Shmupmame 4.2: Lagless Mars Matrix, Strikers 1945, Galaga 88
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
It appears that according to that patch, the hardware doesn't do any sprite buffering, but the game code does? If that's the case whatever patch I'd do would not affect it.
And for the git, you should set up a real local git, pull, and then you can just pull whenever you want to update, and it won't be so bad.
And for the git, you should set up a real local git, pull, and then you can just pull whenever you want to update, and it won't be so bad.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
-
MEDIEVAL_MIKU
- Posts: 27
- Joined: Thu Jan 20, 2011 6:51 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Well, the next u release has just been released sotrap15 wrote:It could easily be done, yes. I don't think it has been done yet though.
EDIT: Once the next u release is out, I might give it a quick shot and provide patches for those who build their own releases (and maybe others would routinely compile them or something, I dunno how most people deal with MAME).
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I'll give it a shot in a bit then ![Smile :-)](./images/smilies/icon_smile.gif)
![Smile :-)](./images/smilies/icon_smile.gif)
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I'd look forward to this as well, thanks for doing it
(Obligatory "there may be consequences..." but honestly, removing sprite buffers doesn't seem like it should be a major cause for concern. Removing input buffers might be though.)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
(Obligatory "there may be consequences..." but honestly, removing sprite buffers doesn't seem like it should be a major cause for concern. Removing input buffers might be though.)
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
QFTEd Oscuro wrote:I'd look forward to this as well, thanks for doing it![]()
(Obligatory "there may be consequences..." but honestly, removing sprite buffers doesn't seem like it should be a major cause for concern. Removing input buffers might be though.)
I don't think I've seen a single person here mention the sprite layer being unsynced from background movement as an actual bug in a long while so THAT part definitely got into people's heads. Besides, anyone who downloads an unofficial build should be considering it experimental anyway (not like WolfMAME but stuff like the Ashbuilds).
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Sorry for the massive delay, but here's a quick patch.
http://pastebin.com/2Xzh2Ti7
Should work for basically any MAME from now on.
EDIT: btw, no support. Don't ask me how to apply it, because I won't tell you. Do a bit of googling before looking like a fool.
http://pastebin.com/2Xzh2Ti7
Should work for basically any MAME from now on.
EDIT: btw, no support. Don't ask me how to apply it, because I won't tell you. Do a bit of googling before looking like a fool.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
How do you apply it?trap15 wrote:Sorry for the massive delay, but here's a quick patch.
http://pastebin.com/2Xzh2Ti7
Should work for basically any MAME from now on.
EDIT: btw, no support. Don't ask me how to apply it, because I won't tell you. Do a bit of googling before looking like a fool.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
![Neutral :|](./images/smilies/icon_neutral.gif)
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I haven't looked at the files yet, but to answer captpain's question, I'm pretty sure you need to download the MAME source, follow these directions: http://mamedev.org/updates.html , and then compile.
Thanks for doing this, trap! I'll try this out when I get home; hopefully, no more crappy sound and broken savestates for me!
Out of curiosity, will this work with mameplus? I would *think* so, but I don't know much about mameplus...
Thanks for doing this, trap! I'll try this out when I get home; hopefully, no more crappy sound and broken savestates for me!
Out of curiosity, will this work with mameplus? I would *think* so, but I don't know much about mameplus...
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
No clue.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
If any kind and generous soul would post an x64 build, I would be very grateful.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
if you could get the source from mameplus it probably would but all i see is source for old versions
Rage Pro, Rage Fury, Rage MAXX!
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Have you tried the GNU tarball at mameplus.svn.sourceforge.net?
-
O. Van Bruce
- Posts: 1623
- Joined: Mon Jul 11, 2011 2:50 pm
- Location: On an alternate dimension... filled with bullets and moon runes...
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Waiting for a Kind soul to do something with this... I have NO IDEA of programming.
A lagless Slowpoke MAME would be like heaven... dunno if it can be done with this.
A lagless Slowpoke MAME would be like heaven... dunno if it can be done with this.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Lagless slowpoke mame can't be done with this. It'll solve all of your non-SH3 needs, though.
EDIT: I just downloaded the mameplus source at the SVN to my phone, and the version.c file says it's .146, so it should be the latest version. When I get home from work, I should be able to look at this.
EDIT: I just downloaded the mameplus source at the SVN to my phone, and the version.c file says it's .146, so it should be the latest version. When I get home from work, I should be able to look at this.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Thanks trap! got 146 w/ sprite buffer off set up now. Donpachi with savestates, Ketsui with better graphics and sound, etc. Hell yeah ![Smile :)](./images/smilies/icon_smile.gif)
trap15's patch just changes one word in the file it's for: m_buffered into m_spriteram in the file and place shown on that pastebin.. you can just type it in yourself in a text editor.
![Smile :)](./images/smilies/icon_smile.gif)
trap15's patch just changes one word in the file it's for: m_buffered into m_spriteram in the file and place shown on that pastebin.. you can just type it in yourself in a text editor.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
You can't "lagless" SH-3 anyways; there's no sprite buffering (iirc).
