shmups.system11.org

Shmups Forum
 
* FAQ    * Search
 * Register  * Login 
It is currently Tue May 30, 2017 9:09 am View unanswered posts
View active topics



Post new topic Reply to topic  [ 1763 posts ]  Go to page Previous  1 ... 54, 55, 56, 57, 58, 59  Next
Author Message
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 15, 2014 8:27 pm 


User avatar

Joined: 09 Oct 2011
Posts: 1367
Location: Bangalore, India
LordHypnos wrote:
Alright. gonna double post to ask: Anyone know where I can get mame plus! source? And is mame plus! something that you still need regular mame to install?

Also, note that source seems to be nowhere on this site in spite of the fact that every site on the internet was directing me there for source. Even that site directs me to itself for source >_<
They appear to only have windows binaries available :|


you dont need mameplus. plain mame will do the trick. just replace the drivers with the lagless ones. drivers are something like cave.c or like that. there should be a list of files where the hacks were made on shmupmame site.
_________________
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Thu Aug 21, 2014 6:24 pm 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
Okay, so I tried a few more things. First of all, using the sdlmame abs files, and replacing the current mame build with sdlmame 0.148 (version used for shmupmame) works just fine. I can make a package for it. On the other hand, when I overwrite all same named / directoried files in the src folder (the drivers, and other files that I assume are important like bufsprite.h) with the ones from Shmupmame 4.2, I get the following error trying to make (still)
Code:
Importing drivers from 'ifndef'
Unable to read source file 'ifndef'
src/mame/mame.lst:41 - Invalid character 'N' in driver "NCP"
makefile:844: recipe for target 'obj/sdl64/mame/mame/drivlist.c' failed
make: *** [obj/sdl64/mame/mame/drivlist.c] Error 1

I get the same error when I change the c compiler to gcc-4.8 in the makefile, and if I use makepkg to compile instead of make

In response, I tried not overwriting mame.lst from shmupmame, then I got a different error
Code:
make: *** No rule to make target 'obj/sdl64/mame/layout/cps3.lh', needed by 'obj/sdl64/mame/drivers/cps3.o'.  Stop.

Same error using gcc 4.8 and 4.9

What should I try next?

edit: tried getting rid of the shmupmame mame.mak file, and got this error:

Code:
makefile:800: recipe for target 'obj/sdl64/emu/emuopts.o' failed
make: *** [obj/sdl64/emu/emuopts.o] Error 1


As far as I can tell, there's no reference here to any files from shmupmame. What else could be an issue?
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 12:13 am 


User avatar

Joined: 09 Oct 2011
Posts: 1367
Location: Bangalore, India
@LordHypnos:

You need to run a diff between vanilla (unmodified) mame and shmupmame. see where the differences are. Ideally you would only need to change the drivers files. something like cave.c . Also try changing only one driver and see if it compiles.
_________________
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 2:07 am 


User avatar

Joined: 22 Aug 2014
Posts: 50
Could anyone help me get Dodonpachi II to work with v4.2 of Shmupmame? I have the zip and the v1.02 zip both in the rom folder along with the pgm zip too and it doesn't run, it gives the need a CHD error.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 2:43 am 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
nasty_wolverine wrote:
@LordHypnos:

You need to run a diff between vanilla (unmodified) mame and shmupmame. see where the differences are. Ideally you would only need to change the drivers files. something like cave.c . Also try changing only one driver and see if it compiles.

I did run a diff, but haven't really looked at it yet (saved the output to a text file). However, I did try just copying one driver (cps2.c from src/mame/drivers), and I got the following error which seems to be related to the driver :(
Code:
src/mame/drivers/cps2.c:10003:1: note: in expansion of macro 'GAME'
 GAME( 2000, mmatrixd, mmatrix,  dead_cps2, cps2_2p2b, cps_state, mmatri,    ROT0,   "bootleg", "Mars Matrix: Hyper Solid Shooting (USA 000412 Phoenix Edition) (bootleg)", GAME_SUPPORTS_SAVE )
 ^
In file included from src/emu/emu.h:126:0,
                 from src/mame/drivers/cps2.c:594:
src/emu/driver.h:200:14: note: candidate is: template<class _DriverClass, void (_DriverClass::* _Function)()> static void driver_device::driver_init_wrapper(running_machine&)
  static void driver_init_wrapper(running_machine &machine)
              ^
makefile:800: recipe for target 'obj/sdl64/mame/drivers/cps2.o' failed
make: *** [obj/sdl64/mame/drivers/cps2.o] Error 1
==> ERROR: A failure occurred in build().
    Aborting...


