Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galaga 88

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nimitz
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Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galaga 88

Post by nimitz »

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:

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Code: Select all

Dodonpachi 2                 V-five                        Batsugun


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Planet Probe             Silver Millenium              Baryon Future Assault


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Dogyuun                   FixEight                    Fantasy Zone 2 DX (system 16 remake)
[/b]
Last edited by nimitz on Tue Feb 19, 2013 2:05 am, edited 60 times in total.
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nimitz
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Re: Shmupmame Lagless Edition official release

Post by nimitz »

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: Select all

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

Last edited by nimitz on Thu Jan 24, 2013 8:05 am, edited 31 times in total.
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Re: Shmupmame Lagless Edition official release

Post by P_HAT »

God bless ur ass! :lol:
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MathU
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Re: Shmupmame Lagless Edition official release

Post by MathU »

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.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
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Re: Shmupmame Lagless Edition official release

Post by nimitz »

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.

; )
Last edited by nimitz on Fri Mar 19, 2010 11:24 pm, edited 1 time in total.
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BIL
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Re: Shmupmame Lagless Edition official release

Post by BIL »

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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Re: Shmupmame Lagless Edition official release

Post by Aquas »

Awesome stuff. The dragon in Dragon Spirit has became lighter and more agile!
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Re: Shmupmame Lagless Edition official release

Post by ZOM »

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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Re: Shmupmame Lagless Edition official release

Post by Mortificator »

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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Re: Shmupmame Lagless Edition official release

Post by saucykobold »

Just wanted to add my thanks. I noticed an immediate improvement with Hellfire.
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Re: Shmupmame Lagless Edition official release

Post by nimitz »

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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Re: Shmupmame Lagless Edition official release

Post by Darkseed »

YOU ARE A BEAUTIFUL PERSON. THANKS.
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Re: Shmupmame Lagless Edition official release

Post by Ruldra »

Does this version playbacks inps faithfully, without ever desynching?
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Re: Shmupmame Lagless Edition official release

Post by Observer »

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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Re: Shmupmame Lagless Edition official release

Post by nimitz »

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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Re: Shmupmame Lagless Edition official release

Post by Udderdude »

Lag is for pussies.

GO NIMITZ GO
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Re: Shmupmame Lagless Edition official release

Post by dmauro »

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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Re: Shmupmame Lagless Edition official release

Post by orange »

awesome work 8)
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Re: Shmupmame Lagless Edition official release

Post by KevinDDR »

Hi I love you. Thank you for making this. Seriously.
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Re: Shmupmame Lagless Edition official release

Post by Icarus »

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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Re: Shmupmame Lagless Edition official release

Post by Kitaru »

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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Re: Shmupmame Lagless Edition official release

Post by nimitz »

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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Re: Shmupmame Lagless Edition official release

Post by worstplayer »

Wow, this is great!

Mars Matrix is completely different game now. You can actually dodge bullets.
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Re: Shmupmame Lagless Edition official release

Post by dmauro »

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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Re: Shmupmame Lagless Edition official release

Post by evil_ash_xero »

You are the man.
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Re: Shmupmame Lagless Edition official release

Post by orange »

a mod should sticky this since it is the ownage
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Re: Shmupmame Lagless Edition official release

Post by Klatrymadon »

Fantastic work, nimitz - thanks for sharing! Working beautifully, here.
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Re: Shmupmame Lagless Edition official release

Post by fraggore »

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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Re: Shmupmame Lagless Edition official release

Post by emphatic »

This is indeed one hell of a good idea. THANKS!
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Re: Shmupmame Lagless Edition official release

Post by PsikyoFan »

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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