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I can't do this for 64-bit builds but I can do a 32-bit build for anyone who cares given a few days. Just gotta update my local copy of the MAME source. >_>
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Just tried it, it doesn't seem to work. I got 1 frame of lag with DOJBL using the "pause, then advance frame" test; shmup mame 2.2 gives me 0 frames.
For those who want to try it anyway, here's the 64 bit version:
http://www.mediafire.com/?aaarpsvbkl3xdkm
For those who want to try it anyway, here's the 64 bit version:
http://www.mediafire.com/?aaarpsvbkl3xdkm
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I can confirm this for DOJBL but on donpachi both react to the input in one frame. Maybe this could just be a difference in how the pause works? why would DOJ/pgm specifically lag more with the sprite buffer off compared to other drivers?Obscura wrote:Just tried it, it doesn't seem to work. I got 1 frame of lag with DOJBL using the "pause, then advance frame" test; shmup mame 2.2 gives me 0 frames.
also: http://shmups.system11.org/viewtopic.ph ... 11#p340011 what
edit: ok, using pause + frame advance Mars Matrix has 4 frames lag on 146 patched while it has 2 on shmupmame 2.2.. two frame difference cant possibly be caused by pause.. meh.
edit2: dodonpachi and donpachi both react in one frame in both emulators, so the patch happens to work with the cave driver? ketsui also has the same thing happen as DOJ.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
The issue is because the PGM driver doesn't use the centralized sprite buffer (iirc it does its own weird buffering, but I haven't looked in a while so I may be wrong).
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Zaarock: We've had lots of discussions about the sources of "lag" in MAME elsewhere on the Forum, most recently a couple months ago. Look those threads up.
Whatever Rekless is saying is obviously not true. There are elements of truth to it (the PC environment always adds an extra wait, or at least extra latency) but this does not equate to an extra lag frame when using the pause lag check method, because as you note there are games that show "instant" reaction (0 lag frames counted).
Thanks for the info on the PGM driver, trap15...that's what I was expecting to be said.
Whatever Rekless is saying is obviously not true. There are elements of truth to it (the PC environment always adds an extra wait, or at least extra latency) but this does not equate to an extra lag frame when using the pause lag check method, because as you note there are games that show "instant" reaction (0 lag frames counted).
Thanks for the info on the PGM driver, trap15...that's what I was expecting to be said.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Quick note on building this with mameplus:
It compiles, but for some stupid reason, it randomly sets keys (including "insert coin" and direction keys) to autofire in the config file while you play, making it pretty much unplayable. I kinda suspect that this is actually a mameplus 146 error, though.
It compiles, but for some stupid reason, it randomly sets keys (including "insert coin" and direction keys) to autofire in the config file while you play, making it pretty much unplayable. I kinda suspect that this is actually a mameplus 146 error, though.
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Is there a way to get custom buttons going without having to go with MAME Plus! Extended? That thing takes horribly long to load.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I've been noticing this in the EmuCR MAME Plus! build recently.Obscura wrote:Quick note on building this with mameplus:
It compiles, but for some stupid reason, it randomly sets keys (including "insert coin" and direction keys) to autofire in the config file while you play, making it pretty much unplayable. I kinda suspect that this is actually a mameplus 146 error, though.
And yes, it takes horribly long to load. I just load it and keep it resident much of the time.
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I had a crack at MAME Plus Extended 0.146 and it indeed scrambles autofire settings for the buttons. Can't even set the config files to read-only because it'll just do it anyway without saving the changes.Ed Oscuro wrote:I've been noticing this in the EmuCR MAME Plus! build recently.Obscura wrote:Quick note on building this with mameplus:
It compiles, but for some stupid reason, it randomly sets keys (including "insert coin" and direction keys) to autofire in the config file while you play, making it pretty much unplayable. I kinda suspect that this is actually a mameplus 146 error, though.
And yes, it takes horribly long to load. I just load it and keep it resident much of the time.
I'm going with MAMEUIFX 0.146 until I can find a good version of MAMEUI that has custom autofire buttons and doesn't take a century to load. At least MAMEUIFX has *an* autofire function.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
The bigger problem I've noticed in recent MAME Plus! builds is that some keys are seemingly taking only half the inputs. For example, the player stutters across the screen and can't stay aimed up or crouched in Metal Slug games (4 and 5 for example), and in Donpachi, only flying forward is smooth and at full speed.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
I think that's actually because of the rapidfire glitch.
When I had the rapid-fire glitch on my arrow keys, the exact effect I saw was the ship "stuttering" on the affected directions.
When I had the rapid-fire glitch on my arrow keys, the exact effect I saw was the ship "stuttering" on the affected directions.
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
Yeah that's the one and the same glitch. I first noticed it in 1943 Kai but its across all games. The directional keys are having autofire set to them so moving in a direction with autofire enabled to it causes the stuttering.
Hopefully they'll fix it and maybe fix their century-long loadtimes in the next few releases.
Hopefully they'll fix it and maybe fix their century-long loadtimes in the next few releases.
Re: Shmupmame v3.0b, Lagless Batrider, Garegga and Bakraid
http://www.emucr.com/2012/05/mame-plus-v0146-r5028.html
Code: Select all
MAME Plus! SVN Changelog:
r5028
*fixed ioport.c (autofire problem)