Fixed sprite rendering order in Warrior Blade Added multiple chip support to the PC080SN module Added double width support to the TC0480SCP module
Fb alpha v0.2.97.39 street fighter iii drivers#
Rewrote the Taito TC0100SCN module and updated all the drivers that used it, adding support for multiple screens and hopefully making it faster Added ability to compile without A68K, definable via BUILD_A68K makefile option Removed dependency on dxguid lib since it is no longer available
Added regret's DirectInput8 module and updated it for FB Alpha, replacing the DirectInput7 module * Added sample support to the dat file writing module * Added "uses samples from" info to the game information, game selection, and jukebox dialogs * Added a Sample Info tab to the game information dialog * Added the sample path to the Support Path dialog and the config file making it configurable
Fb alpha v0.2.97.39 street fighter iii driver#
* Updated the Rally X driver to use the new code * Updated the sample module initialisation to use the BurnSampleInfo struct * Updated the DrvBurnStruct to support sample filename, and sample lists Updated the TMZ280B core to support missing sound modes Ported the ES8712 sound core from MAME * Updated the Taito Misc driver to use it, giving ADPCM sound in Darius * Updated the Street Fighter driver to use it * Updated the Double Dragon driver to use it Ported the MSM5205 sound core from MAME, replacing the old core FB Alpha is based on the original FinalBurn by Dave. Over the years this has comprised of myself, Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. As far as the game is concerned it is running in it's original cabinet.įB Alpha is an open-source project and it is programmed by a group of people known as the FBA Team. FB Alpha or FBA as it is commonly known is an emulator of arcade games, that is, it takes the program code, graphics data, etc., from an original arcade game and emulates the hardware to make the game run in it's original form. This also means that you need to have multiple romsets and keep track of everything somehow (spreadsheet) and is not conducive with dropping an entire romset onto the Pi (as the versions will conflict/overwrite in the single Arcade folder).FB Alpha v0.2.97.09 is released. I also use the ARCADE folder for all of these and specify which emulator gets launched using Runcommand. So you see, it is rarely a one-size-fits-all proposition, as others have also noted. Vector games-I use AdvanceMAME3 for these, as this emulator can render the vector lines at your display's native resolution making them very sharp.However, it is NOT a libretro core, so I can't use CRT-PI shader (not RetroArch). AdvanceMAME is fast, has a newer ROMset, and is HIGHLY configurable, especially where complex controls are concerned. Where lr-mame2003 fails due to compatibility, or I need to use a newer ROMset, AdvanceMAME3 takes up some slack.So, I "override" my base lr-mame2003 for fighter games, neogeo, and a few others. lr-fbalpha overlaps plenty of ROMs with MAME, but seems to play games better.lr-mame2003 has the best combination of performance, features, and ROM support, so this is my "base" for arcade games.The CRT-PI shader in RetroArch does such a good job at recreating scanlines/shadow masks (with minimal performance impact) that I want to use a libretro core whenever possible.I grew up with that game in local arcades, so it's probably my favorite too.Įveryone will have their own opinions about what works best, but here are my choices and the rationale behind them. Time to I am just trying to get an opinion on the better emulator to use for MAME on my RP3