Doesn't look very good... Any other ideas? :(
Thanks for trying to help me by the way. much appreciated.
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 2:55 am 


User avatar

Joined: 31 Aug 2009
Posts: 7153
Location: San Jose, California, USA
MAME has changed significantly quite often, you're probably not going to be able to apply the patches to a newer version.

Really, just use a newer version. The patches aren't worth it, imo.
_________________
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<Shepardus> whoever reached the fourth loop in zing zing zip is the modern day sisyphus


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 3:09 am 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
trap15 wrote:
MAME has changed significantly quite often, you're probably not going to be able to apply the patches to a newer version.

Really, just use a newer version. The patches aren't worth it, imo.

I'm using mame 0.148, so that's not my problem in this case.
As for using vanilla sdlmame, I might end up doing that, but I'm probably gonna try a little longer at this
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 3:47 am 


User avatar

Joined: 08 Feb 2009
Posts: 4811
Could be the version of compiling software too. MAME's gdb set has changed at least once since that time.

Why are you trying SDLMAME specifically anyway? More importantly, have you tried compiling plain MAME 0.148 without *any* modifications so you know it can actually compile at all?
_________________
Projects: G.M.O.S.S.E / Warbird A13:02 / Zenohell / XII STAG Hi-Score Thread


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 4:03 am 


User avatar

Joined: 31 Aug 2009
Posts: 7153
Location: San Jose, California, USA
SDLMAME is ancient. The SDL port has been mainlined for years now, just use that.
_________________
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<Shepardus> whoever reached the fourth loop in zing zing zip is the modern day sisyphus


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Aug 22, 2014 6:19 am 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
Okay, to be completely clear, I'm using the mame source from mamedev.org version 0.148. I didn't think there was actually a difference between sdlmame and vanilla mame at this point. I managed to make a package of version 0.148 using the arch build system, and I also have the most recent version of mame already installed using the archlinux sdlmame package (actually sort of did this by accident, because I didn't realise that I had deleted all of my earlier files (saved elsewhere), and recopied them from the abs tree.) The source is from mamedev.org still, though. It's possible that there's some other stuff being changed by the ABS version, but it doesn't seem like much, really. Just a few cfg files and graphics and two scripts which don't seem to do anything to the executable (one appears to just give you a message that mame has been installed, and the other creates some directories in ~/.mame)

EDIT: Now that you mention it there might be something in the PKGBUILD, but I was getting the same exact errors with make earlier on. Note that there's a few workarounds to get the latest mame to compile with gcc 4.9 (see this link) Those are from the original PKGBUILD from ABS
Here's the PKGBUILD (there are also several additions of my own to try to fix the errors / adding the shmupmame files / downloading version 0.148.)
Spoiler: show
Code:
# $Id: PKGBUILD 116350 2014-07-25 16:37:07Z spupykin $
# Maintainer: Sergej Pupykin <pupykin.s+arch@gmail.com>
# Contributor: robb_force <robb_force@holybuffalo.net>
# Maintainer: JJDaNiMoTh <jjdanimoth@gmail.com>

pkgname=sdlmame
pkgver=0.148.u0
_patchlevel=`echo $pkgver | cut -f2 -du`
_basever=`echo $pkgver | cut -f1,2 -d.`
pkgrel=1
pkgdesc="A port of the popular Multiple Arcade Machine Emulator using SDL with OpenGL support."
url="http://mamedev.org/"
license=('custom:MAME License')
arch=('i686' 'x86_64')
depends=('sdl>=1.2.11' 'libxinerama' 'sdl_ttf' 'alsa-lib' 'qt4')
makedepends=('unzip' 'nasm' 'mesa' 'glu' 'wget' 'python2' 'p7zip')
DLAGENTS=('http::/usr/bin/wget -U "Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.1.2) Gecko/20090804 Shiretoko/3.5.2" -c -t 3 --waitretry=3 -O %o %u')
install=sdlmame.install

for i in `seq 1 ${_patchlevel}`; do
   _patches="${_patches} sdlmame-${_basever/./}u${i}_diff.zip::http://mamedev.org/updates/${_basever/./}u${i}_diff.zip"
done

