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

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Obscura
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Obscura »

DrTrouserPlank wrote:
Ed Oscuro wrote:The only time you would want to update an old MAME ROMset is if you already have the previous set and want to use ClrMAMEpro to update that set to the latest. I don't do it because I don't like thrashing hard drives when I can just sacrifice a bit of bandwidth (downloading over the old set) to get the new set.

And yes, there are places where you can download the full sets.

Downloading individual ROMs from ROMsites with captchas is for the birds, a colossal waste of time especially if you like to try out many ROMsets.
All I know is that my experience of mame has always been

Download ROM
85% chance it doesn't work.
No indication why (assuming not bad ROM)
Run from command line. That'll tell you what file you're missing, and then you can just google that file + game name to find the right version easily.

Frequently, black label versions of games are actually just the changed files, and you'll need to copy the files from your white label zip into the black label zip, making sure to not overwrite the black label versions.
ReiKusanagi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by ReiKusanagi »

Aduiting the files on MAME GUI for 4.2 lists whatever files are missing or messed up. I would tell you where to find up to date roms but I don't think that's allowable by the rules.
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oboewan42
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by oboewan42 »

Found a bizarre bug: Wyvern Wings is completely missing. The other games in vamphalf.c are there, it's just that Wyvern Wings is gone.
i'm bad at video games
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ptoing
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by ptoing »

For whatever reason I can not close the GUI other than killing the task. :/ Anyone know what's up here?
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Udderdude
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Udderdude »

It happens to me sometimes too .. I just got used to checking the task manager to make sure it's dead. D:
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ptoing
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by ptoing »

Indeed, does not seem to happen all the time. Odd stuff.
aspirina
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by aspirina »

Hi guys, I have a weird issue with Armed Police Batrider and Battle Garegga. The C button is working (I can use it in the character selection screen) but I can't use it to change formations. I'm using latest Shmupmame in windows 7 32bit. Anybody else is having this issue or knows how to fix it? Many thanks in advance.
BeruBeru
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by BeruBeru »

You're probably playing Battle Garegga - Type 2, it's a revision and the formation change was removed I think.
Also, if you didn't select a garegga secret pilot in APB you won't be able to change formation, it's not part of the game.
aspirina
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by aspirina »

Ouch, now I feel like a complete idiot. Thanks for the answer, mate.
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Yield
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Yield »

So I just started using this program.

However I got a bit of an issue with it: Games will show up in the command line executable but not in the main GUI?

E.g. Dodonpachi 2 shows up in the command line but not the main GUI.
papasi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by papasi »

nimitz wrote:...
Hi,

I want to compile shmupmame from source code. The source package seems to contain only the modified code based off mame0148.

Previously I have already compiled mame0148 following this guide
http://mamedev.org/tools/

So I downloaded and unpacked mame0148 source code and copy & paste shmupmame 4.2 over it.
When I type "make" the first error stopped at

mame.lst

#ifndef NCP

So I just manually remove everything between and including ifdef endif.


The next error I encountered is


make: *** No rule to make target `obj/windows64/mame/layout/cps3.lh', needed by
`obj/windows64/mame/drivers/cps3.o'. Stop.


Again I modified mame.mak and comment out

# $(DRIVERS)/cps3.o: $(LAYOUT)/cps3.lh

to get pass that.


However I still ran into the following errors which I cannot get around

I believe there might be some missing files (diff) that are not packaged properly.

Would you consider including every files in the source code, not just the diff from mame0148?

I am not sure what source control you are using but creating a repo on github would be great.

