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M.A.M.E. 0.61 SDL [DEV] - Beta3.3

Scheduled Pinned Locked Moved Ideas and Development
developmentmame
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  • F
    FranceMSR
    last edited by 17 Aug 2020, 13:52

    Beta3.0 available

    Totally changed frameskipping logic with awesome improvement on execution speed on Raspberry Pi v0 and v1. Now when emulator is closed these information are shown:

    
    Display Width: 1920
    Display Height: 1080
    
    Nominal FPS: 60.000000
    Virtual FPS: 60.331492
    Real FPS: 59.889503
    
    Displayed frames: 271
    Skipped frames: 2
    
    Total play time: 4.525000 seconds
    
    M.A.M.E. 0.61 SDL - Beta3.0
    Developed by Francesco Lancioni
    RetroPie Italia Forum
    www.retropie-italia.it
    

    Real FPS refers to FPS shown, if this value is the same or near Nominal FPS emulation performance will be the same of original hardware. Now pay attention, this is the great news: Virtual FPS refers to cycles per second of game main loop, so input, sound, video and so on. If this value is the same or near Nominal FPS emulation performance that user feels will be the same of original hardware though Real FPS is not the same as Nominal FPS.

    As a proof , here a comparison video (in italian but you should see the video!!!) between execution on development laptop and Raspberry Pi v1:
    https://drive.google.com/file/d/1XLGHF3zitmshKRqBJhUJhVQGYpB2ucCm/view?usp=sharing

    Here a comparison video between lr-mame2003 and my emulator:
    https://drive.google.com/file/d/127u8PJ_vs-OoQVXb9tuyVK3fv-FRlaAd/view?usp=sharing

    Let me know ;-)

    1 Reply Last reply Reply Quote 0
    • F
      FranceMSR
      last edited by 18 Aug 2020, 06:01

      Ok it is clear that nobody here is interested and I don't want to waste my time anymore

      S 1 Reply Last reply 18 Aug 2020, 11:51 Reply Quote 0
      • S
        sirhenrythe5th @FranceMSR
        last edited by sirhenrythe5th 18 Aug 2020, 11:51

        @FranceMSR i am pretty sure no one here wants to be discrespectful!
        Your project is cool, but it seems that the majority of the Pi-Users here concentrate on Pi3 and Pi4.
        I guess the one who creates an optimized MAME-Port, based on a current MAME, for the Pi3/4, which runs all the games that still stutter, or dont run at all, would be the Hero of the Month :)

        -- Retro-Achievements Username: SirALX --
        RetroRatio: 1.88
        Started Games beaten: 2,47%
        Site Rank: 4382/93743 ranked users (TOP 4.76%)
        Last seen in [The Legend of Zelda: Lost in Time (HACK) [N64], exploring Hyrule at Night]

        F 1 Reply Last reply 7 Oct 2020, 15:23 Reply Quote 0
        • D
          dankcushions Global Moderator
          last edited by 18 Aug 2020, 13:19

          without source code and a corresponding build script it's unlikely to get much traction here, IMO. i think it's a cool idea so i hope you reconsider.

          F 1 Reply Last reply 7 Oct 2020, 15:25 Reply Quote 0
          • F
            FranceMSR
            last edited by 7 Oct 2020, 15:21

            Available Beta3.3.

            Framebuffer dimensions, scanlines, HD artworks and more. If you're interested I'm here

            1 Reply Last reply Reply Quote 1
            • F
              FranceMSR @sirhenrythe5th
              last edited by FranceMSR 10 Jul 2020, 16:23 7 Oct 2020, 15:23

              @sirhenrythe5th said in M.A.M.E. 0.61 SDL [DEV] - Beta3.0:

              @FranceMSR i am pretty sure no one here wants to be discrespectful!
              Your project is cool, but it seems that the majority of the Pi-Users here concentrate on Pi3 and Pi4.
              I guess the one who creates an optimized MAME-Port, based on a current MAME, for the Pi3/4, which runs all the games that still stutter, or dont run at all, would be the Hero of the Month :)

              Maybe you don't understand that a porting that is very impressive compared to lr-mame2003 from the point of view of speed has its good behaviour and improvements also on Raspberry Pi v3 and v4.

              lr-mame2003 doesn't have the possibility to use HD artworks, my porting does

              1 Reply Last reply Reply Quote 0
              • F
                FranceMSR @dankcushions
                last edited by FranceMSR 10 Aug 2020, 08:18 7 Oct 2020, 15:25

                @dankcushions said in M.A.M.E. 0.61 SDL [DEV] - Beta3.0:

                without source code and a corresponding build script it's unlikely to get much traction here, IMO. i think it's a cool idea so i hope you reconsider.

