Backdrops in mame2003-plus
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@Clyde - That's honestly quite impressive. I think your kung-fu is strong! I would classify you as an advanced user for sure. If I get stuck I know who's doorstep I am going to darken. ;) Were you able to get a hotkey snapshot to work with
raspi2png
? I think it would be a great utility especially for capturing snaps with overlays.@quicksilver - Just a few posts above I listed the extra resource required when using overlays, shaders and when combining them both together if that helps. Overlays definitely have the ability to make a significant impact. I see you tested it already without though and no change.
These new overlays and BD's are like a fresh coat of paint on a car. It just makes you want to take them for a spin and rediscover them all over again.
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@Riverstorm said in Backdrops in mame2003-plus:
These new overlays and BD's are like a fresh coat of paint on a car. It just makes you want to take them for a spin and rediscover them all over again.
Especially with the working light effects. So cool! If only I was better at the game and could actually see the different "lamps" light up. :)
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@Riverstorm said in Backdrops in mame2003-plus:
@Clyde Were you able to get a hotkey snapshot to work with
raspi2png
? I think it would be a great utility especially for capturing snaps with overlays.It's still on my ever too long to-do list. I hope to finally get to it this weekend. It's not only a matter of time and leisure, but also of me having to remember wanting to do it. 😇 So, thanks for the reminder.
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@quicksilver - Lol...that's me, I have to trust the lights do work beyond
Space Cadet
.@Clyde - It's no hurry but if you do I would definitely add that to my utility goodies. I took
raspi2png
and the date parameters you shared and made them into an executable. Then made anr2p
alias which has been working well for me. A keyboard shortcut would simplify and perfect the whole process by getting rid of SSH. -
@quicksilver said in Backdrops in mame2003-plus:
So I tested without the artwork and the game still doesn't seem to be running full speed with mame2003+
As said previously I had the same impression that the game is slow, not only comparing with arcade videos but also already playing the first level the gameplay doesn't feel smooth.
I mean without any overlay or shader. Same happens in lr-mame2003 (std).
Maybe .78 driver is not emulated well or sound samples implementation is slowing it down. -
@UDb23 I opened a ticket
https://github.com/libretro/mame2003-plus-libretro/issues/675
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Some dry reading below but there's been a lot of work done to Gorf since 0.78. Does anyone have current MAME setup to test if it works correctly on more current versions? It shows as accurate emulation in all areas except imperfect sound.
@UDb23 - Interesting thing about the
Gorf
is the hardware is the same asWizard of Wor
which you made a great overlay for it. Love that game.WIP:
0.205: Removed Z80, ASTROCADE, SAMPLES, SCREEN and PALETTE MCFG macros [Ryan Holtz].
0.204: Removed AY8910/AY8912 MCFG macros [Osso].
0.202: Removed Z80CTC, Z80DAISY and WATCHDOG MCFG macros [Osso]. Fixed bad format string (includes\astrocde.h) [Vas Crabb].
0.201: Removed CD4099, ADDRESS_MAP_BANK and NVRAM MCFG macros [Ryan Holtz].
0.198: Driver and device modernization. Renamed sound device, documented pinout and added input and output callbacks. Added addressable and non-addressable output latch devices. Added watchdog timers for most games. Use memory maps instead of hacking in handlers in DRIVER_INIT. Split up base class a little [AJR].
0.185: Removed anonymous timers (video\astrocde.cpp) [Osso].
0.181: Removed audio\gorf.cpp/h and audio\wow.cpp/h. Simulate Votrax SC-01 sound [O. Galibert].
0.176: Initialize interrupt line register with 0xff (prevents initial bogus interrupts) and clear active interrupts when an interrupt related register is written (tests would be good to confirm how this works on real hardware). This fixes (MESS) 280Zzzap/Dodgem cartridge resets [Dirk Best].
0.174: Added audio\gorf.h and audio\wow.h. Allow separate Astrocade driver building [Miodrag Milanovic].
0.165: Reduced tagmap lookups in Astrocade driver [Wilbert Pol]. Converted profpac & friends to bankdev [Alex Jackson].
0.152: Moved gorf and wow sound handlers into the driver state [Osso].
0.147u1: Added layout\spacezap.lay.
0.146: Get rid of anonymous timer (savestate problem) [hap].
0.142u1: Atari Ace converted Astrocade driver to driver_device.
