NFBA emulator and related stuff

Thanks for the shuffle tip!!! this one DOES the aspect ratio correction perfectly fine on CPS3 games for me :wgrin:

Can someone answer me this? What are the main strands of FB and are they compatible with eachother online? For example, Final Burn, Final Burn Alpha, Neo Final Burn, Shuffle… am I missing any or did I happen to name the same thing twice? Sorry, never investigated FB until I tried GGPO. Great emulator, but since I never played any GGPO games, I never used it much.

all those iterations of final burn are completely different. they cant be used with eachother online
both plays have to have the exact same emu

all i found was digitalbooty’s result of 2 frames in mameppk. using his exact method i got 1 frame (but don’t quote my results since when i tested fba it was a little weird. ie. first input would be 1, all after that would be 0). i’ve never found any post saying recent mame builds have 3.

i like nfba more than mame but i would still rather have accurate information.

I’ve been wondering how much the test would be affected by the hardware were you run the test, since I got 0 frames lag (offline) using the exact same method on MAME Plus! 1.23u1, I did the test with my SFAE and DOA4 stick and obviously had the usbport.sys hacked to allow 1000hz polling rate.

I’m gonna try and repeat the test with an older PC later on and see if I get different results.

ok i will admit fault, sort of. some of the tests are out of date now so i did a little testing again.

suprisingly, mame and fba, and probably others. lags depending on the hardware thats being emulated, after i tested. cps3 lags one frame on both 117 and 119. cps2 lags 2 frames… after that, the lag seems to vary based on other mame versions.

on fba, well atleast nfba, cps3 lags 0 frames. and cps2 lags 1 frame. either way, fba still proves to be better on inputs. then you factor in that nfba is a recompile made by 0746 that has some online lag compensating features and the results speak for itself IMO. nfba just plays much smoother online than any other emu using p2p.

this test is dome on 2 different pc’s using a keyboard, a doa4 stick, a custom stick with an xb360 pcb. a custom ps2 stick with a pelican ps3 adapter, and a saitek p220 pc gamepad. all show exact same results. also, i have usb ports polled to 1000hz, it doesnt improve lag, but controls feel more responsive overall. im not sure if at default rate, if your controller/stick/kb refreshes at 60 fps. polling it to 1000hz tho just helps alleviate that possibility so theres no dropped inputs

is there a way to disable logging to out.txt?

whenever i use nfba, my hard drive gets accessed every so often. i used filemon to find out that nfba is logging to out.txt. how do i disable that?

3S doesn’t seem to work for me offline yet…

I have nfba, have the new kaillera.dll, and the game zipped.

when i put 3s in the ROM folder and scan, it doesn’t come up. Also doesn’t come up when unzipped into a “sfiii3” folder or when the files are by themselves.

why not?

happens to me a lot when i play on GOOD connection.

sucks when i am dudley trying to do HK ssb and out some a LP cross counter -____-

I need to run, but I’ll explain it for sure tomorrow. It’s actually pretty cool.

Quick question before I go, is there anything wrong with using said chat feature or anything I should know about? I know it’s supposed to be unfinished and all, but on the surface it seems alright to me and extremely useful to boot…

could you give me the link to the various homepages for each version? I found FBA’s home page, but not NFBA, etc. (Or is the p2p page the NFBA official page?)

Create a folder called “modules” in your main NFBA folder. Then go to the P2P site and get the “okai_p2pchat.7z” file. You might have to right-click and choose “Save As” to download it correctly. It’s not a normal zip file, so you’ll need the 7-zip decompressor. Copy the files out of there into the /modules directory.

Fire up NFBA netplay and click the Chat tab. If you’ve installed it correctly, there should now be a button that starts the chat system. I don’t know much about IRC, but I think you can leave the “server” line alone for the moment (irc.prison.net) and put in a nickname. Try the IRC channel #srkkaillera (with the # symbol in front). There might not be too much action in a channel at any given moment.

I provide this information as-is, since I guess since this module’s unfinished, and more advanced info on IRC is beyond my knowledge right now.

Perfect :tup:

Hmm…when Keits and I played World Heroes Perfect with this, it said “calculated delay 3 frames”, just like MAME always does with us, and it played the same. I looked in the text file and it said the Neo-Geo is supported with this, so what’s going on?

