mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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@barbudreadmon said in 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:
If it runs slow in fbneo try plus.
NB : there is a speedhack dipswitch for psikyosh games in fbneo (it turns on a sh2 idle loop skipping for every games besides
soldivid
, the speedhack i implemented insoldivid
is slightly different)Didnt check the option menu to be honest it so cluttered up with dipswitch settings. The only problem I have is i cant use analog games on my barcade fo the pi so i cant really use lr-fbneo on it. You need to remap every game if you want to use it unless there is a better way on the pi. I use big box and mini pc for my barcade now with fbneo and mame standalones.
It would be nice to have an option for people to use fbneo on barcade though that only has digital controls without having to remap every analog game.
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@barbudreadmon said in 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:
If it runs slow in fbneo try plus.
NB : there is a speedhack dipswitch for psikyosh games in fbneo (it turns on a sh2 idle loop skipping for every games besides
soldivid
, the speedhack i implemented insoldivid
is slightly different)Yeah but your average newbie isn't going to know about that surely.?? hence i always thought they should be turned on by default, but this is a debate for another day :)
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@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
@barbudreadmon said in 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:
If it runs slow in fbneo try plus.
NB : there is a speedhack dipswitch for psikyosh games in fbneo (it turns on a sh2 idle loop skipping for every games besides
soldivid
, the speedhack i implemented insoldivid
is slightly different)Yeah but your average newbie isn't going to know about that surely.?? hence i always thought they should be turned on by default, but this is a debate for another day :)
There was an uncertainty about the fact the idle loop skipping speedhack didn't have side effects (it does on
soldivid
), hence why forcing it for every devices didn't seem right. Also, i think those games run ok without the speedhack since pi3b+ ? -
@grant2258 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:
Simple fix i'll do it later
https://github.com/mamedev/mame/commit/a9baa7b23dfdd51d5eeca91fc7934dac2f2b934a
Worked fine here but couldn't hurt to remove the possibility of an issue. Would still be a good idea to double check the romset that could explain retroarch closing as well. You where right as usual about the accuracy or speed fbneo slows down on a pi3 runs sweet on plus so you need to choose the right emulator for the game. If it runs slow in fbneo try plus.
It's totally random so in theory you could play it 25 times and it might not do it, but on level 4 while playing for the 26th time bang it'll crash, from reading the MAME wip
there were fixes for four of the psikyosh games to stop this from happening but not for Gunbird 2, anyway here is rather uninteresting story............For years Strikers 1945 III has randomly crashed in our xbox port of FBN, since alotta hackery was needed to even get this game to work on the xbox eg speedhacks
and more hacks to reduce down the memory loading requirements, we put the game randomly crashing down to it just slipping over the mem limit during sections
of a level where the screen got busy with loads of enemies or during a boss battle.But finally today i sussed that when they originally ported the psikyo driver to Final Burn Neo, the sound core they ported was slightly out of alignment with
regards to the version of MAME the driver came from, hence the driver had the sound roms fixed but the sound core didn't have the code changes to match up
with that hence the crash.Each level has mini set pieces where loads of enemies pop up and a main boss battle, in the first instance the music changes tempo and on the boss battle
it changes totally, and since it's on those occasions the game always crashed it's finally dawned on me after 10 years of this bug being reported on xbox forums
the sound core was the problem not a lack of memory.If i'd only known about this years back it would have saved me a fair few hours trying to sort it.
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@barbudreadmon 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:
@barbudreadmon said in 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:
If it runs slow in fbneo try plus.
NB : there is a speedhack dipswitch for psikyosh games in fbneo (it turns on a sh2 idle loop skipping for every games besides
soldivid
, the speedhack i implemented insoldivid
is slightly different)Yeah but your average newbie isn't going to know about that surely.?? hence i always thought they should be turned on by default, but this is a debate for another day :)
There was an uncertainty about the fact the idle loop skipping speedhack didn't have side effects (it does on
soldivid
), hence why forcing it for every devices didn't seem right. Also, i think those games run ok without the speedhack since pi3b+ ?Sure each coin and every debate has two sides, as do the pro's and con's of certain speedups, for the most part i've found most of them to be harmless but i agree that wont
always be the case, Deco32 games might be a case in point, i'd expect Night Slashers with all the alpha blending effects present in that game to require the speedups to be active on the Rpi3b+.??Anyway im not one to argue for arguments sake it wont affect me either way as i would know how to turn on the speedhacks anyway :)
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@arcadez2003 said in 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:
@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Simple fix i'll do it later
https://github.com/mamedev/mame/commit/a9baa7b23dfdd51d5eeca91fc7934dac2f2b934a
Worked fine here but couldn't hurt to remove the possibility of an issue. Would still be a good idea to double check the romset that could explain retroarch closing as well. You where right as usual about the accuracy or speed fbneo slows down on a pi3 runs sweet on plus so you need to choose the right emulator for the game. If it runs slow in fbneo try plus.