0.139u1: Ranger_Lennier limited the number of timers potentially produced by astrocade_trigger_lightpen() (video\astrocde.c).
0.137u2: Bryan Ischo fixed double-free error in render.c. This fixes the shifted gfx display in some Astrocade games.
0.128u5: Aaron Giles fixed black screen in Demons & Dragons and Professor Pac-Man doesn't accept coins.
0.124u1: Astrocade update [Dirk Best]: Update src\mame\includes\astrocde.h to use an XTAL value. Clear interrupts if they are no longer valid. Added the knob inputs.
0.123u6: Added layout\gorf.lay. Fixed debug assertion in Astrocade driver.
0.116: Aaron Giles fixed screen top/left cut off.
0.115u2: Aaron Giles added border support to the Astrocade driver. Extended the starfield generation out into it. Extended the blanking region out farther to match information from the flyers and set the default scale/offset of the games to crop appropriately. Aaron Giles fixed recently introduced bug in Astrocade driver relating to collision detection.
0.115u1: Removed machine\astrocde.c. Added layout\tenpindx.lay. Rewrote Astrocade driver [Aaron Giles]: Fully implemented all function generator modes. Implemented pattern board according to schematics, including timing. Fixed interrupt handling. Rewrote Astrocade sound emulation according to patent. Sound generation now uses proper LFSR for noise effects. Added partial support for Ten Pin Deluxe, including sound board emulation and internal layout.
0.104u5: Adam Bousley added save state support to the Astrocade driver.
0.98u2: Aaron Giles replaced direct access to Machine->scrbitmap in Astrocade driver with the use of force_partial_update().
0.88u3: Nathan Woods moved some variable declarations in sound\astrocde.c to the tops of their respective groups.
0.88u2: Changed sndhrdw\astrocde.c to sndhrdw\wow.c. Added includes\astrocde.h. Removed sndhrdw\astrocde.c. Improvements to Astrocade driver [Frank Palazzolo]. Fixed collision detection in all games. Added NVRAM handling to Robby Roto and Professor PacMan, still not working always but self-tests pass. Fixed bugs in Astrocade sound code (noise generator bug, out of bounds memory access bug and changed to stream system). Switched Astrocade sound to stream system. Support stereo in wow, robby, gorf and profpac (Sounds great now!!). Added LEDs and coin counters. All activecpu_get_reg() calls from Astrocde games have been replaced with proper 16-bit Z80 port support through memory system.
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@Riverstorm Also found this:
- 0.115u1: Changed Z80 CPU and 2x Astrocade clock speeds to 1789772 Hz, palettesize to 512 colors and VSync to 60.054442 Hz. Added 'Speech' dipswitch.
Posted also in @quicksilver bug report.
Usually versions near .78 can be backported while more recent seem impossible to implement in mame2003 according to previous developers' feedback.
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GORF
Interesting & fun stuff
On the Astro Battles screen, the last two invaders can be slowed down to a crawl if you fire like crazy.On the Laser Attack screen, if you shoot all the enemy ships except for the laser shooters, you can sit forever on the far left hand side of the screen. There were two ROM versions, and this trick only works on the first version.
GORF is actually an acronym for Galactic Orbiting Robot Force according to an early flyer.
"Gorf was in fact named for "frog" backwards, but why? "Frog" was Jay Fenton's nickname (developer).Gorf was originally intended to be a tie-in with Star Trek: The Motion Picture, but when the game designers read the film's script, they realized that the concept would not work as a video game. The player's ship resembles the Starship Enterprise.
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@UDb23 - Your source looks a bit more detailed. Did you happen to have a chance to test Sky Diver player 2? I think that would be such a great game for a two player game session. I've come close to completing the word
SKY DIVER
but when they put the landing pad on the opposite edge of the screen of where the plane is coming from it's darn near impossible to land. The longer you free fall the higher your score but I haven't figured out the trick to landing on the sides of the screen when the wind is blowing from the same side.I think the fun facts are great little Easter eggs.
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@Riverstorm said in Backdrops in mame2003-plus:
Did you happen to have a chance to test Sky Diver player 2?
Not yet, got no time today but tomorrow morning surely; it's saturday :-)
I like that game too. -
@Riverstorm , @Clyde
Received my micro PC today (not tested yet).