source=("mame${_basever/./}s.zip::http://mamedev.org/downloader.php?file=releases/mame${_basever/./}s.zip"
   "http://stormoid.com/shmupmame/shmupmame42src.7z"
   "sdlmame.sh"
   "extras.tar.gz"
   ${_patches})
noextract=("shmupmame42src.7z")
md5sums=('38f7727c2961cd31e2ab6aa1814a23ba'
         'b109a6167c424917e08b22262e960bef'
         '3c35b4a0806a82f3210df1683337655e'
         '420b61240bf5ae11615ba7c6100ee00d')


build() {
  cd $srcdir/
  if [ $NOEXTRACT -eq 0 ]; then
    7z x -y mame.zip
    cp ../custom ./makefile
    mkdir -p shmup
    mv shmupmame42src.7z shmup
    cd shmup
    7z x -y shmupmame42src.7z
    rm ./src/mame/mame.lst
    rm ./src/mame/mame.mak
    rm ./src/emu/emuopts.c
    rm ./src/emu/emuopts.h
    cd ..
    cp -Rv ./shmup/src/ ./
    find . -type f -not -name \*.png | xargs perl -pi -e 's/\r\n?/\n/g'
    for i in `seq 1 ${_patchlevel}`; do
      msg "Patch#$i"
      patch -p0 -E <${_basever/./}u$i.diff
    done
  fi
  make NOWERROR=1 OPTIMIZE=2 PYTHON=python2
  make tools NOWERROR=1 OPTIMIZE=2 PYTHON=python2
}

package() {
  cd $srcdir/
  # Install the sdlmame script
  install -Dm755 $srcdir/${pkgname}.sh $pkgdir/usr/bin/${pkgname}

  # Install the applications and the UI font in /usr/share
  install -Dm755 mame $pkgdir/usr/share/${pkgname}/${pkgname} || \
  install -Dm755 mame64 $pkgdir/usr/share/${pkgname}/${pkgname}

  install -m755 chdman $pkgdir/usr/share/${pkgname}/chdman
  install -m755 jedutil $pkgdir/usr/share/${pkgname}/jedutil
  install -m755 regrep $pkgdir/usr/share/${pkgname}/regrep
  install -m755 romcmp $pkgdir/usr/share/${pkgname}/romcmp
  install -m755 testkeys $pkgdir/usr/share/${pkgname}/testkeys
  install -m755 src2html $pkgdir/usr/share/${pkgname}/src2html
  install -m755 srcclean $pkgdir/usr/share/${pkgname}/srcclean
  install -m755 ldverify $pkgdir/usr/share/${pkgname}/ldverify
  install -m755 ldresample $pkgdir/usr/share/${pkgname}/ldresample

  # Install the extra bits
  install -d $pkgdir/usr/share/${pkgname}/{artwork,ctrlr,keymaps,shader}
  install -d $pkgdir/usr/share/man/man1
  install -d $pkgdir/usr/share/man/man6
  install -m644 src/osd/sdl/shader/glsl*.*h $pkgdir/usr/share/${pkgname}/shader/
  install -m644 src/osd/sdl/man/*.1* $pkgdir/usr/share/man/man1/
  install -m644 src/osd/sdl/man/*.6* $pkgdir/usr/share/man/man6/

  install -m644 $srcdir/artwork/* $pkgdir/usr/share/${pkgname}/artwork/
  install -m644 $srcdir/ctrlr/* $pkgdir/usr/share/${pkgname}/ctrlr/
  install -m644 src/osd/sdl/keymaps/* $pkgdir/usr/share/${pkgname}/keymaps/

  # Include the license
  install -Dm644 docs/license.txt $pkgdir/usr/share/licenses/${pkgname}/license.txt

  # FS#28203
  sed -i 's|KEYCODE_2_PAD|KEYCODE_2PAD|' $pkgdir/usr/share/sdlmame/ctrlr/*.cfg
  sed -i 's|KEYCODE_4_PAD|KEYCODE_4PAD|' $pkgdir/usr/share/sdlmame/ctrlr/*.cfg
  sed -i 's|KEYCODE_6_PAD|KEYCODE_6PAD|' $pkgdir/usr/share/sdlmame/ctrlr/*.cfg
  sed -i 's|KEYCODE_8_PAD|KEYCODE_8PAD|' $pkgdir/usr/share/sdlmame/ctrlr/*.cfg

  find $pkgdir -type f -exec strip {} \;
}
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 4:35 pm 


