Version 5.0 marks a somewhat new approach to reduce latency, focusing on latency lowering modifications that have no visual side effects or glitches. This means no more background layer de-sync on games with left/right panning when moving sideways. I included in this build most shmups that are playable at relatively low latency (usually means ~33ms delay or less).
Following the release of Shmupmame sh3 I was made aware of some issues with cv1k slowdown in the first few seconds of play of Deathsmiles in the build that wasn't supposed to be present. I tried fixing by modifying the memory timings, but turns out this caused more inaccuracies than it fixed, so the values are back to what they were (in 5.1) and we'll have to live with that minor inconvenience with Deathsmiles for now.
After that I decided to add some drivers to the sh3 build just so it could play most Cave games and noticed that the Cave 68000 games still had relatively high latency, I tried the "cleanest" method of reducing latency (input injection) and it worked very well. I also tried to find games which had early 3D graphics devices which could be de-lagged using a method similar to STV and PS1 hardware, and the Gradius IV hornet driver uses a voodoo1 to which I was able to apply the fix easily. As far as I know this would make it the best way to play Gradius IV as of now.
Finally, earlier builds of shmupmame had a way of enabling a loop2 start of Dodonpachi, but it was through either mame cheats or savestates which was far from ideal, so I took the time to actually make it a proper romset in mame and did the same for some games which I thought could benefit from it, here are the new romsets that enable a loop2 start using the "loop2 shmupmame" clones:
• Batsugun special (Starts at loop 2 with max power, but "level 1")
• Donpachi (jp) (Starts at loop 2 with max power)
• Dodonpachi (Starts at loop 2 at max power)
• Dai-ou-Jou Black Label (also includes WL) (Starts at loop 2 with max power for both shot and laser)
• Ketsui Ura Loop (Starts at loop 2 with max power)
• Ketsui Omote Loop (Starts at loop 2 with max power)
• DaiFukkatsu 1.5 Omote Loop (Starts at loop 2 with max power)
Downloads (source code is in the /src folder):
Shmupmame 5.4 Windows 64
Shmupmame 5.4 Linux x86_64
Shmupmame 5.4 Linux Appimage x86_64
The non Appimage Linux version should "just work" on most linux systems, the AppImage is included as a "last resort" for those who can't get it to run otherwise.
See post below for changes in v5.1




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