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    mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support

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    • WeirdHW
      WeirdH @arcadez2003
      last edited by

      @arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

      @WeirdH said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

      @grant2258 Is it possible that palette changes also affected colors in other games?

      Because I might be imagining things, but since the update some effects in Storm Blade have been multi colored where they didn't use to be (shockwave before enemies explode and apparently some shadows). At least to the best of my recollection. Again, I might be remembering wrong, was just wondering about it, because I noticed it yesterday.

      A year or so back we ported some video changes from later MAME for Storm Blade and Ultra X Weapons to fix the colours and graphical problems............

      https://github.com/libretro/mame2003-plus-libretro/commit/dcab429899470b1d893a0b3f660fbc7f4211eda8#diff-e19b55627b841d35ec504da4089655c4

      Are you saying I should not be seeing colors glitching then?

      arcadez2003A 1 Reply Last reply Reply Quote 0
      • arcadez2003A
        arcadez2003 @WeirdH
        last edited by

        @WeirdH said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

        @arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

        @WeirdH said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

        @grant2258 Is it possible that palette changes also affected colors in other games?

        Because I might be imagining things, but since the update some effects in Storm Blade have been multi colored where they didn't use to be (shockwave before enemies explode and apparently some shadows). At least to the best of my recollection. Again, I might be remembering wrong, was just wondering about it, because I noticed it yesterday.

        A year or so back we ported some video changes from later MAME for Storm Blade and Ultra X Weapons to fix the colours and graphical problems............

        https://github.com/libretro/mame2003-plus-libretro/commit/dcab429899470b1d893a0b3f660fbc7f4211eda8#diff-e19b55627b841d35ec504da4089655c4

        Are you saying I should not be seeing colors glitching then?

        Not that im aware of, show me a pic

        Arcade Addict

        WeirdHW 1 Reply Last reply Reply Quote 0
        • WeirdHW
          WeirdH @arcadez2003
          last edited by

          @arcadez2003 Okay, some horrible phone pics, but the problem is visible. It appears when a shockwave of an exploding enemy overlaps with a shadow in the background. (these same shadows appear red when using mame2003, by the way)

          alt text

          alt text

          1 Reply Last reply Reply Quote 0
          • arcadez2003A
            arcadez2003
            last edited by arcadez2003

            Ok thanks for taking the time to upload some pics, i can confirm im not getting this in my test build, but as i always say it's different MAME72 standalone emulator
            on a different platform although the driver for this game and the video code are identical in both builds, is anyone else getting these graphical problems
            when playing Storm Blade in this core.??

            Arcade Addict

            1 Reply Last reply Reply Quote 0
            • RiverstormR
              Riverstorm
              last edited by

              I am seeing the same issue running RetroPie 4.5.1 and m3plus commit 0278635 on a Pi 3. Screenshot below:

              stmblade-191017-161844.png

              1 Reply Last reply Reply Quote 0
              • arcadez2003A
                arcadez2003
                last edited by arcadez2003

                Im starting to think it's this way in current MAME also, going by this pic from the arcade database and this YT vid

                stmblade.png

                I guess that's how i didn't spot it as it's a case of blink and you'll miss it, two things it could be the graphical emulation is not yet 100% or it actually did this on the arcade pcb.

                Arcade Addict

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                • RiverstormR
                  Riverstorm
                  last edited by

                  @arcadez2003 - I'm not completely sure if it's always been there. I have an image at least 6 months and another at least a year or older if it helps to track it down I'll load them up.

                  Current MAME 0.214 does look correct from what I can tell, just tested it now. With Retroarch you can frame advance so it's easy to catch but with current MAME you get about a half second or less to capture it during play so, not even double tapping the pause key helps. Maybe @WeirdH can add to it as it's a good catch, good eye! :) I would have just kept playing blissfully unaware.

                  arcadez2003A B WeirdHW 3 Replies Last reply Reply Quote 0
                  • arcadez2003A
                    arcadez2003 @Riverstorm
                    last edited by arcadez2003

                    Aye i see what ya mean i didn't spot that video was from 7 years ago :) your right it seems to be sorted in the latest builds, this might be the issue
                    im sure we had some troubles with the screen flipping a while back............

                    https://mametesters.org/view.php?id=4669

                    If not then it'll likely be one of the many graphical updates to the SSV driver over the years, i dont really have the time to look at this in more detail just now
                    but i might take another peek at the video code down the road.

                    Arcade Addict

                    1 Reply Last reply Reply Quote 1
                    • B
                      barbudreadmon @Riverstorm
                      last edited by

                      @arcadez2003 @Riverstorm @WeirdH FBNeo also got some issues with some SSV games on arm/aarch64 (still trying to figure out the issue), but FWIW this one seems fine.

