MAME shmups input delay list

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nimitz
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Re: MAME shmups input delay list

Post by nimitz »

PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation

DO you know if it's the same for the neogeo driver?
Ex-Cyber
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Joined: Thu Oct 25, 2007 12:43 am

Re: MAME shmups input delay list

Post by Ex-Cyber »

nimitz wrote:
PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation

DO you know if it's the same for the neogeo driver?
Looks that way to me. There's a comment in there saying "double check the Y coordinate, in case somebody modified the sprite coordinate since we buffered it", but it looks like this is referring to a scanline delay (Neo Geo sprite system is based on dual linebuffers) rather than a frame delay.
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PsikyoFan
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Re: MAME shmups input delay list

Post by PsikyoFan »

Ex-Cyber wrote:
nimitz wrote:
PsikyoFan wrote:namcos2? I don't see _any_ buffering mechanism in MAME code. The game writes to ram that namcos2_draw_sprites() works with directly. If there is, it must be internal to the game code.
That's exactly what I feared, thanks for the confirmation

DO you know if it's the same for the neogeo driver?
Looks that way to me. There's a comment in there saying "double check the Y coordinate, in case somebody modified the sprite coordinate since we buffered it", but it looks like this is referring to a scanline delay (Neo Geo sprite system is based on dual linebuffers) rather than a frame delay.
See http://shmups.system11.org/viewtopic.ph ... 77#p564077.
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