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 Post subject: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galaga 88
PostPosted: Fri Mar 19, 2010 10:45 pm 


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Location: Québec
Shmupmame 4.2

4.2 is out, it fixes the direct 3d issues with version 4, includes 64-bit binaries, has more lowered input lag shmups using the "new method", has autosword for mars matrix, various additions to mame/mameplus to make it more to my liking and the sampled sound from thundermame. Shmupmame is now getting pretty close to be the only version of mame I will need installed on my computer, which was part of the idea when I decided to modify mame.

Version 4.2 is also the first time I had an actual contributor (BPzeBanshee who ported part of the thundermame sample code) and hopefully he wont be the last, there are still a few easy things that pretty much anyone could help with, the first that comes to mind would be getting the right sound balance between sfx and music in some of the systems, I think psikyosh (strikers 2, 3, dragon blaze, gunbird 2, etc) is still wrong, first thing to get would be a high quality recording of the pcb audio while playing and then somw tweaking in mame (can be done using the sliders) to find the proper sound balance or something close to it. Anyway, if anyone is interested in helping (could be with other stuff) you can say so in this thread or come to #shmups on efnet.


There are a few things that still behave better in shmupmame 3.0 (provided you can get it to work). But overall this version adds enough to be considered superior.


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Downloads:
Main download page


A bit more information about this build:
This is the eight release v4.2(based on mameplus 0.148) there are a few things that are left to add from v3.0b, namely lagless batrider, bakraid and garegga. There's also some fixes for the Taito F3 system that are still not there, but otherwise there's little reason to still want to use version 3.

About the project: About shmupmame





Here are some of the "new" and awesome shmups you will be able to play in this new version:

Image Image Image
Code:
Dodonpachi 2                 V-five                        Batsugun




Image Image Image
Code:
Planet Probe             Silver Millenium              Baryon Future Assault




Image Image Image
Code:
Dogyuun                   FixEight                    Fantasy Zone 2 DX (system 16 remake)



Last edited by nimitz on Tue Feb 19, 2013 2:05 am, edited 60 times in total.

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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 10:46 pm 


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Location: Québec
note about newer mameversions : some games (cave, new psikyo) now need an EEPROM file, so you need to extract that EEPROM and put it in the nvram folder of you mame directory, this is not a bug.

Please post any bug you may encounter in this thread.

And here's a list of the reduced lag drivers in Shmupmame 4 (52 drivers total).
Code:
cave
m72
m107
namcos1
pgm
cps1
cps2
cps3
nmk16
taito_f2
taito_f3
taito_l
psikyo
toaplan1
gp9001 (most toaplan2)
seibuspi
raiden
commando
exedexes
slapfght
twincobr
twin16
armedf
mcatadv
bbusters
bionicc
blktiger
boogwing
cninja
crshrace
darkseal
dassault
dec8
deco32
dooyong
dynduke
gaelco2
gng
hcastle
karnov
lastduel
lemmings
lwings
m92
psikyosh
rohga
sidearms
srumbler
tigeroad
toki
vaportra
wwfwfest

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Last edited by nimitz on Thu Jan 24, 2013 8:05 am, edited 31 times in total.

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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 10:52 pm 


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God bless ur ass! :lol:
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 11:02 pm 


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Personally I have zero trouble with normal MAME's supposed input delay. I have never noticed even once, and I've beaten many shooters in it.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 11:06 pm 


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MathU wrote:
Personally I have zero trouble with normal MAME's supposed input delay. I have never noticed even once, and I've beaten many shooters in it.

The man thought that his Honda was pretty fast, until he drove a Ferrari.

; )
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Last edited by nimitz on Fri Mar 19, 2010 11:24 pm, edited 1 time in total.

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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 11:11 pm 


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Excellent, thanks! Will give Sengoku Ace a spin, that's one game I always got the "shooters on ice" experience with in MAME. Although I own the PS2 port it'd be nice to have MAME as an option.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 11:26 pm 


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Awesome stuff. The dragon in Dragon Spirit has became lighter and more agile!
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Fri Mar 19, 2010 11:56 pm 


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nimitz wrote:
MathU wrote:
Personally I have zero trouble with normal MAME's supposed input delay. I have never noticed even once, and I've beaten many shooters in it.