Thanks in advance.


src/osd/windows/input.c:429:4: error: 'ITEM_ID_KANA' was not declared in this sc
ope
src/osd/windows/input.c:430:4: error: 'ITEM_ID_CONVERT' was not declared in this
scope
src/osd/windows/input.c:431:4: error: 'ITEM_ID_NONCONVERT' was not declared in t
his scope
src/osd/windows/input.c: In function 'void dinput_init(running_machine&)':
src/osd/windows/input.c:1226:68: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c: In function 'BOOL dinput_mouse_enum(LPCDIDEVICEINSTANCE
, LPVOID)':
src/osd/windows/input.c:1549:92: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c: In function 'BOOL dinput_joystick_enum(LPCDIDEVICEINSTA
NCE, LPVOID)':
src/osd/windows/input.c:1644:97: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c:1649:94: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c:1654:96: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c:1662:44: error: 'assign_joystick_to_player' was not decl
ared in this scope
src/osd/windows/input.c: In function 'void rawinput_init(running_machine&)':
src/osd/windows/input.c:1818:58: error: '_WINDOWS' was not declared in this scop
e
src/osd/windows/input.c: At global scope:
src/osd/windows/input.c:1669:13: error: 'void assign_joystick_to_player(running_
machine&, device_info*)' defined but not used [-Werror=unused-function]
cc1plus.exe: all warnings being treated as errors
make: *** [obj/windows64/osd/windows/input.o] Error 1
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BPzeBanshee
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by BPzeBanshee »

MAME Plus! is a bit of a different beast from standard MAME. It's very picky about how you try to compile. I'll see if I can get a compile going at some point soon to see if it's MAME Plus! or something else.
papasi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by papasi »

BPzeBanshee wrote:MAME Plus! is a bit of a different beast from standard MAME. It's very picky about how you try to compile. I'll see if I can get a compile going at some point soon to see if it's MAME Plus! or something else.
ic. i didn't know there are 2 dependencies.

it seems like mameplus doesn't provide a source tar ball (unlike mame & shmupmame)

i found the repo here

http://mameplus.svn.sourceforge.net


from the compile.htm
I. Preparing compile utilities

create a root directory for compile utilities; generally, this is called mingw
extract official MAME Development Tools mingw-mame-20100102.exe into your mingw directory
II. Preparing official MAME source

create a root directory for mame source code; generally, this is called mamesrc
extract official MAME source to mamesrc
extract official MAME source diff to mamesrc, when intermediate updates are available

apply official patch:
D:\mamesrc>patch -p0 -E <0136u1.diff
D:\mamesrc>patch -p0 -E <0136u2.diff
...
extract MAME Plus! source diff (EXACTLY THE SAME VERSION INCLUDING INTERMEDIATE UPDATES AS OFFICIAL MAME) on top of mamesrc
So it seems like mameplus also depends on mame source code

I checked out the latest truck

http://mameplus.svn.sourceforge.net/svnroot/mameplus
Last log entry
catlist v0.148u4 [s_bastian]


but i don't know if the latest trunk will work with the mame source tar ball
http://www.mamedev.org/downloader.php?f ... e0148s.zip

I'll give it a try later this week and report back.


In other news I tracked down all the errors from my first post and comment out everything that is causing a compilation error and I managed to build a mame.exe with shmupmame copy & paste'd over mame0148 source.

The binary is only 8mb quite a bit smaller than the official shmupmame42 binary.

Maybe it's because of mameplus or maybe it's because I removed all the game entries between ifdef NCP & endif

Not sure if bypassing the whole mameplus source code would have any side effects.
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BPzeBanshee
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by BPzeBanshee »

MAME Plus! is what's giving you custom buttons and autofire among other things. The SourceForge SVN *does* provide tarballs but not in it's 'Downloads' category for any Joe Bloggs to use; that "Download GNU tarball" in your repo link will do the trick.

Fairly sure MinGW got updated recently too: 20100102 is not the latest version I believe, but I'm going only off the top of my head for the moment - worth checking though as that has caused issues for me in the past.

MAME Plus!'s SVN if memory serves actually is standalone as well, so try to compile it from the tarball without overwriting anything or putting Nimitz's drivers in. Once you can get MAME Plus! to compile successfully without having to comment shit out you should be good to go. I think one of the intricacies of it was having to manually specify what target you're compiling (make target=mame), if that helps.
papasi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by papasi »

BPzeBanshee wrote: The SourceForge SVN *does* provide tarballs but not in it's 'Downloads' category for any Joe Bloggs to use; that "Download GNU tarball" in your repo link will do the trick.
I did click on that "Download GNU tarball" link but sourceforge is so underfunded that the server times out in the middle of generating the tar ball on the fly.
svn check out works though.

