Shmupmame 5 – Side effects be gone

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KV344
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Re: Shmupmame 5 – Side effects be gone

Post by KV344 »

nimitz wrote: Mon Mar 16, 2026 1:38 am The newer versions of the cv1k slowdown are a bit heavier on the cpu, part of the "cost" of making things accurate. Maybe try running the windows version on that linux box with wine and report if there's a difference in performance.
Appreciate your response! :D


I experimented as per the instruction. I tested all 3 versions of 5.4 on Linux(plus 5.4 Win version on Win PC), and ran 5.3.1 via Wine on Linux.
Curiously this time Win version is the one having issues.... Still using SDOJ as reference (I picked SDOJ because I spent quite a bit more time on SDOJ than Futrari at the arcade I once went to offering CV1000 boards :P ), Win version appears to be running bullet-induced slowdown all the time - audio plays normally(with the starting point of each one far between due video slowdown), but video always runs in slow motion, including boot check and main menu; the behaviors of Win 5.4 build appear to be the same from what I can tell on Linux via Wine vs. on Windows 10.

Win 5.3.1 build on Linux via Wine appears to run the same as on Windows 10 (no sound jitter during cinematic slowdowns).
Both Linux 5.4 builds appear to have same behaviours compared to each other; the aforementioned "erroneously all-time present bullet slowdown" did not appear on 5.4 Linux builds. however the "abnormal audio jitters during cinematic slowdowns" reported previously still persists.


Words really can't express my gratitude towards you, MAME team and all the other emulator devs.
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nimitz
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Re: Shmupmame 5 – Side effects be gone

Post by nimitz »

Just noticed that the windows build from yesterday had broken cv1k code (Linux build was fine). Now the windows build is fixed and working correctly
joeh
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Re: Shmupmame 5 – Side effects be gone

Post by joeh »

nimitz wrote: Mon Mar 16, 2026 3:28 pm Just noticed that the windows build from yesterday had broken cv1k code (Linux build was fine). Now the windows build is fixed and working correctly
Thanks. Futari tested great!
KV344
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Re: Shmupmame 5 – Side effects be gone

Post by KV344 »

nimitz wrote: Mon Mar 16, 2026 3:28 pm Just noticed that the windows build from yesterday had broken cv1k code (Linux build was fine). Now the windows build is fixed and working correctly
Thx <3
It's working perfectly on Windows now!
Though on Linux via compatibility layer, there are still minor audio hiccup (re-plays the parts have been just played after around 1/3 of a second I reckon) during said cinematic slowdown :( Guess that's caused by something on my side. Anyways. these don't really spoil the enjoyment *that* much tbh, so I think I'll stick to Linux native build for better efficiency(it's a handheld after all). Hopefully it would get rid of itself if more improvements are to be implemented in the future.
Long live shmup! :P
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KAI
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Re: Shmupmame 5 – Side effects be gone

Post by KAI »

Shmupmame 5 is the reason I went back to shmupping fulltime.
Thanks for fixing everything on this latest version, love how this ended up having every major hack on it (I was on the fence about using hbmame just for the marsmatrix one)

The crt shader is so good I've been using it on my other mame builds.

Is there any chance this could also support Ketsui Blue Label? since the rom has been around for a couple of months and the only way to boot it is via fbneo or a portable mame frontend that can bypass the checksum.
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murphy093274
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Re: Shmupmame 5 – Side effects be gone

Post by murphy093274 »

Hi, thanks for the great work, I really appreciate the input latency mods.

BTW, could you please update the source code of 5.4? The Futari slowdown bug is still present in my build from the included source code.

I also had to re-add sh34_timings.h to cpu.lua and fix sh4.h‎ to fix the build.
I specified SOURCES=src/mame/cave,src/mame/igs on the build command line, should I have specified something else as well?
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nimitz
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Re: Shmupmame 5 – Side effects be gone

Post by nimitz »

Thanks KAI, nice to know it help the community!

As for Ketsui matsuri, maybe in a future release!

murphy093274: Thanks for the heads up, the source should be good now and I added a note for the "scripts" folder
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theclaw
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Re: Shmupmame 5 – Side effects be gone

Post by theclaw »

I did spot a few amusing supported games. You can shoot hoops in NBA Jam Extreme.
ryuta444
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Re: Shmupmame 5 – Side effects be gone

Post by ryuta444 »

Applying BGFX (crt-geom) to some games (such as Ketsui) causes graphics problems. Is BGFX unusable in some games?
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KingSOF
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Re: Shmupmame 5 – Side effects be gone

Post by KingSOF »

Any chance this is coming on Mac? Please, please, please...

