producing the ROM files targeting Donkey Kong or Pac-Man hardware, using raw .hex files as an input? Or is there some other convenient way of 'putting the code into the ROM files'?

I am BTW very interested in dissasembled source code of any arcade game (especially Scramble) regardless of the main CPU and would appreciate any information or link. I could, of course, run disassembler and produce the code from any ROM file but it would take months (if not years) to decipher all hardware ports and memory maps.
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FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by Gab75 on June 17, 2017, 03:28:51 PM »
Thanks guys... outstanding work! :)
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FBA Development / Re: dink's FBA Development & Fixes thread
« Last post by dink on June 17, 2017, 08:52:31 AM »
Incase anyone has been wondering why I'd been so quiet lately - I've been working hard finishing up the Namco system 2 driver.  It's finally done.  What a relief :)
Tally: iq_132 spent about 3 weeks writing the initial driver, dink spent about 3 weeks finishing it.  I think this one somehow took longer than the initial F3 code.

best regards,
- dink
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FBA Development / Re: What I've been working on (iq_132's work in progress)
« Last post by robsons2007 on June 16, 2017, 08:26:26 PM »
fantastic
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