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

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nimitz
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by nimitz »

Domino wrote:How hard it is to make a linux version?
Ubermame has an option to enable the drivers and is sdlmame based (works on linux)
KBZ
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by KBZ »

having some trouble getting the effects files in png format to work. Everytime I try it says "Unable to load PNG file". Testing with rft2j2
=/
captpain
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by captpain »

Would it be possible to add a "Custom Buttons" feature? I'd use that all the time.
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phrenzee
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by phrenzee »

captpain wrote:Would it be possible to add a "Custom Buttons" feature? I'd use that all the time.
That'd be pretty useful. In fact, I could use that right about now in Raiden Fighters 2. Being able to assign a dedicated autofire button would be awesome.

And then again, I can't help feeling autofire is just a bit like cheating :roll:
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zz99
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by zz99 »

Kingbuzzo wrote:having some trouble getting the effects files in png format to work. Everytime I try it says "Unable to load PNG file". Testing with rft2j2
You need to create a folder called "Artwork" and bung your .png files in there
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by KBZ »

works! thanks
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Tucker
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Tucker »

Been using shmupmame but noticed on some games,Donpachi for instance, that the background wobbles when moving the ship from left to right.

For example,anything thats been destroyed such as bases or craters left on the ground,glide from side to side as the ship moves left to right as though they are disonnected from the ground.

This doesn't happen when using mame 0.137,just when i'm using it through shmupmame.
I've tried using triple buffering etc which improves it but not completely.
Any ideas?
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Ed Oscuro
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Ed Oscuro »

Obiwanshinobi wrote:Boo-hoo, Task Force Harrier isn't improved, is it? The only difference seems to be that it refuses to run tharierj clone ROM (parent works fine) and once - just once - those round ground targets in the first stage were displayed incorrectly on top of the planes and helicopters (can be just the game's own bug).
That being said, there is something weird about TFH's behaviour in plain MAME (sprites seem to be out of sync with the background, just like the sprite buffer wasn't there to begin with).
I have seen this post a few times, and had the same thought every time, but...anyway, I noticed months back when playing Task Force Harrier that tanks appeared to be sitting on top of their bunkers from the start - when normally you would blow the bunkers open and the tank should then be revealed.

I'm not 100% but I thought the behavior was improved since a newer version of MAME. Could it be the same underlying problem as before (sprite priority), but manifested with different objects?
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nimitz
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by nimitz »

Tucker: Yes indeed, ground objects (sprites) are the most apparent, the backgrounds in the lagless drivers are one frame late, so shmups with panning backgrounds and lots or ground sprite have this problem.

Now that i think about it, there might be a way to update the background accordingly to fix this problem, I'll check it out when i get some time.
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Tucker »

nimitz wrote:Tucker: Yes indeed, ground objects (sprites) are the most apparent, the backgrounds in the lagless drivers are one frame late, so shmups with panning backgrounds and lots or ground sprite have this problem.

Now that i think about it, there might be a way to update the background accordingly to fix this problem, I'll check it out when i get some time.
Ahh,thanks for letting me know.At least I know that it's nothing that I am doing wrong so it doesn't actually concern me so much now.

BTW I greatly appreciate what you have done.
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Battletoad
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Battletoad »

Can´t you toggle autofire in v2.0 or am I missing something?
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TrevHead (TVR)
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by TrevHead (TVR) »

Does anyone have a 2nd instance of shmupmame32pluss.99 starting in the background on its own while your in the middle of playing a game? I really should move on to v2.0 in hopes that it doesnt do the same since the game totally lags out wreaking my run

As always props to nimitz for his continued efforts in making mame shmups as perfect as they can be
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esreveR
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Re: Shmupmame v2.0, new drivers and Fire Barrel working

Post by esreveR »

nimitz wrote:new working game:
Fire Barrel
I don't get it, does this mean that the landing strip sprite isn't blocking everything and the sound works, or something different?

Because if it's the former I'M GETTIN DIS SHIT

EDIT: OH WOW IT WORKS HOLY CRAP

I LOVE YOU NIMITZ

Maybe I should just move ALL of my MAME shmups to this one.
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PROMETHEUS
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by PROMETHEUS »

Still waiting for a version that you can't easily cheat with.