The reason I want a prepackaged tarball is that there are new checkins to the repo all the time.
And I don't know if getting the latest code from mameplus would actually work with the mame0148 release.
Fairly sure MinGW got updated recently too: 20100102 is not the latest version I believe, but I'm going only off the top of my head for the moment - worth checking though as that has caused issues for me in the past.

MAME Plus!'s SVN if memory serves actually is standalone as well, so try to compile it from the tarball without overwriting anything or putting Nimitz's drivers in. Once you can get MAME Plus! to compile successfully without having to comment shit out you should be good to go. I think one of the intricacies of it was having to manually specify what target you're compiling (make target=mame), if that helps.
You're absolutely right.
I checked out Mame plus from svn and it can compile by itself.
The compile.htm instruction telling people to overwrite mame+ over mame is misleading.
Because that won't compile.
However I believe the reason is that the versions are not matching.

Once I finished building mame+, I unpack shmup 4.2 source over mame+ and it won't compile

src/mame/drivers/pgm.c: In member function 'void pgm_state::machine_start_pgm()'
:
src/mame/drivers/pgm.c:496:52: error: no match for 'operator=' in '((pgm_state*)
this)->pgm_state::m_maincpu = (&((pgm_state*)this)->pgm_state::<anonymous>.drive
r_device::<anonymous>.device_t::machine())->running_machine::device [with _Devic
eClass = cpu_device](((const char*)"maincpu"))'


Then I compared shmup's pgm.c with mame0148's & mame+'s latest svn check out,
shmup's pgm.c has code that are inheried from mame0148 but not in latest mame+

At this point I'm lost.

Maybe if nimitz sees this post he can comment how to build shmup properly and how to get the correct set of mame+ source code to use in conjunction with shmup's.
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BPzeBanshee
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by BPzeBanshee »

Can you get the rest of the drivers to compile without overwriting drivers/pgm.c or do they spit similar errors? Seems like you've hit the nail with a hammer regarding version differences, and some kind of manual driver update (or just seeing where the PGM lagless hack is in the driver and putting it into the new driver + adding the arrange hacks to the games list) will be necessary.
gaidensaga
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by gaidensaga »

First of all I have to say a huge thanks to nimitz for creating Shmupmame :)

I've been experimenting with version 4.2 and trying my best to replicate the input lag compared to my arcade PCB of Super Street Fighter 2 Turbo (JPN). This version of MAME is stellar and seems to nearly match the board in terms of input lag (here's a link to a test done by Papasi: http://forums.shoryuken.com/discussion/ ... rbo-thread)

I'm wondering if in actuality this version of Shmupmame can in fact match the board exactly. Here are my current specs and settings used when testing compared to my board via supergun outputing to CRT.

-Acer Aspire 5532 (laptop)
-Win 7 Aero disabled, Classic Desktop, all visual performance settings disabled and set to "performance"
-Processor: AMD Athlon TF-20 1.60
-3GB RAM
-64Bit
-Outputting via VGA port to CRT VGA mintor
-Screen Resolution via Control Panel = 640x480
-Graphics Card: ATI Radeon HD 3200 - Vsync Off, Triple Buffering Off, All other features set to "Performance or disabled)

Shmup Mame Settings:
-Core Video: No Triple buffering, No Visual Effects
-OSD Video: Wait for Vsync = off, Sync to Monitor Refresh = off
-All the other settings are at default, except game speed which is at 97% (this seems closest to JPN PCB)

Are they any other settings I should be aware of/that I might have missed that would possibly reduce the slight input lag I'm experiencing? Any recommendations/suggestions would be greatly appreciated =)
IglooBob
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by IglooBob »

Hello,

I read about this on SRK also. I immediately attempted it with Street Fighter III: Third Strike but Shmupmame doesn't see the CPS3 games as available. It does see the CPS2 games at least. So I just wanted to ask - is CPS3 working fine, and this is on my end? Or is that hardware not supported? I saw it listed in the drivers section early in the thread.
papasi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by papasi »

BPzeBanshee wrote:Can you get the rest of the drivers to compile without overwriting drivers/pgm.c or do they spit similar errors? Seems like you've hit the nail with a hammer regarding version differences, and some kind of manual driver update (or just seeing where the PGM lagless hack is in the driver and putting it into the new driver + adding the arrange hacks to the games list) will be necessary.
I don't think so.
The files under drivers/* seem to be derived from mame0148.
The thing is I don't know how nimitz obtained the source code of mame-plus.
I did the svn checkout and mameplus is not quite up to date to mame0148 source.