                      FBNeo developer - github - forum

                      arcadez2003A 1 Reply Last reply Reply Quote 1
                      • WeirdHW
                        WeirdH @Riverstorm
                        last edited by WeirdH

                        @Riverstorm Yeah, it's a curse. Friends joke that I could spot a dead pixel on a 4K screen from across the room. Sometimes blissfully unaware is the preferred way...

                        I only have a MAME 0.139 to test with on my htpc, don't know if that'll add anything new, now that more knowledgable people have already weighed in?

                        1 Reply Last reply Reply Quote 0
                        • RiverstormR
                          Riverstorm
                          last edited by

                          @WeirdH - Yeah it would have to be one of the programmers like @arcadez2003 @grant2258 @barbudreadmon to fix it as they are the true "Githubians of Libretronan" or "Libretronians of Githubio" "The Wizards of Retroly Street" ... :)

                          MAME 0.214 does still flag Storm Blade (SSV.cpp) with graphical issues on launch. Also ArcadeItalia lists cocktail issues. Still some good games in their though like Dyna Gear, Drift Out '94, Eagle Shot, Twin Eagle II, Vasara, Storm Blade, etc.

                          @barbudreadmon - That's great, thanks for the headsup! I'll be loading it up later this afternoon for testing. My build is mainly a hybrid of m3plus and fbneo with a bit of advmame for a handful of vector games.

                          I don't know if this was the fix back in 2005 but it does relate to shadows.

                          15th May 2005: Luca Elia - I finally got around to implementing proper shadows in SSV driver, replacing the hack that was there instead. The difference is most noticeable in Storm Blade. The way shadows work is this: The frame buffer is filled with 16 bit pens, that are indexes into the palette (i.e. the actual rgb colors), from the previously drawn, "normal" tiles. When a "shadowing" tile is drawn, it does not overwrite the contents of the frame buffer, but instead replaces the top bits of the pens there with the low bits of its pens. This results in a shift of the affected pixels from one section to another of the game's palette. The game has to just divide the palette into increasingly dark chunks of the same base colors. Some games do highlights this way, while Storm Blade again exploits the mechanism to cross-fade between graphics, which now works.

                          arcadez2003A 1 Reply Last reply Reply Quote 0
                          • arcadez2003A
                            arcadez2003 @Riverstorm
                            last edited by arcadez2003

                            @Riverstorm said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

                            I don't know if this was the fix back in 2005 but it does relate to shadows.

                            15th May 2005: Luca Elia - I finally got around to implementing proper shadows in SSV driver, replacing the hack that was there instead. The difference is most noticeable in Storm Blade. The way shadows work is this: The frame buffer is filled with 16 bit pens, that are indexes into the palette (i.e. the actual rgb colors), from the previously drawn, "normal" tiles. When a "shadowing" tile is drawn, it does not overwrite the contents of the frame buffer, but instead replaces the top bits of the pens there with the low bits of its pens. This results in a shift of the affected pixels from one section to another of the game's palette. The game has to just divide the palette into increasingly dark chunks of the same base colors. Some games do highlights this way, while Storm Blade again exploits the mechanism to cross-fade between graphics, which now works.

                            I've already backported the following improvements........

                            0.141u1: Improvements to the SSV sprite position and flipscreen support [Robert Zandona].

                            0.139u3: SSV update [Robert Zandona]: Implemented visible area registers in the SSV driver (now the resolution for all the games is the max visible area, the values of the registers after the boot process). Implemented y tilemap offset register. Implemented x and y visible area register. Disabled tilemap draw when mode=0. Removed kludge for sprite x offset and implemented 1 bit of 7a-7b register. Implemented y sprite inversion CRT register. Added a kludge for Dyna Gear. Used CRT registers to get the sprite x offset. Removed offset values from the init; the offset now are handled by the CRT registers. Fixed bit #a of 7a-7b CRT register. Fixed background disable condition. Corrado Tomaselli confirmed visible area register with a Twin Eagle II PCB.

                            0.139u3: Roberto Zandona fixed graphical corruption on left side of screen beginining stage 3 in Storm Blade.

                            0.96u3: Luca Elia added shadow effects to the SSV driver. Changed palettesize to 32768.

                            However from checking the commits i've spotted a small fix for the shadows which never got a mention in the MAME WIP, i've added it to my test build
                            and it seems to sort the problems although my eyesight ain't what it was, i'll add in these changes to this core update to latest build then
                            try Storm Blade once again and lemmie know how it pans out.

                            https://github.com/libretro/mame2003-plus-libretro/commit/ed9a8684e987e39e1981a1ec0a9412663f3f47ff

                            Arcade Addict

                            1 Reply Last reply Reply Quote 2
                            • arcadez2003A
                              arcadez2003 @barbudreadmon
                              last edited by

                              @barbudreadmon said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

                              @arcadez2003 @Riverstorm @WeirdH FBNeo also got some issues with some SSV games on arm/aarch64 (still trying to figure out the issue), but FWIW this one seems fine.