                You only have to add the system to es_systems.cfg

                <system>
                    <name>mamesdl</name>
                    <fullname>MAME SDL</fullname>
                    <path>/home/pi/RetroPie/roms/mamesdl</path>
                    <extension>.zip .ZIP</extension>
                    <command>cd /home/pi/MAMESDL; ./mame_rpi4 -rompath /home/pi/RetroPie/roms/mamesdl %ROM%</command>
                    <platform>mamesdl</platform>
                    <theme>mame</theme>
                </system>
                
                

                Change /home/pi/MAMESDL (contains the binary) and rompath (contains romset) accordingly with whatever you want

                1 Reply Last reply Reply Quote 1
                • Z
                  zerojay
                  last edited by 7 Oct 2020, 17:34

                  I'll likely try to make a scriptmodule for building this soon.

                  F 1 Reply Last reply 7 Oct 2020, 18:07 Reply Quote 0
                  • F
                    FranceMSR @zerojay
                    last edited by 7 Oct 2020, 18:07

                    @zerojay said in M.A.M.E. 0.61 SDL [DEV] - Beta3.0:

                    I'll likely try to make a scriptmodule for building this soon.

                    I modified the M.A.M.E. code in order to use high definition artwork. My format is .lyt and basically you have to insert artwork image with .png format in artwork folder with the same name of the romset (i.e. for Final Fight "ffight.png") and a text file with the same name and .lyt extension with a simple code like this inside:

                    Width="4000" Height="3743"
                    HoleWidth="2920" HoleHeight="2190"
                    HoleX="540" HoleY="822"
                    
                    Z 1 Reply Last reply 7 Oct 2020, 19:25 Reply Quote 0
                    • Z
                      zerojay @FranceMSR
                      last edited by 7 Oct 2020, 19:25

                      @FranceMSR said in M.A.M.E. 0.61 SDL [DEV] - Beta3.3:

                      @zerojay said in M.A.M.E. 0.61 SDL [DEV] - Beta3.0:

                      I'll likely try to make a scriptmodule for building this soon.

                      I modified the M.A.M.E. code in order to use high definition artwork. My format is .lyt and basically you have to insert artwork image with .png format in artwork folder with the same name of the romset (i.e. for Final Fight "ffight.png") and a text file with the same name and .lyt extension with a simple code like this inside:

                      Width="4000" Height="3743"
                      HoleWidth="2920" HoleHeight="2190"
                      HoleX="540" HoleY="822"
                      

                      From a packaging/scriptmodule perspective, this doesn't change anything for me, but that's really cool.

                      F 1 Reply Last reply 8 Oct 2020, 06:55 Reply Quote 0
                      • F
                        FranceMSR @zerojay
                        last edited by 8 Oct 2020, 06:55

                        @zerojay said in M.A.M.E. 0.61 SDL [DEV] - Beta3.3:

                        From a packaging/scriptmodule perspective, this doesn't change anything for me, but that's really cool.

                        The current SDL Image library available on Raspbian is an old version that use an old libpng version with a bug. In order to use HD artwork you need to compile libpng and SDL Image from source and in sequence.

                        So, download these archives, libpng-libpng16.zip and SDL2_image-2.0.5.zip, and copy them in

                        /home/pi
                        

                        then run these commands from terminal:

                        LIBPNG

                        unzip libpng-libpng16.zip
                        cd libpng-libpng16/
                        ./configure
                        make
                        sudo make install
                        sudo ldconfig
                        

                        SDL IMAGE

                        unzip SDL2_image-2.0.5.zip
                        cd SDL2_image-2.0.5/
                        mkdir build
                        cd build
                        ../configure
                        make -j3
                        sudo make install
                        sudo ldconfig
                        
                        1 Reply Last reply Reply Quote 1
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