mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
-
@grant2258 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
you can use it on 64 bit now, Sorry i forgot to tell you I done this
Nice, thanks !!
-
@UDb23 It takes a day to compile the latest Mame on a Pi, then some testing. Once completed, I'll write up instructions.
If it works, there may also be some setting changes needed in RetroArch, so don't want to publish a prelim How-To that could confuse folks.
Generally speaking though, F4 and then
Remove your current SDL
sudo apt-get remove -y --force-yes libsdl2-dev
sudo apt-get autoremove -yDependencies
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-devThen this will get you 2.09 (which I just tested and does appear to really be stable now, with a few patches over the last couple weeks I guess)
hg clone https://hg.libsdl.org/SDL SDL
cd SDL
mkdir build
cd build
../configure --disable-pulseaudio --disable-video-opengl
make
sudo make installand any emu that is linking to SDL (vs compiling in), will use the newest version.
Edit: need the --disable-video-opengl so that opengles2 can be used
Please note though, Raspbian is still really on 2.05 as their distro approved version (they are always slow catching up) so depending on what else you are doing on your Pi, you could encounter problems.
I only use this particular Pi for emus, so except for AdvanceMame (and some other non-Libreto emus) script set to SDL 1.2, I'm fine.
-
@mikeylikesit33 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Point being, recompiling emus with SDL 2.08 will make a difference for anyone with any Pi probably.
RetroPie already has SDL 2.0.8 installed on PI systems, re-compiled to support OpenGL ES and disable X11 support. Raspbian indeed comes with 2.0.5, compiled for X11 and without GLES support. Re-installing SDL without support for GLES will most certainly break things installed by RetroPie (i.e Emulationstation, RetroArch, etc.).
-
@mitu I forgot to include the OpenGl ES stuff, like I mentioned... didn't want to do a how-to before I got everything right.
If it comes with 2.08, why does the SDL Version not show it... and why does manually installing it improve performance?
Could just be a script thing that needs fixed?... or was this a more recent change than the RetroPie image I flashed? If so, sigh... start from scratch again flashing a new image and compiling the latest Mame so I can test and tweak it out for 60fps
Edit: Flashed the new 4.4.4 Retropie image. Updated the script. Copied a couple Roms I use for testing (based on graphics, sound, etc.), compiling Mame 2003 plus right now, next I will Compile Mame 204 (takes a day), and then will test fps with overlays and backgrounds. Will report back probably Tuesday. My other Pi is still set up with the manual SDL install, so I can compare against that also.
-
@Riverstorm Created a new Excel file to calculate backdrops .ART coordinates and also generate the actual .ART file (CTRL+SHIFT+B). File will be generated in the same folder where the excel file is placed.
This new file basically combines your calc file & my previus one. It should be quite simple to use: just fill in the colored cells.
Will use it for my next backdrops so we can check all calc are ok ;-) -
@UDb23 - Thanks I appreciate the updated sheet and will test tonight. Generating the .art sounds super fancy and daper! Just a quick FYI I do use Twisty's samples also. I went back and forth several times this morning and I think I know what you're hearing. A light kind of crackle/distortion for a fraction of a second?
Mine is very random and several times "smoothed" itself out after playing a bit. I had my wife confirm. She has no interest in this stuff beyond playing so it's fun to get her involved a little. I wish more females had an interest as I feel they bring a unique and fresh perspective.
Yes our "tours" consist of visiting a lot of family and friends and with it comes lot's of food, sweets and alcohol but alas in moderation for me.
-
I recorded mame2003+ and mame2003 only plus had artwork on but that shouldnt matter was run in windows.
https://github.com/libretro/mame2003-plus-libretro/files/2706261/spaceinvaders.zip
mame2003+ == 0:00 - 0:36
mame2003+ == 0:41 on wardsdont really know what im listening for though you guy will need to be more specific.
-
@grant2258 I cant' really notice as your shooting all the time. :-))
Jokes aside it is the bass rythm that is distorted, exactly as @Riverstorm described, so to notice you should not shoot. In your audio still I couldn't notice. Seems related to Pi if windows is ok. -
@Riverstorm said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
consist of visiting a lot of family and friends and with it comes lot's of food
You're not alone, I know this quite well. It is nice to relax with friends and family but you end up eating so much.. lol.