Edit for Mac users: the Windows version seems to run very well with Parallels
1000Eyes
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Re: Shmupmame 5 – Side effects be gone

Post by 1000Eyes »

Thanks for all your hard work Nimitz.

I wonder if this is a good build to play deathsmiles mbl on? I already have the steam port, but I find that the game looks more visually appealing on shmupmame. I tried a few credits and I have this vague feeling that theres more slowdown here compare to the port somehow, but I cant trust my novice senses.
KV344
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Re: Shmupmame 5 – Side effects be gone

Post by KV344 »

Update, I manged to get rid of abnormal slowdown on Linux by switching rendering layer to BGFX and video backend to Vulkan; now it runs the same as Windows build (on Windows - it will have slight audio hiccup running on Linux compatibility layer). Curiously on my device this fix only works for appimage and has no effect on standalone executable, however there were issues for me to boot both this build and previous Coffeepope sh34 build directly, so could be specific problems on my side. More context below.

//////////
Device is GPD Win Mini 2025 8840U, running BazziteOS handheld edition. The error I get trying to boot executable directly would be:

Code: Select all

error while loading shared libraries: linSDL2_ttf-2.0.so.0: cannot open shared object file: No such file or directory
Fixed by adding this parameter telling it where to find the library:

Code: Select all

LD_LIBRARY_PATH_TO=$LD_LIBRARY_PATH:"/home/linuxbrew/.linuxbrew/lib"
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nimitz
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Re: Shmupmame 5 – Side effects be gone

Post by nimitz »

theclaw wrote: Wed Mar 18, 2026 1:55 pm I did spot a few amusing supported games. You can shoot hoops in NBA Jam Extreme.
Haha, some are intentional, this one is not!

ryuta444 wrote: Fri Mar 20, 2026 3:11 pm Applying BGFX (crt-geom) to some games (such as Ketsui) causes graphics problems. Is BGFX unusable in some games?
Try testing on mame 0.276, I haven't touched that so it should be the same as mame 0.275/0.276

KingSOF wrote: Fri Mar 20, 2026 10:20 pm Any chance this is coming on Mac? Please, please, please...

Edit for Mac users: the Windows version seems to run very well with Parallels
Great that the windows version works, I have checked a bit and compiling on mac was not easily done.

1000Eyes wrote: Thu Mar 26, 2026 6:57 pm Thanks for all your hard work Nimitz.

I wonder if this is a good build to play deathsmiles mbl on? I already have the steam port, but I find that the game looks more visually appealing on shmupmame. I tried a few credits and I have this vague feeling that theres more slowdown here compare to the port somehow, but I cant trust my novice senses.
The ports don't have accurate slowdown, check pcb footage on the web if you want to see the real slowdown in action.


KV344: Thanks for the info, seems to be an issue with SDL2. I'll need more data (ideally from other people experiencing weird glsl behavior) for a fix though.
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theclaw
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Re: Shmupmame 5 – Side effects be gone

Post by theclaw »

Folks will be happy Terra Diver works well.

(for those random inclusions, Puyo Puyo Sun is fine. Attack effects seem imperfect in Plasma Sword.)
ryuta444
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Re: Shmupmame 5 – Side effects be gone

Post by ryuta444 »

nimitz wrote: Sun Mar 29, 2026 3:35 pmTry testing on mame 0.276, I haven't touched that so it should be the same as mame 0.275/0.276
I tested it with MAME 0.275/0.276 and there were no problems. However, when I copy the bgfx folder from 0.275/0.276 to shmupmame, the screen goes black and the game won't start.
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RZM
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Re: Shmupmame 5 – Side effects be gone

Post by RZM »

Just a quick note say that chain meter in DDP loop 2 start is broken. And regular DDP score table is empty.
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nimitz
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Re: Shmupmame 5 – Side effects be gone