FYI: created a new thread for ideas/suggestions on OS/Launcher to use for emulation and HTPC. -
@UDb23 - Nice, looking forward to how far you can push it and what runs smoothly. I'm not sure why but lately I've been wanting to get into a much faster system to play a more current version of MAME. I have 0.205 but I think 0.206 is out. I keep it current so why not when a decent priced mini comes along but as you said I'll always have a spot for a Pi.
No hurry on the game, I am not quite as active on the weekends as I try and spend time with family. I am hoping to get some feedback as my current image is pretty beat up and littered but if you experience the same input issues and "odd" player 2 point values then I'll hold out a bit before rebuilding.
btw, I did pickup a copy of
Isolation
for $8 US. I like to play it through a few times to get a good feel and see what sticks and will let you know. -
@Riverstorm said in Backdrops in mame2003-plus:
btw, I did pickup a copy of Isolation for $8 US. I like to play it through a few times to get a good feel and see what sticks and will let you know.
Nice! Won't tell you anything about my favorite songs to avoid influencing you. ;-)
Curious to know your later on. -
@Riverstorm Just played Skydiver with two gamepads (Xbox360 and ibuffalo classic).
Could not notice any strange behavior for Player 2; jump and parachute open buttons work correctly.
Must recheck for p2 scoring, it seemed ok.
I also swapped the 2 controllers to see if anything changed: still both players working ok.
Maybe it’s controller related in your case ? I imagine you already checked romset. -
@UDb23 said in Backdrops in mame2003-plus:
Received my micro PC today (not tested yet).
Congratulations!
@Riverstorm said in Backdrops in mame2003-plus:
I'm not sure why but lately I've been wanting to get into a much faster system to play a more current version of MAME. I have 0.205 but I think 0.206 is out. I keep it current so why not when a decent priced mini comes along but as you said I'll always have a spot for a Pi.
I'm too lazy to update my MAME 0.185 installation from the end of 2016 which I invested much time and effort in. Since I built my upright cabinet running a Pi 3B, my interest has shifted from "the best MAME there is currently" to get the most out of this little fella.
That said, one of my mid-term projects is to get https://github.com/libretro/mame (the lr version of the current MAME) running on my MSI Cubi 3 Silent. But other projects and real life things & people keep getting in the way. ;)
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@UDb23 - Thanks for testing it. Typically when I test I use a keyboard and one controller. I spent a bunch of time yesterday deleting all the cfg files and looking at my RA config but I still couldn't get it working properly.
Then I updated everything current and it still wouldn't work.
Long story short I decided to use two controllers and it worked. From what I can tell if you use a "keyboard" for player 2 it seems jump and deploy the chute simultaneously. So people with 2 player cabs, the 2nd player might not work correctly. It seems buttons 1 and 2 are tied together. It didn't matter which button I pressed as either would do both actions at the same time.
As for the score, it's based on how long you free fall before the chute deploys and since the jump and deploy chute are tied together there's never a freefall so the score is 0 or if there's a few milliseconds of lag maybe 30 points or so.
When you get a chance would you be willing to test player 2 with a keyboard just to verify it is a bug?
@Clyde - It's been years since I had a full MAME setup until the Pi brought some interest back in it's perfect little package. :) I've been updating official MAME since the release of Donkey Kong just out of habit of keeping current. With everything it's 500 to 600GB or something astronomical.
People keep getting in the way? ¯_(ツ)_/¯
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@Riverstorm said in Backdrops in mame2003-plus:
When you get a chance would you be willing to test player 2 with a keyboard just to verify it is a bug?
Sure, will let you know.
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@UDb23 - I appreciate it. I know you were talking of updating the Sky Diver BD to HD so I figured you had it loaded too.
Gorf really looks great in HD. Incredible job working around the limitations. When I apply a shader it applies to the lighted buttons too which is fine. I got a little better understanding looking through the zips. I wish that was on another layer but it's just incredible how much better it looks in full HD. Really nice job.
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@Riverstorm said in Backdrops in mame2003-plus:
Glad you appreciate my efforts :-)Sky Diver BD to HD so I figured you had it loaded too.
Not yet, but I think I found a way to use same approach as Gorf to SkyDiver.
Letter's contour must be part of the RA overlay, keeping the internal part transparent.
Mame artwork will then just be used to display internal letter colors that simulate lighting.
To get HD quality I need to convert the SKYDIVER text in vectors (not a big issue but take some time to clean up).About 2nd player issue: do you use default mame keys for 2nd player on the keyboard?
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