It's totally random so in theory you could play it 25 times and it might not do it, but on level 4 while playing for the 26th time bang it'll crash, from reading the MAME wip
there were fixes for four of the psikyosh games to stop this from happening but not for Gunbird 2, anyway here is rather uninteresting story............For years Strikers 1945 III has randomly crashed in our xbox port of FBN, since alotta hackery was needed to even get this game to work on the xbox eg speedhacks
and more hacks to reduce down the memory loading requirements, we put the game randomly crashing down to it just slipping over the mem limit during sections
of a level where the screen got busy with loads of enemies or during a boss battle.But finally today i sussed that when they originally ported the psikyo driver to Final Burn Neo, the sound core they ported was slightly out of alignment with
regards to the version of MAME the driver came from, hence the driver had the sound roms fixed but the sound core didn't have the code changes to match up
with that hence the crash.Each level has mini set pieces where loads of enemies pop up and a main boss battle, in the first instance the music changes tempo and on the boss battle
it changes totally, and since it's on those occasions the game always crashed it's finally dawned on me after 10 years of this bug being reported on xbox forums
the sound core was the problem not a lack of memory.If i'd only known about this years back it would have saved me a fair few hours trying to sort it.
Well thats the thing before all these fancy ass debuggers came out you had to track n trace. Devs have it a lot easier these days. It the same problem thought the crash point isnt necessarily the problem only the symptom of the underlying problem.
Look at the big sega update you done it was perfect and wasnt the issue is was a core problem. There is a lot of work going in to back porting more than meets the eye. Its a means to an end on lower end hardware though and brings emulation to that audience. For what its worth i find them little storys interesting. Just lost my motivation for doing any stuff on lower end stuff with all the politricks and ebay sellers its very off putting could just be me getting old haha
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@grant2258 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Just lost my motivation for doing any stuff on lower end stuff with all the politricks and ebay sellers its very off putting could just be me getting old hahaYeah i had wee think about this a while back, the main reason i took up dev on the MAME2003 core was to kill a few hours in my day, and with
regards to that it did the job sometimes more than a few hours :)So i got what i wanted out of it, i guess what im saying is if folks want to take my work and make money off it the back of it although im not 100%
happy about it i think what the hell it doesn't affect me personally.Now if i was looking to make money outta this myself then i would have a big problem with others doin exactly that know what i mean :)
although i must admit when some lamers bring out a retro console with my code in there and it seems everyone muppet on YT get's
a free version of it to do a reviewThen part of me thinks i should have got one as well ha ha.
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I love the community here and well in all types of opensource software i use. There will always be people taking what is not there's and trying to make a quick buck.
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@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Then part of me thinks i should have got one as well ha ha.
haha someone should get you one of them boxes! so many of them wonder how bad the next one will be!
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@REK607 Ok the fix is in for Gunbird 2, update to the latest version of MAME2003+ and try playing it again and lemmie know if it crashes
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Three more games now playable in this core........
Opa Opa (Rev A Unprotected) only this version will work opaopan.zip
I've always wanted to play the arcade version of Opa Opa, however it was one of a number of Sega games that we could not emulate in the ole cores for two reasons,
firstly code to decrypt the protected rom was not compatible and secondally the video code would be incorrect anyway, so even though finally an unprotected
version of this game popped up it was no good as the only way to get it to work i thought was update to a special HAZEMD Sega E driver from MAME113 which
again would not compile in a million years in MAME2003+Well as luck would have it i remembered FBN Dev's used a combination of the same ole Sega System E driver as we have and simply spliced in some Sega VDP
video code from later MAME builds so that Opa Opa and Fantasy Zone 2 would work, so i contacted dink about this and with his help and advice around which
parts of that video code i would require i ported it across to MAME2003+ and finally im able to play this game and so can you if you want via the latest build.I just added the following two to fill up the Sega System E driver with the games we can support here and to make the code changes i did go a little further
every game now works barring Fantasy Zone 2 which would require the aforementioned decryption code.Slap Shooter
Tetris (Sega System E Version)
Big thanks to dink of the FBN dev team for help and advice regarding the video changes needed for Opa Opa and Slap Shooter to display correctly in this core
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@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Three more games now playable in this core........