And Gaijinblaze, to add a bit more info, the delay on Neo-Geo games tends to vary depending on emulator and specific game. Generally, though, MAME 0.64 has 1 less frame of it than most other emulators.

Thanks,
Josh.

calculated frame delay that the p2p client publishes is a measurement translation based off the ping. that has nothing to do with the emulator being used. now you gotta factor in the natural input lag that the emulator has offline. so for instance, we are using mamePPK 119 to play some a3(a cps2 game). the emulator naturally has a 2 frame input lag offline. then you connect online with me and the ping is roughly around 70ms. p2p will publish that as a 3 frame calculated delay. but that just means how much lag the online connection will have. so now you add the natural cps2 lag 119 has, now you are playing with 5 frames of lag.

those numbers really add up all the lag compensation code in nfba does, is coding the emulator to be designed with online play, and honestly causes the games to run much smoother, even on higher pings. it doesnt really improve input delay per se, it just really improves how smooth the games run, and i think its night and day, atleast with cps2 and cps3

0746 updated his nFBA build:

http://kaillera.movsq.net/wip/nfbadtr9.exe

*nFBA Dev Test Release 9

Changes:

* Started with fresh 0.2.96.73 sources
* Put dev test release 9 splash (most important step tongue)
* Copied over most of the capcom rollback caps stuff from old sources (cbf doing them again. checked the diffs and only the driver files & crypt section is different)
* Copied over all the interface stuff (about 3 characters changed in lowpass2.cpp)
* Modified kaillera implementation
* Copied over neogeo stuff
* Updated CPS3 section with oopsware's website stuff
* CPS2 1 frame emulator side delay thing eliminated
* Enhanced CPS3 Resync

Known problems:

* Haven't been tested at all
* The input with gigawing driver: For some reason its still 1 frames like with ordinary FBAs. It's acting more like it has 0.5 frames delay (it responds instantly but stays for one extra frame).
* Neogeo driver still seems to have at least 1 frames delay. I am guessing its dependent on the way these games read input. Neogeo BIOS has +2 frames delay whereas games like samsho and last blade 2 has +1 frame in game delay.
* Garbled sound: Hopefully, it will be fixed before the april release.

Confusion about latency compensation: If a driver supports latency compensation and its used with latency compensation online, it will only compensate for the number of frames of delay displayed on your p2p window when you start your game. So if a driver has 2 frames intternal delay (Neogeo for example) and when you start you game it says 3 frames delay, you will still have 2 frames input delay from the emulator. So no! you don’t get 0 frames delay! You just can’t tell. If you use the traditional delay mode, it will have 2+3 = 5 frames delay like any other non-latency compensating emulator.

Compiler troubles with the previous version: I did not use vc++ and my code does not compile with it.

Full pack (nFBA + sources + p2p kaillera + modules): http://kaillera.movsq.net/wip/nfbadtr9.exe (5 mb)

Cya all in April =)*

thanks man.

Can’t… stop… rocking… :rock:

Thanks, 0746!
Appreciate the heads-up, too, Dragonfave723.

It’s not your vision. I’ve done every combination of monitor properties and stretch possible and the thinniest looking I’ve ever gotten it is still wide. Must only be a cps3 problem, because I get the correct aspect ratio with ST no problem. I guess I’m going to have to play with the .ini file like ESN suggested. Otherwise I have to measure it up manually relative to mame or tourney vids with full stretch enabled and play only in a window (even though it’s been said that emu’s are meant to play fullscreen. Nice dilemma)

You can be as positive about nFBA as you want (I like its performance over mame also), but it’s still a problem when you give a shit about distance in a game of 3s haha. We all worry so much about input delay and we want things to be as exact as the original as possible, but we don’t mind the visuals being way off?

i think i found a possible bug? player 1 = white ken SA3, player 2 = pink makoto SA1. when Ken kills makoto first round with the neutral grab, the game crashes and you get an error. happened twice to me.

Odd. I made a Ken vs. Makato match offline with the very latest nFBA. I killed her with Ken’s neutral throw twice in one game, and the emulator didn’t crashed. What kind of error you’re getting?