I am also very very VERY happy to report that Zomebie Raid (think of it like a precursor to House of the Dead) also works perfectly - Just no way to aim? Gosh what a fantastic piece of work!
static struct BurnInputInfo WofhfhInputList[] =
{
{"P1 Coin" , BIT_DIGITAL , CpsInp018+0, "p1 coin" },
{"P1 Start" , BIT_DIGITAL , CpsInp018+4, "p1 start" },
{"P1 Up" , BIT_DIGITAL , CpsInp001+3, "p1 up" },
{"P1 Down" , BIT_DIGITAL , CpsInp001+2, "p1 down" },
{"P1 Left" , BIT_DIGITAL , CpsInp001+1, "p1 left" },
{"P1 Right" , BIT_DIGITAL , CpsInp001+0, "p1 right" },
{"P1 Attack" , BIT_DIGITAL , CpsInp001+4, "p1 fire 1" },
{"P1 Jump" , BIT_DIGITAL , CpsInp001+5, "p1 fire 2" },
{"P2 Coin" , BIT_DIGITAL , CpsInp018+1, "p2 coin" },
{"P2 Start" , BIT_DIGITAL , CpsInp018+5, "p2 start" },
{"P2 Up" , BIT_DIGITAL , CpsInp000+3, "p2 up" },
{"P2 Down" , BIT_DIGITAL , CpsInp000+2, "p2 down" },
{"P2 Left" , BIT_DIGITAL , CpsInp000+1, "p2 left" },
{"P2 Right" , BIT_DIGITAL , CpsInp000+0, "p2 right" },
{"P2 Attack" , BIT_DIGITAL , CpsInp000+4, "p2 fire 1" },
{"P2 Jump" , BIT_DIGITAL , CpsInp000+5, "p2 fire 2" },
{"P3 Coin" , BIT_DIGITAL , CpsInp177+6, "p3 coin" },
{"P3 Start" , BIT_DIGITAL , CpsInp177+7, "p3 start" },
{"P3 Up" , BIT_DIGITAL , CpsInp177+3, "p3 up" },
{"P3 Down" , BIT_DIGITAL , CpsInp177+2, "p3 down" },
{"P3 Left" , BIT_DIGITAL , CpsInp177+1, "p3 left" },
{"P3 Right" , BIT_DIGITAL , CpsInp177+0, "p3 right" },
{"P3 Attack" , BIT_DIGITAL , CpsInp177+4, "p3 fire 1" },
{"P3 Jump" , BIT_DIGITAL , CpsInp177+5, "p3 fire 2" },
{"Reset" , BIT_DIGITAL , &CpsReset, "reset" },
{"Diagnostic" , BIT_DIGITAL , CpsInp018+6, "diag" },
{"Service" , BIT_DIGITAL , CpsInp018+2, "service" },
{"Dip A" , BIT_DIPSWITCH, &Cpi01A , "dip" },
{"Dip B" , BIT_DIPSWITCH, &Cpi01C , "dip" },
{"Dip C" , BIT_DIPSWITCH, &Cpi01E , "dip" },
};
STDINPUTINFO(Wofhfh)
static struct BurnInputInfo wofhfhInputList[] =
{
{"P1 Coin" , BIT_DIGITAL , CpsInp018+0, "p1 coin" },
{"P1 Start" , BIT_DIGITAL , CpsInp018+4, "p1 start" },
{"P1 Up" , BIT_DIGITAL , CpsInp001+3, "p1 up" },
{"P1 Down" , BIT_DIGITAL , CpsInp001+2, "p1 down" },
{"P1 Left" , BIT_DIGITAL , CpsInp001+1, "p1 left" },
{"P1 Right" , BIT_DIGITAL , CpsInp001+0, "p1 right" },
{"P1 Attack" , BIT_DIGITAL , CpsInp001+4, "p1 fire 1" },
{"P1 Jump" , BIT_DIGITAL , CpsInp001+5, "p1 fire 2" },
{"P1 Fire" , BIT_DIGITAL , CpsInp001+6, "p1 fire 3" },
{"P2 Coin" , BIT_DIGITAL , CpsInp018+1, "p2 coin" },
{"P2 Start" , BIT_DIGITAL , CpsInp018+5, "p2 start" },
{"P2 Up" , BIT_DIGITAL , CpsInp000+3, "p2 up" },
{"P2 Down" , BIT_DIGITAL , CpsInp000+2, "p2 down" },
{"P2 Left" , BIT_DIGITAL , CpsInp000+1, "p2 left" },
{"P2 Right" , BIT_DIGITAL , CpsInp000+0, "p2 right" },
{"P2 Attack" , BIT_DIGITAL , CpsInp000+4, "p2 fire 1" },
{"P2 Jump" , BIT_DIGITAL , CpsInp000+5, "p2 fire 2" },
{"P2 Fire" , BIT_DIGITAL , CpsInp000+6, "p2 fire 3" },
{"P3 Coin" , BIT_DIGITAL , CpsInp177+6, "p3 coin" },
{"P3 Start" , BIT_DIGITAL , CpsInp177+7, "p3 start" },
{"P3 Up" , BIT_DIGITAL , CpsInp177+3, "p3 up" },
{"P3 Down" , BIT_DIGITAL , CpsInp177+2, "p3 down" },
{"P3 Left" , BIT_DIGITAL , CpsInp177+1, "p3 left" },
{"P3 Right" , BIT_DIGITAL , CpsInp177+0, "p3 right" },
{"P3 Attack" , BIT_DIGITAL , CpsInp177+4, "p3 fire 1"},
{"P3 Jump" , BIT_DIGITAL , CpsInp177+5, "p3 fire 2"},
{"Reset" , BIT_DIGITAL , &CpsReset, "reset" },
{"Diagnostic" , BIT_DIGITAL , CpsInp018+6, "diag" },
{"Service" , BIT_DIGITAL , CpsInp018+2, "service" },
{"Dip A" , BIT_DIPSWITCH, &Cpi01A , "dip" },
{"Dip B" , BIT_DIPSWITCH, &Cpi01C , "dip" },
{"Dip C" , BIT_DIPSWITCH, &Cpi01E , "dip" },
};
STDINPUTINFO(wofhfh)
Dude those those games you mention (like tgm2, space bomber, zombieraid, etc) were already among those working ever since the very first Wii fba core (0.9.7)...
