MAME Romset question
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If you run the game in verbose mode, then check /dev/shm/runcommand.log it should tell you the issue - likely an unsupported chd version.
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@Floob I ALWAYS forget about that! Thank you. I'll try that later and see what it says.
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@Retro-Arcade-Fan said in MAME Romset question:
San Francisco Rush
Judging by the updates to this game's mame driver over the past 5 years, i'd recommend avoiding mame2016 and directly going for current mame (as far as i can tell, there were a number of issues involving input, sound and video back in mame 0.174). See :
0.243: Fixed calibration failure regression in San Francisco Rush [Ted Green]. Added partially support of variable sound output channels (audio\cage.cpp) [cam900]. Added 'Atari CAGE Seattle' sound. 0.242: Fixed input port for 'San Francisco Rush' [sjy96525]. 0.239: Dumped security PIC for San Francisco Rush and clone [CAPS0ff, neSneSgB]. 0.234: Major Voodoo rewrite: Changed to use modern poly.h instead of polylgcy.h. Moved helper classes into separate voodoo namespace. Derived device classes from video_device_interface. Split classes so that later versions derive from earlier versions. Created device maps to be directly included. Redesigned register mapping to use helper classes and delegates. Rewrote rasterizers to use C++ templates instead of macros. Added logic to compute equations for color/texture combine units. Added special generic identity-texel rasterizer cases. Removed pipeline stalls on texture and palette changes. Removed pipeline stalls on most all parameter changes. Generally re-thought and cleaned up logic throughout. Parameterized cycle stealing on status reads; updated all existing voodoo consumers to configure it as it was before. Restore some cycle stealing on vretrace to allow San Francisco Rush to boot [Aaron Giles]. 0.226: Sample rate now saved as part of the stream (emu\sound.cpp). Fixes distorted sound in sfrush and sfrushrk when loading from save state [Aaron Giles]. 0.222: Added 'Unknown0001' dipswitch. 0.197: Ted Green fixed volume button mapping for San Francisco Rush. 0.193: Ted Green added gearshift to San Francisco Rush. 0.184: Andrew Welburn and The Dumping Union added clone San Francisco Rush (boot rom L 1.06A). Changed parent description to 'San Francisco Rush (boot rom L 1.0)'. 0.179: Risugami added layout for San Francisco Rush.
Also, don't expect this game to run full speed on a pi4, its board is some kind of super beefy Killer Instinct board, with notably an improved version of its mips cpu running at twice the speed.
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@barbudreadmon Wow, that's pretty interesting. I appreciate you digging deeper into this. When you say "current mame" what do you mean exactly? I know we're limited on the Pi compared to the PC.
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@Retro-Arcade-Fan i mean mame 0.245
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@barbudreadmon Right, which doesn't run on the Pi.
I did finally get it to run. Had to add c31boot.bin to the sfrush.zip file. But you're right. Graphically very sluggish even on an overlocked P4. Kind of surprising it's such a hog like you said.
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@Retro-Arcade-Fan said in MAME Romset question:
@barbudreadmon Right, which doesn't run on the Pi.
sure it does - it's 'mame' in the experimental packages.
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@dankcushions Wait, "mame" on the Pi is 0.245? Or it's always updated to the latest romset?
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@Retro-Arcade-Fan said in MAME Romset question:
Kind of surprising it's such a hog like you said.
Hmmm no it's not, MAME has no multi-threading, no dynarec, and no gpu rendering. There is no way it can run "fast" 3D games with some "high frequency" cpu, i wouldn't expect anything above 80mhz to run full speed on a pi4, and this one is 200mhz. This is like trying to emulate a dreamcast, without any of the features making fullspeed dreamcast emulation possible on a pi4.
@Retro-Arcade-Fan said in MAME Romset question:
Or it's always updated to the latest romset?
it's updated every month, sometimes with some time lag (i think it's still 0.244 currently)
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@barbudreadmon I had no idea! This particular emulator never hit my radar. Going to have to try it more often. Thanks so much.
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