The version proposed earlier based on wolfmame would be fine if it at least had a GUI !
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Nick420
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Nick420 »

prometheus you seem to be forever going on about cheaters, yet in my opinion you cheat yourself, you play ddp with a control pad!! It was designed to be played with an arcade stick.....
what kind of spa would actually bother submitting a false score???? Its a personal achievement, if any1 posts a false score they are only cheating themselves.

great work nimitz! keep it up! I love lagless mame. Lately tho my replays wont play properly they keep desyncing any1 kno whats causing that? Im playing them on the very same version of mame i recorded them on.
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emphatic
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by emphatic »

Any special reason the 2.0 version is 0.137 based rather than based on 0.99 like the previous?
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Zeron
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Zeron »

emphatic wrote:Any special reason the 2.0 version is 0.137 based rather than based on 0.99 like the previous?


I think it has to do with Direct 3D settings and other graphical enhancements.

just my 2 cents
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PROMETHEUS
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by PROMETHEUS »

Nick420 wrote:prometheus you seem to be forever going on about cheaters, yet in my opinion you cheat yourself, you play ddp with a control pad!! It was designed to be played with an arcade stick.....
what kind of spa would actually bother submitting a false score???? Its a personal achievement, if any1 posts a false score they are only cheating themselves.
You are so smart!!! why have I never thought of that before!!!
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Nick420
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Nick420 »

[/quote]
You are so smart!!! why have I never thought of that before!!![/quote]

Relax man. Just dont see why your getting so hung up on it is all. Provide a photo or replay end of story....
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sikraiken
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by sikraiken »

Real players use PCB anyway. No falsificare allowed.
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xris
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by xris »

Isn't there a video of PROMETHEUS being interviewed while his replay is playing? And, the guy won an award for tearing up Guwange live at a convention. He is that good.
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=SNC=
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by =SNC= »

PROMETHEUS wrote:Still waiting for a version that you can't easily cheat with.

The version proposed earlier based on wolfmame would be fine if it at least had a GUI !
Maybe I'm wrong, but I think you can use this: http://mameicons.free.fr/mame32p/downlo ... 100305.zip
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Obiwanshinobi
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Obiwanshinobi »

sikraiken wrote:Real players use PCB anyway.
Real players take real shits.
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The way out is cut off

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Sizzler7
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Sizzler7 »

Guys I've attempted to get this working I'm still having trouble with EEPROM. Anyone point me in the right direction? I'm not experienced with MAME really. Can someone shoot me a PM?
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BPzeBanshee
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by BPzeBanshee »

Not that the lagless drivers affect the game, but Thunder Force AC runs more poorly on the new Shmupmame compared to the MamePlus version. Is it possible to somehow revert the driver for that to the older one and just compile that? (MAME compile noob here)
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nimitz
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by nimitz »

nope, I have to change the drivers individually to make them work with mame 99. Sometimes it's as long as making a patch from scratch. I will probably release a .99 version of v2.0 at some point in the future.

As for the wolfmame patch, this is unfortunately not top priority now that ubermame has them
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emphatic
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by emphatic »

nimitz wrote:nope, I have to change the drivers individually to make them work with mame 99. Sometimes it's as long as making a patch from scratch. I will probably release a .99 version of v2.0 at some point in the future.

As for the wolfmame patch, this is unfortunately not top priority now that ubermame has them
Thanks a lot for your answer, it makes a lot of sense.
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Aliquantic
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Aliquantic »

Can anyone easily compile a version of 0.137 with savestate support for Cave games? I know there's a source code hack that allows that, but I don't have access to a build environment right now. I know 0.99 still has savestate support, but my arcade stick isn't recognized on that version. Thank you :)

(On a tangential note, there seems to be a bug with MamePlus and my HRAP EX-SE... pressing the A button (button 0) results in MamePlus launching the currently selected game in the foreground, even if MamePlus was currently in the background. I'm not sure if there's a quick fix for that, and Google didn't bring up anything either. It's nothing critical, of course, but it's still a bit annoying)
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BPzeBanshee
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by BPzeBanshee »

Aliquantic wrote: (On a tangential note, there seems to be a bug with MamePlus and my HRAP EX-SE... pressing the A button (button 0) results in MamePlus launching the currently selected game in the foreground, even if MamePlus was currently in the background. I'm not sure if there's a quick fix for that, and Google didn't bring up anything either. It's nothing critical, of course, but it's still a bit annoying)
Disable joystick menu selection in options menu, that's what I do.
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Aliquantic
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Re: Shmupmame v2.0, new drivers and Fire Barrel "working"

Post by Aliquantic »

BPzeBanshee wrote:Disable joystick menu selection in options menu, that's what I do.
Thank you so much! So it was a feature after all, and I can't believe I've managed to miss it in the Options screen, but there we go... Thanks :)
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