Anyway, IR would be REALLY useful, not only for lightgun games but especially if SCUMMVM is to be added down the road. As i mentioned before, ToadKing already had setup great IR controls on SDL Mame Wii, would it be able to ''transplant'' those controls options to RA too?
Forgotten worlds cannot be started at all, the start buttons still do not respond.I'll test those games out tomorrow.
The controls in Forgotten Worlds don't function really correctly to begin with - the 'turn' button seems to not really work like it should so instead directional movements 'turn' - it's very awkward.
Found the chance to do some more testing:
FBA
CPS1
CPS2
NEO GEO
And on the subject of non working games:
NYW
Some of those have palette issues, others run great as far as performance goes, but buttons do not register in gameplay (Arkanoid, Arkanoid 2, Funkyjet) and others with gameplay that slows down: (Darius, Ddux, Dinorex, Cninja, Cbuster, Cadash etc)
I'd REALLY like anyone that gets games from the NYW list to work fine, to SHARE it with us. Let's build a compatibility list people!
ALL Neogeo game under 23 mb work except the irritating maze.You can add Real Bout Fatal Fury Special to the list of working Neo Geo games (rbffspec.zip).
DUDE get FBA on your PC and validate your roms.
Filename means nothing and you mixed parent and children roms.
If you have a parent rom, you basicly have the game.
If you validate with fba you ready to go.
Makes catagozising also alot easier on the eyes......
Holy crap guys, Tetris the Grandmaster 2 loads in FBA!!! Hell yes! Too bad it has slowdown, but I seriously could not be happier right now, best emulator ever!
I've tested a lot of CPS1 games on Gamecube tonight and found some bugs.
cawing.zip and all its clone : at first stage, you will meet 6 planes with graphic glitches. if you do not shoot them down at first sight, game will freeze.
daimakaib.zip : black screen after ROM is loaded.
dinohunt.zip : BGMs are all replaced with permanant noise in game.
dynwar.zip and all its clone : No attack-button is mapped.
forgottn.zip and all its clone: Start button does not work at all.
all vertical scroll shooting games : forced to stretch to full screen except 640x480i. For other games, 384X224P is fantastic!
Ironclad, was'nt a NEOGEO game it's NEOGEOCD game later ported to the Wii VC.Really? The only child romset i knowingly used was for xmen cota cause the parent one didn't work, what else is mixed?
Please give specifics so i can improve the list. It could help people as a compatibility guide.
PS. Charco thanks man, added to the list!
Ok, thanks. This is the answer I was looking for and I understand and respect your decisions.If I do what you want me to do (ie. build in CPS1/CPS2 again into the main FBA build), then that will mean less RAM available for other games that need it.
You can already play these games with FBACores CPS1/CPS2 - therefore, this is the best way to go about it. Besides, FBA didn't even load into the Gamecube's RAM because it was so big - now at least you can get it to at least boot even though it doesn't play that many games yet.
All the decisions here are made for a very good reason that go beyond 'I just liked how easy this made it for me with Wiiflow'.
I've tested a lot of CPS1 games on Gamecube tonight and found some bugs.
cawing.zip and all its clone : at first stage, you will meet 6 planes with graphic glitches. if you do not shoot them down at first sight, game will freeze.
daimakaib.zip : black screen after ROM is loaded.
dinohunt.zip : BGMs are all replaced with permanant noise in game.
dynwar.zip and all its clone : No attack-button is mapped.
forgottn.zip and all its clone: Start button does not work at all.
all vertical scroll shooting games : forced to stretch to full screen except 640x480i. For other games, 384X224P is fantastic!
Good job. I also tested two CPS1 games tonight:
-Strider: Works well but I noticed some lag in the cinemas, I do not know if the game runs full speed becaude I have not played the physical version.
-Street Fighter Zero CPS Changer: It does not gives me an error code in the begining, but after it seemed it would load it rebooted my GC instead.
I think gamecube users should join in order to divide the games of the CPS1 list to have a kind of compatibility list for RA gamecube, and maybe the same for the other cores, of course.