User avatar

Joined: 22 Aug 2014
Posts: 50
Is there a way to get games to take up the full screen or just about when playing on a vertical LCD 1080p 16:9 screen? I'm not sure what res or options in MAME to use to get it as good as it can get, with the default settings I have either large black bars on the top and bottom or if I change it to pixel aspect 1:2 then I have bars on the sides.
So any settings to get it how it should look or as best as it could look on a 16:9 as possible?
thanks


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 6:11 pm 


User avatar

Joined: 18 Aug 2008
Posts: 7167
Location: Alingsås, Sweden
Playing wise, the best you can get it 3:4 (black bars top/bottom) as stretching the picture will make some movements look off. Travelling left/right would look correct, but going up/down would look slower (?) I guess. I played a horizontal game (Terra Force) on my vertical screen once, and my MAME setup back then was set to stretch the image to full screen. :lol: It looked nice still, but the movement was crazy.
_________________
Image | My games - http://www.emphatic.se | Custom shmup move strips! | Now featuring Storm Blade English move strip!
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 6:44 pm 


User avatar

Joined: 22 Aug 2014
Posts: 50
Oh ok that makes sense, I've just seen some photos of people with what it looks like full screen Dodonpachi etc but maybe the X360 versions are full or the menu screen or something so I just wondered.
Also in the candy cabs is that 4:3 in the photo? is that stretched at all because that's full screen

Image


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 6:52 pm 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
I'm not totally sure, but I'm gonna guess 4:3 on that one. Probably the most common aspect ratio for arcade stuff, and more common for CRTs than any sort of widescreen (That's a CRT monitor).
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 8:03 pm 


User avatar

Joined: 22 Aug 2014
Posts: 50
Yeah, that's what I was thinking but seems a little too long for 4:3 but the game doesn't look stretched out of proportion as far as I could tell.
Like these are full screen too.
Image


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 8:10 pm 


User avatar

Joined: 09 Mar 2014
Posts: 1498
Location: Mars Colony, 2309
Nah, I think it's 4:3 (or I guess 3:4). I feel like in this day and age where 99% of screens are wide, it's hard to remember that 4:3 is also pretty wide (Looks wider in real life than pillarboxed on a 16:9 screen). I found a CRT monitor in an alley and couldn't believe that it was 4:3 for the first couple of days, but it totally is. Also probably makes a difference that it's vertically oriented, thus adding to how alien it feels compared to your memory. Besides, it is pretty unusual to see full cab setups with anything other than 3:4 screens, especially if they're using CRTs.
_________________
YouTube | Restart Syndrome | 1cclist | Go Play Mars Matrix
Solunas wrote:
How to Takumi your scoring system
1) Create Scoring System
2) Make it a multiplier for your actual score


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Aug 24, 2014 10:01 pm 


User avatar

Joined: 18 Aug 2008
Posts: 7167
Location: Alingsås, Sweden
All the pics above are 3:4.
_________________
Image | My games - http://www.emphatic.se | Custom shmup move strips! | Now featuring Storm Blade English move strip!
RegalSin wrote:
Street Fighters. We need to aviod them when we activate time accellerator.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Sep 05, 2014 4:47 am 


User avatar

Joined: 12 Jul 2007
Posts: 5002
Location: Where the fish lives, WV
Was wondering if one of you guys could answer a question for me.

I want to save my button configuration settings, and send them to someone else, so they don't have to go through all the trouble.

Is there a file somewhere I can just copy and paste, in Shmup MAME, that saves my settings? Seems like there would be.
_________________
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Sep 05, 2014 10:45 pm 


User avatar

Joined: 30 Dec 2010
Posts: 485
I should probably mention that 4.2 seems to have some or more input lag than 2.2.