The man thought that his Honda was pretty fast, until he drove a Ferrari.

; )

That phrase holds just too much truth...

Anyways, awesome stuff Nimitz. Well done, and keep up the "driver-hacking".
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 12:05 am 



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The regular arcade / MAME input lag never bothered me either, but thanks for taking the time to put this out there. I expect I'll play the hell out of a lot of shooters over the weekend.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 1:17 am 


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Just wanted to add my thanks. I noticed an immediate improvement with Hellfire.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 1:20 am 


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Quick notice to everyone who downloaded version 1.5, it had a major bug that broke all the Taito F3 games just grab 1.5b which fixes it.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 1:21 am 



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YOU ARE A BEAUTIFUL PERSON. THANKS.


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 2:19 am 


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Does this version playbacks inps faithfully, without ever desynching?
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 2:25 am 


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Well, I've tried RayForce and sometimes the music desynchronised a bit with the action but the response of the ship... Superb. And I'm using a shitty generic USB pad. It's been months since the last time I played it and made it to the fourth boss on my first try. This game used to destroy me past stage 2 whenever I "casually" tried to pick it up.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 2:27 am 


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Ruldra : I really can't see how my fixes could break the inp support, but this needs to be tested to be 100% sure.

Observer : The sound sync is a problem in mame since version 107 ( new video driver), Mame FX has an option to sync audio with video which should help with this (probably wont be perfect though). Also, increasing the audio latency will help.

edit : after some quick testing I got pretty much perfect results with the sound latency at 3/5 and the sync audio to videao disabled. Also it should be noted that the Taito F3 is a very complex system to emulate and the driver requires a very fast cpu. (which in turns requires more latency to have "perfect" audio)
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 4:24 am 


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Lag is for pussies.

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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 4:48 am 


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Interested in the source as I usually roll my own MAME. I'm using a frontend so I can only use one version of MAME, so is there a way to add the Bat games back in and just use the original drivers?


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 5:17 am 


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awesome work 8)


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 5:36 am 


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Hi I love you. Thank you for making this. Seriously.


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 7:26 am 


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Good stuff. A build based on Wolf - in particular a version with autofire - would be perfect for us scoreplayers.

Ruldra wrote:
Does this version playbacks inps faithfully, without ever desynching?


I too am curious about this.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 7:39 am 


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Oh my god, hell yes. This is so great. I can't believe how much better Tetris Grand Master 2+ plays in this version of MAME. I think I can get Death Grand Master soon now! I'm definitely switching over to this for all of my games, haha. Thank you so much!


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 10:22 am 


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Icarus wrote:
Good stuff. A build based on Wolf - in particular a version with autofire - would be perfect for us scoreplayers.

The current version is based on MAMEFX, which has built-in autofire support.

As for including back Batrider and Bakraid, I really don't want to do it since it will confuse people into thinking they are improved while they are not. That being said I am releasing the source update, so you can simply add the files on top of some mame source and build the full mame version with every mame game.

Also, I really wanted to make a wolfmame version, something based of wolf99 or wolf106 but I cannot find the source for any of those, If anyone has or can find the source I will make a special release for this.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 10:25 am 


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Wow, this is great!

Mars Matrix is completely different game now. You can actually dodge bullets.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 5:04 pm 


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Do you have any reason to believe this wouldn't work with mame 128? That's the last one I compiled and I don't want to have to bother with getting any updated roms (<-- lazy). If not, then I'll go ahead and try this out. Really looking forward to trying out Guwange and ESP Ra.De. after this. :D


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 6:29 pm 


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You are the man.
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 7:15 pm 


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a mod should sticky this since it is the ownage


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 7:57 pm 


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Fantastic work, nimitz - thanks for sharing! Working beautifully, here.


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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 11:04 pm 


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Just given it a try now and the games feel better the controls feel a lot tighter keep going to be using this for shmuping
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sat Mar 20, 2010 11:49 pm 


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This is indeed one hell of a good idea. THANKS!
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 Post subject: Re: Shmupmame Lagless Edition official release
PostPosted: Sun Mar 21, 2010 12:09 am 


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Oh FFS.
If anyone reports bugs on this build to Mametesters I may well have to hurt them.

In all seriousness, if people actually find the extra frame beneficial I'd be interested in seeing the results in terms of betters scores etc.


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