Opa Opa (Rev A Unprotected) only this version will work opaopan.zip
I've always wanted to play the arcade version of Opa Opa, however it was one of a number of Sega games that we could not emulate in the ole cores for two reasons,
firstly code to decrypt the protected rom was not compatible and secondally the video code would be incorrect anyway, so even though finally an unprotected
version of this game popped up it was no good as the only way to get it to work i thought was update to a special HAZEMD Sega E driver from MAME113 which
again would not compile in a million years in MAME2003+Well as luck would have it i remembered FBN Dev's used a combination of the same ole Sega System E driver as we have and simply spliced in some Sega VDP
video code from later MAME builds so that Opa Opa and Fantasy Zone 2 would work, so i contacted dink about this and with his help and advice around which
parts of that video code i would require i ported it across to MAME2003+ and finally im able to play this game and so can you if you want via the latest build.I just added the following two to fill up the Sega System E driver with the games we can support here and to make the code changes i did go a little further
every game now works barring Fantasy Zone 2 which would require the aforementioned decryption code.Slap Shooter
Tetris (Sega System E Version)
Big thanks to dink of the FBN dev team for help and advice regarding the video changes needed for Opa Opa and Slap Shooter to display correctly in this core
Is it possible to get Killer Instinct running full speed on MAME2003+ on a Pi 4? With threaded video on, and the 0.78 CHD and rom KI runs pretty decent as is.
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@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Three more games now playable in this core........
Thanks! 👍
Will the https://github.com/libretro/mame2003-plus-libretro/blob/master/metadata/mame2003-plus.xml be updated? At the time of this post, its latest commit is from Feb 9th 2020.
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@Clyde 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:
Three more games now playable in this core........
Thanks! 👍
Will the https://github.com/libretro/mame2003-plus-libretro/blob/master/metadata/mame2003-plus.xml be updated? At the time of this post, its latest commit is from Feb 9th 2020.
Well i dont have the tools to do it or it would have been done, someone will get around to it as for when who knows :)
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@bluestang 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:
Three more games now playable in this core........
Opa Opa (Rev A Unprotected) only this version will work opaopan.zip
I've always wanted to play the arcade version of Opa Opa, however it was one of a number of Sega games that we could not emulate in the ole cores for two reasons,
firstly code to decrypt the protected rom was not compatible and secondally the video code would be incorrect anyway, so even though finally an unprotected
version of this game popped up it was no good as the only way to get it to work i thought was update to a special HAZEMD Sega E driver from MAME113 which
again would not compile in a million years in MAME2003+Well as luck would have it i remembered FBN Dev's used a combination of the same ole Sega System E driver as we have and simply spliced in some Sega VDP
video code from later MAME builds so that Opa Opa and Fantasy Zone 2 would work, so i contacted dink about this and with his help and advice around which
parts of that video code i would require i ported it across to MAME2003+ and finally im able to play this game and so can you if you want via the latest build.I just added the following two to fill up the Sega System E driver with the games we can support here and to make the code changes i did go a little further
every game now works barring Fantasy Zone 2 which would require the aforementioned decryption code.Slap Shooter
Tetris (Sega System E Version)
Big thanks to dink of the FBN dev team for help and advice regarding the video changes needed for Opa Opa and Slap Shooter to display correctly in this core
Is it possible to get Killer Instinct running full speed on MAME2003+ on a Pi 4? With threaded video on, and the 0.78 CHD and rom KI runs pretty decent as is.
Anything is possible personally i have no interest in looking into speeding up the Killer Instinct games once again i got nowhere last time.
Plus im just about to fire up Xenoblade Chronicles on my Nintendo Switch so i'll be off the radar for a while :)
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@arcadez2003 said in [mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support]
Is it possible to get Killer Instinct running full speed on MAME2003+ on a Pi 4? With threaded video on, and the 0.78 CHD and rom KI runs pretty decent as is.
Anything is possible personally i have no interest in looking into speeding up the Killer Instinct games once again i got nowhere last time.
Plus im just about to fire up Xenoblade Chronicles on my Nintendo Switch so i'll be off the radar for a while :)
What is the big roadblock? No need to answer right away - enjoy your time off and I appreciate your efforts!
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@bluestang 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]
Is it possible to get Killer Instinct running full speed on MAME2003+ on a Pi 4? With threaded video on, and the 0.78 CHD and rom KI runs pretty decent as is.
Anything is possible personally i have no interest in looking into speeding up the Killer Instinct games once again i got nowhere last time.
Plus im just about to fire up Xenoblade Chronicles on my Nintendo Switch so i'll be off the radar for a while :)
What is the big roadblock? No need to answer right away - enjoy your time off and I appreciate your efforts!
https://github.com/libretro/mame2003-plus-libretro/issues/531
We need this apparently and it's above my level to port something like this across to MAME2003+, that is the roadblock more or less and until someone raises
a significant bounty that might tempt someone with more skill than me to attempt to port it the road will remain blocked :) -
@arcadez2003 I wonder if this could be used in someway - https://github.com/pcercuei/lightrec
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@arcadez2003 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
https://github.com/libretro/mame2003-plus-libretro/issues/531
That one wouldn't help at all actually, it's x86_64 only.
Supposing someone would be interested in this, is old MAME code compatible with GPLv2 code ? If so there are several arm mips3 drc that might be reusable (mupen64, pcsx-rearmed, ...). -
@barbudreadmon said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
is old MAME code compatible with GPLv2 code
RA is GPL and its api code is integrated into old mame . I dont see why it should be an issue if its already changed its license to gpl at runtime technically.
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