-
@Riverstorm said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
A light kind of crackle/distortion for a fraction of a second?
That's it. And seems not to happen in mame2003 (non plus).
-
@Udb23 - Right, I couldn't get it to happen in mame2003. If you play a regular game in each core the audio is definitely handled differently. When shooting invaders in Plus it's louder and more sharp whereas regular MAME is flatter and softer sounding. I'm not sure which is more correct but the point is they definitely do audio slightly different. If you play each for about 5-10 minutes you start to hear the differences.
Also great job on the spreadsheet you really did it well. The x/y "graphic" display layout is great! Have a wonderful holiday and don't be to overindulgent, well maybe a little! ;)
-
@UDb23 Thanks for the spreadsheet from me, too. It seems that my LibreOffice 6 can use it, but could you or @Riverstorm please confirm that the following input will result in these ART values?
Image Size: 1600x1200
Game Area: 900x1200
ART string: -0.388889,-0.055556,1.388889,1.055556(My monitor is 1600x1200, hence the values.)
-
@Clyde said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
please confirm that the following input will result in these ART values?
-0.388889,0,1.388889,1
As Image (backdrop) height and game area height are the same: 0 and 1 are correct
-
@UDb23 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
As Image (backdrop) height and game area height are the same: 0 and 1 are correct
@UDb23 - Hey guys just a quick thought. I would check those values. I think you have the x/y reversed. It should be
0,-0.38889,1,1.38889
. Basically just swap the x/y values. Also I would base the calculation off the backdrop size (not the display) 1920 x 1080 & 900 x 1200. It's about positioning the backdrop relative to the game area. I think your spreadsheet is exactly the opposite of what mine calculates. The numbers are spot on but the x/y values are reversed. If you want to see the effects swap the x/y for the two sets of numbers on SI. Also this might be exclusive to SI since it's a rotated backdrop. In an earlier post I had posted where I struggle with the x/y values with SI, they seem reversed to me but it works correctly. Maybe a test with an upright backdrop will clear up the confusion.Also the position in SI (mine might be old now) was based off of 720x960 vs. 810x1080.
@Clyde - I would be curious if you do test SI would you be willing to post a screenshot when you have it all loaded? I struggle with what a 16:9 backdrop image will look like on a 3:4 or 5:4 display. Will it be squished on the y axis, clipped/zoomed on the sides or look correct. I only have standard 16:9 displays at home so a 16:9 backdrop fits perfectly.
I think it would help to understand if people using different displays will need custom backdrops or if one size fits all.
-
@Riverstorm First of all merry Christmas!
Concerning the coordinates I followed the .art instructions. As you said maybe SI due to mirror and rotation needs swapped x/y.
Armor Attack is my next test. Recreating a good res backdrop (actually an overlay) as the image from Mame artwork (also w newer LAY format) is quite bad.
Will let you know how coords will work (this time with vectors).
With my Xmas family visits started it may take a couple of days ;-) -
@UDb23 - Merry Christmas to you and your family too! Definitely take your time and enjoy. We have a full day plus some planned but I want to test the rotation and see if it effects the numbers in the next few days. When you test it just use the string straight from the spreadsheet. Barring the rotation plays a part in the calculation errors it's just a simple transpose error.
-
@Riverstorm Did additional testing with Armor Attack (vector) and Frogs.
The coordinates that the calc sheet generates are correct and work fine (these are both "not rotated" games).The reason for SI being different is that the screen is physically rotated; so in the calc the input data are:
Backdrop: 1080 x 1920 (WxH)
Game Area: 1080 x 810 (or 960x720)
That gives you the correct coordinates for SI to be used in the .art. -
Frogs backdrop is ready and available.
Made a pull request to be included in lr-mame2003plus. SI is already merged.
Edit: added screeshot
-
@UDb23 dont think anyone has enabled the artwork on lr-mame2003 hopefully someone will start updating it a bit.
-
@grant2258 Sorry I meant 2003plus of course, and that's where pull request was made. Edited previous post.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.