If you do the input lag pause test (hold direction, pause, let go, unpause) you will move in 4.2 but not in 2.2.
2.2 feels much smoother in comparison in any case.
_________________
Image Image
Youtube


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Fri Sep 05, 2014 10:53 pm 


User avatar

Joined: 03 Oct 2011
Posts: 3177
Location: Southern Ontario
The button settings for games in MAME appear to be stored in the .CFG folder. The default.cfg is the standard button settings, and then each game gets an individual .cfg file made with ROMNAME.cfg any time you change buttons for that specific game (the game specific cfg files override the defaults). I don't know if you can transfer .cfg files between different versions of MAME but they should work with identical versions of MAME.
_________________
YouTube Videos
1CCs


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sat Sep 06, 2014 7:52 am 


User avatar

Joined: 12 Jul 2007
Posts: 5002
Location: Where the fish lives, WV
Thanks. That's super helpful.
_________________
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sat Sep 06, 2014 12:13 pm 


User avatar

Joined: 03 Oct 2011
Posts: 3177
Location: Southern Ontario
Now that I think about it, I'm pretty sure the individual game .cfg files are also where region / dip switch settings (for games that support them) are stored.
_________________
YouTube Videos
1CCs


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Wed Nov 12, 2014 5:09 pm 



Joined: 23 Jul 2008
Posts: 1785
Has anyone ported the lower-lag toaplan2 driver to a newer version of MAME than Shmupmame 3.0b? I can never get that version to run and I need to play Bakraid with less soup in my controls.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Wed Nov 12, 2014 5:42 pm 


User avatar

Joined: 12 Feb 2012
Posts: 884
Location: Romania
captpain wrote:
Has anyone ported the lower-lag toaplan2 driver to a newer version of MAME than Shmupmame 3.0b? I can never get that version to run and I need to play Bakraid with less soup in my controls.

As far as I know no, you can try WolfMAME which is suggested alot and see if that works better though to me personally it doesn't compare at all to Shmupmame 3b.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Wed Nov 12, 2014 5:58 pm 



Joined: 23 Jul 2008
Posts: 1785
ciox wrote:
captpain wrote:
Has anyone ported the lower-lag toaplan2 driver to a newer version of MAME than Shmupmame 3.0b? I can never get that version to run and I need to play Bakraid with less soup in my controls.

As far as I know no, you can try WolfMAME which is suggested alot and see if that works better though to me personally it doesn't compare at all to Shmupmame 3b.


Blaugh. I have used WolfMAME in the past but if I recall correctly it still has the same number of lag frames (which is what I'm looking to reduce). Oh well!


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Wed Nov 12, 2014 8:54 pm 


User avatar

Joined: 12 Feb 2012
Posts: 884
Location: Romania
I remember there is one thing you can try to fix shmupmame3b if you're getting the c0000005 error, basically install all Windows updates and then reboot, there's a good chance it'll work.
For me it usually stops working when I reboot after leaving a ton of updates not installed, then I do the above and it stops giving me c0000005.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Sun Feb 01, 2015 11:49 pm 


User avatar

Joined: 29 Oct 2013
Posts: 46
Is there un updated version of this emulator?

Supporting DDP Daifukkatsu, mushihime sama futari black label and deathsmiles for example.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Mon Feb 02, 2015 4:23 am 


User avatar

Joined: 23 Apr 2013
Posts: 373
Location: Lima, PE
pbsk8 wrote:
Is there un updated version of this emulator?

Supporting DDP Daifukkatsu, mushihime sama futari black label and deathsmiles for example.


Wat... Are there even dumped roms of those?
_________________
ALL YOUR BASE ARE BELONG TO US ! !


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Mon Feb 02, 2015 5:13 am 



Joined: 25 Jun 2011
Posts: 304
d3vak wrote:

Wat... Are there even dumped roms of those?


Yes. They've been available for quite a while.


Top
 Offline Profile  
 
 Post subject: Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag
PostPosted: Tue Feb 03, 2015 12:06 am 


User avatar

Joined: 29 Oct 2013
Posts: 46
I was checking this video:

https://www.youtube.com/watch?v=eaqTe4hBtTc#t=50

And it sets blitter delay to 63% for mushihime sama futari BL on UME. And I think it looks nice as close as possible to real PCB in terms of emulation.

I ask: would this 63% be the same for every CAVE shmup game? Or do I have to change it if I wanna play Ketsui for example.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1763 posts ]  Go to page Previous  1 ... 54, 55, 56, 57, 58, 59  Next

All times are UTC


Who is online

Users browsing this forum: Google [Bot], Shepardus and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Space Pilot 3K template by Jakob Persson
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group