Post by nimitz »

ryuta444 wrote: Thu Apr 02, 2026 2:29 pm
nimitz wrote: Sun Mar 29, 2026 3:35 pmTry testing on mame 0.276, I haven't touched that so it should be the same as mame 0.275/0.276
I tested it with MAME 0.275/0.276 and there were no problems. However, when I copy the bgfx folder from 0.275/0.276 to shmupmame, the screen goes black and the game won't start.
That's odd, maybe try deleting the ini folder
RZM wrote: Thu Apr 02, 2026 5:01 pm Just a quick note say that chain meter in DDP loop 2 start is broken. And regular DDP score table is empty.
Oh, thanks. that's definitely a bug
ryuta444
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Re: Shmupmame 5 – Side effects be gone

Post by ryuta444 »

nimitz wrote: Sun Apr 19, 2026 3:25 pm
ryuta444 wrote: Thu Apr 02, 2026 2:29 pm
nimitz wrote: Sun Mar 29, 2026 3:35 pmTry testing on mame 0.276, I haven't touched that so it should be the same as mame 0.275/0.276
I tested it with MAME 0.275/0.276 and there were no problems. However, when I copy the bgfx folder from 0.275/0.276 to shmupmame, the screen goes black and the game won't start.
That's odd, maybe try deleting the ini folder
I tried deleting the ini folder, but it didn't change anything.
zombiz
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Re: Shmupmame 5 – Side effects be gone

Post by zombiz »

Hi,

Thanks for your awesome work :)

Is there a way to use/load a custom mame.dat file instead of the one included in the exe ?
Thanks
Firehawke
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Re: Shmupmame 5 – Side effects be gone

Post by Firehawke »

zombiz wrote: Tue Apr 28, 2026 4:42 am Hi,

Thanks for your awesome work :)

Is there a way to use/load a custom mame.dat file instead of the one included in the exe ?
Thanks
What would you do with a custom .dat file? The dat doesn't determine what the MAME .exe supports, it's just a list of what the .exe supports.
zombiz
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Re: Shmupmame 5 – Side effects be gone

Post by zombiz »

Firehawke wrote: Sat May 02, 2026 6:14 am
zombiz wrote: Tue Apr 28, 2026 4:42 am Hi,

Thanks for your awesome work :)

Is there a way to use/load a custom mame.dat file instead of the one included in the exe ?
Thanks
What would you do with a custom .dat file? The dat doesn't determine what the MAME .exe supports, it's just a list of what the .exe supports.
Hi,

It manages the list of roms you can see in the GUI (i guess it's how Nimitz's hacks are shown/detected in the GUI).
So if you have a WIP-hack and want it to show up in the GUI you have to modify this mame.dat file and have a way to load this custom mame.dat... hence my question.
heihons
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Re: Shmupmame 5 – Side effects be gone

Post by heihons »

From what's written in the txt file, it appears that Twin Eagle, Xevious 3D/G, and Source are missing from the UI.
Winu
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Re: Shmupmame 5 – Side effects be gone

Post by Winu »

First off, thank you so much for making this. I was wondering if there's any chance of integrating shmupmane 5 or a version of it with GroovyMiSTer? I'm in the process of recreating a setup like the one explained here: https://www.youtube.com/watch?v=eDBJaR3 ... 6C5uKDkWZm . Essentially a way to use a MiSTer as a GPU for output to CRT monitors. Currently it's compatible with GroovyMAME and a RetroArch fork but from my understanding those emulators both don't emulate CV-1000 games accurately. Would be super amazing to have a way to accurately emulate CV-1000 games with low latency on a CRT.
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Dettless
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Re: Shmupmame 5 – Side effects be gone

Post by Dettless »

Thank you very much for your work on Shmupmame!
Last edited by Dettless on Mon Jun 01, 2026 6:35 am, edited 1 time in total.
Bassa-Bassa
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Re: Shmupmame 5 – Side effects be gone

Post by Bassa-Bassa »

Winu wrote: Currently it's compatible with GroovyMAME and a RetroArch fork but from my understanding those emulators both don't emulate CV-1000 games accurately. Would be super amazing to have a way to accurately emulate CV-1000 games with low latency on a CRT.
You don't need Shmupmame in order to accurately emulate CV1k on a CRT, you need mainline Mame to include the recent improvements on this driver and then use the corresponding Groovymame version. And reportedly, it already did for v0.287?
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