                              I hadn't played Storm Blade for quite some time but i do remember now sometimes on shooting down certain planes or finishing off certain bosses
                              you would as part of the explosions get a yellow or blue flash which i always thought didn't look quite right,

                              But i was never 100% on this until the recent posts with the pics and reviewing the gameplay on YT, certainly that commit i just pushed to the git seems
                              to sort it as the flashes before the explosions or afterwards are all white now which looks correct i think, of course maybe on arm/aarch64
                              hardware the graphical problems are worse and show up more.??

                              Arcade Addict

                              WeirdHW 1 Reply Last reply Reply Quote 3
                              • RiverstormR
                                Riverstorm
                                last edited by

                                @arcadez2003 - Thanks a bunch for the fix. It's looking darn right proper here unless my old peepers deceive me! :)

                                I mainly use the Pi 3 which I think is a quad core Cortex-A53 (ARMv8). Screenshot below running commit ed9a868. Shadow/shockwave overlap looks good.

                                stmblade-191018-171449.png

                                1 Reply Last reply Reply Quote 3
                                • WeirdHW
                                  WeirdH @arcadez2003
                                  last edited by

                                  @arcadez2003 Appears to be fixed on my 3B+ as well, awesome work!

                                  1 Reply Last reply Reply Quote 0
                                  • arcadez2003A
                                    arcadez2003
                                    last edited by

                                    Well it was Luca Elia who fixed this issue, i just backported the code into this core, kinda like copying the guy next to ya at school :) but still it's another happy ending at least.

                                    Arcade Addict

                                    ClydeC WeirdHW 2 Replies Last reply Reply Quote 3
                                    • ClydeC
                                      Clyde @arcadez2003
                                      last edited by

                                      @arcadez2003 You made me remember this quote from http://blog.wolfire.com:

                                      We have opensource facial hair: if one guy has a big beard we all copy his code and get our own beards.

                                      1 Reply Last reply Reply Quote 0
                                      • G
                                        grant2258 Banned
                                        last edited by grant2258

                                        @arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

                                        ng the guy next to ya at school :) but still it's another happy ending at least.

                                        opensource is a great thing when its truly libre :) including copying beards lol

                                        arcadez2003A 1 Reply Last reply Reply Quote 1
                                        • darkniorD
                                          darknior
                                          last edited by

                                          Thanks a lot all for your help last week :)
                                          Now i have my full set MAME 2003 Plus <3
                                          I began to try some games and your work is so fantastic :)

                                          But i have one question for CHD games ...
                                          Mine are CHD2 not v5, but i think it help because less compressed.
                                          I try to use them on USB drive or directly on the MicroSD car.
                                          I try Area51 and KI1 KI2 and all are slow, impossible to play them fine :(
                                          On PI 3b+ ... is it normal ? Is there a trick to help ?
                                          Because i remember on XBOX @arcadez2003 we can play KI1 and 2 without CHD and not with MAME, but at full speed on a low 700Mhz proc with 64Mo of RAM ... :(
                                          Why not on PI who is a 4 core, 1400Mhz with 1Go of RAM !!?
                                          Thanks

                                          Life is game, just play it !

                                          arcadez2003A 1 Reply Last reply Reply Quote 0
                                          • arcadez2003A
                                            arcadez2003 @darknior
                                            last edited by

                                            @darknior said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:

                                            Thanks a lot all for your help last week :)
                                            Now i have my full set MAME 2003 Plus <3
                                            I began to try some games and your work is so fantastic :)

                                            But i have one question for CHD games ...
                                            Mine are CHD2 not v5, but i think it help because less compressed.
                                            I try to use them on USB drive or directly on the MicroSD car.
                                            I try Area51 and KI1 KI2 and all are slow, impossible to play them fine :(
                                            On PI 3b+ ... is it normal ? Is there a trick to help ?
                                            Because i remember on XBOX @arcadez2003 we can play KI1 and 2 without CHD and not with MAME, but at full speed on a low 700Mhz proc with 64Mo of RAM ... :(
                                            Why not on PI who is a 4 core, 1400Mhz with 1Go of RAM !!?
                                            Thanks

                                            Most of the CHD games tend to big chunky 3D games which the xbox and many platforms that use this core will always struggle with, not being a fan of 1 vs 1
                                            fighters preferring the ole scrolling beat em ups, i never bothered with the Killer Instinct games so im not 100% on this but im sure the xbox has a special
                                            standalone emulator port which is heavily optimized for low spec hardware hence you could play em on a stock xbox.

                                            SPPV is the current custodian of that project, maybe if you ask him nicely he might look at porting it across to the RA platforms sometime.

                                            Arcade Addict

                                            darkniorD 1 Reply Last reply Reply Quote 0
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