Within the fighting game community we have requests to use shmupmame in macosx and also want to use the hitbox display / lua scripting capability (found in mame-rr).

I was wondering if just porting the cps2.c to mameosx & mame-rr would be enough to eliminate the extra frame of input lag.
The extra features of mame plus over regular mame is not very important.

http://sourceforge.net/p/mameosx/svn/HE ... osx/trunk/
https://code.google.com/p/mame-rr/source/checkout
Stevas
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Stevas »

IglooBob: I believe CPSIII is working, at least I remember getting one working, but I think it was a CHD.

Everyone/Anyone else: Wyvern Wings?
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oboewan42
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by oboewan42 »

IglooBob wrote:Hello,

I read about this on SRK also. I immediately attempted it with Street Fighter III: Third Strike but Shmupmame doesn't see the CPS3 games as available. It does see the CPS2 games at least. So I just wanted to ask - is CPS3 working fine, and this is on my end? Or is that hardware not supported? I saw it listed in the drivers section early in the thread.
Try looking under "Consoles". For some reason it files CPS3 games under there.

And yeah, Wyvern Wings appears to be missing from its driver. I imagine it's just a missing entry/typo in mame.lst or something, I'm planning on building it from source myself at some point in the near future so I'll see what I can do.
i'm bad at video games
Cagar
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Cagar »

Why does shmupmame 4.2 have much more input lag in garegga and batrider?
I also can't get 1000k lives (region japan) work in garegga here...
what am I missing? Is this normal? Is there any mame build I could use for lagless garegga and batrider? (Other than 3.0; it doesn't work for me..)
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Thjodbjorn
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Thjodbjorn »

IglooBob wrote:Hello,

I read about this on SRK also. I immediately attempted it with Street Fighter III: Third Strike but Shmupmame doesn't see the CPS3 games as available. It does see the CPS2 games at least. So I just wanted to ask - is CPS3 working fine, and this is on my end? Or is that hardware not supported? I saw it listed in the drivers section early in the thread.
I was playing Street Fighter III on shmupmame just yesterday. I know the CHD junk took me a little bit to figure out. This video helped me sort it all out: http://www.youtube.com/watch?v=aAtHfRtjlGs
disCorder
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by disCorder »

Cagar wrote: I also can't get 1000k lives (region japan) work in garegga here...
Load up the game > Menu > Game Configuration > Region and there change it to Japan. Then you can get the 1mil extends with the dip switches.
Cagar
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Cagar »

disCorder wrote:
Cagar wrote: I also can't get 1000k lives (region japan) work in garegga here...
Load up the game > Menu > Game Configuration > Region and there change it to Japan. Then you can get the 1mil extends with the dip switches.
What about the huge input lag?
papasi
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by papasi »

oboewan42 wrote: I'm planning on building it from source myself at some point in the near future so I'll see what I can do.
Hi, it would be greatly appreciated if you can post up step by step instructions on how to build shmup from source if you can manage to do it.
Thanks
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Bee Cool
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Bee Cool »

I would cream myself if this had low input lag on Garegga and Batrider.
RIP in peaces mjclark and Estebang
Iori Branford
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Iori Branford »

Cagar wrote:What about the huge input lag?
Gotta go back to 2.2 or 3.0b.
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BPzeBanshee
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by BPzeBanshee »

3.0b was best with Garegga/Batrider/Bakraid.
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Ed Oscuro
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Re: Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galag

Post by Ed Oscuro »

lol, I didn't notice tons of lag with this...however I kept missing medals, something's wrong here
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