mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support
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@hhromic thats nothing to do with the install script it the the sample warnings he was asking about earlier custom ost is setting it off.
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@grant2258 yes I know, hence I clarified to him that the PR won't change his issue :)
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@hhromic said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
@grant2258 yes I know, hence I clarified to him that the PR won't change his issue :)
Sorry, it's a misunderstanding. Several subjects on the same thread could be hard to follow for non-english speakers :)
Of course there is no urgency... I thought it was fixed, that's why I tried. But no problem, I will wait for the real fix (if any).
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@carlhungus74 what do you need to get fixed the install script or the samples. If its the install script all you have to do is update your setup script.
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@grant2258 The samples. but no hurry.
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ive posted an issue in github for mark im sure he will get round to fixing it
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Is the samples bug simply that the warning should not be displayed for the alternate OST samples? Or is there a functional problem with the samples being used?
I'm working from a phone for the next day or so, I apologize that I didn't understand this from the previous posts.
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@markwkidd said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Is the samples bug simply that the warning should not be displayed for the alternate OST samples? Or is there a functional problem with the samples being used?
I'm working from a phone for the next day or so, I apologize that I didn't understand this from the previous posts.
My apologies. It seems everything is functional. Don't know what I do yesterday, but it seems to me that the music was the synthetized one, and with the additional warning message, I thought there is an issue.
But it's not. The OST samples are working. There is a warning message, but no problem with that.
No big deal. Sorry again for my mistake. -
@UDb23 it's generally very easy to get retroarch set up on a desktop with this core if you're interested. The total installation is a few hundred megabytes and it stays self contained in one folder. No worries, just wanted to say. arcadez, for example, doesn't even use retroarch at all; to each their own.
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@carlhungus74 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
But it's not. The OST samples are working. There is a warning message, but no problem with that.
No big deal. Sorry again for my mistake.No problem especially because this is still a bug in my new code. Do you mind opening a GitHub issue about it so that I can make as fix next time I'm coding?
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@markwkidd said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
No worries, just wanted to say.
Thanks. When I'm travelling I use my macbook air (2011) so actually I could install RA 64 bit for OsX + lr-mame2003 plus.
At home I typically work on Retropie on my Pi3 B+, using my i7 win desktop for image editing. -
well 64 bit was broke i had to fix the code up to stop the crashing but ill hook you up if your ok with compiling it my good man
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@grant2258 Very kind of you but don't worry, thanks.
X-mas holidays coming so I can use both my win desktop and my Pi.
Here's the plan:
Goal 1: understand the .ART artwork positioning system and make the backdrops display correctly.
Goal 2: find, adapt & implement Hi res artwork for those games that use backdrops.
Goal 3: try to find out best artwork setup in terms of performance. E.g. as it seems not only backdrops are now implemented but the whole 'old" mame artwork system, is it better to use it just for backdrops while using RA overlays/bezels or should RA overlays be switched off and ALL artwork made inside Mame ? Of course RA overlays work with other cores too, Mame 'old' artwork would work only in lr-mame2003 plus.
Goal 4: Check if "LED"s are also supported by mame artwork in lr-mame2003 plus. E.g. Skydiver "backdrop" make use of LEDs emulating the actual leds of the cabinet. -
nah i fix the 64 bit issues already its done i dont like testing on the pie its easier on the pc. If you need the update let me know isint a problem. I did slip hires backdrops in the standard invaders file works fine as long as you make it a 3:4 aspect ratio the rotate it right after your done and save it. I think you made your backdrops 16:9 so thats why they swashed up like that. Anyhow all this can wait till after the xmas season! the led must work mark showed a artwork that used it earlier in the thread
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@grant2258 If it's no issue for you, yes please let me know how to compile 64bit for Mac.
Yes I made the backdrops 16:9; I wonder why it should not work as the .ART coordinates system doesn't seem to have any 4:3 limit. Still if 4:3 backdrop is a requirement I think there could be a workaround: make a 4:3 backdrop with 0,0 ,1,1 coords (means covers just the game area) and create everything else of the 1080p screen with RA overlays.
For Space Invaders it means the backdrop just have a portion of the moon while the rest of the moon and bezel are part of the RA overlay. In theory this should make it work. -
@UDb23 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
Goal 4: Check if "LED"s are also supported by mame artwork in lr-mame2003 plus. E.g. Skydiver "backdrop" make use of LEDs emulating the actual leds of the cabinet.
That would be super snazzy!
Still if 4:3 backdrop is a requirement I think there could be a workaround: make a 4:3 backdrop with 0,0 ,1,1 coords (means covers just the game area) and create everything else of the 1080p screen with RA overlays.
Wouldn't that workaround limit backdrops to a single resolution? I know it would be similar to overlays but backdrops are like restoring a piece of the game that has been missing from the cores. With LED support wouldn't that being the icing. Hopefully the scaling works then any monitor or TV, regardless of resolution, will be able to take advantage of them, up to max resolution you choose.
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well this artwork for space invaders has to be 3:4 not 4:3 here is the invaders.zip i made this is the standard sitv form my do with a replacment jpg.
https://github.com/libretro/mame2003-plus-libretro/files/2700212/invaders.zip
picture is here
https://github.com/libretro/mame2003-plus-libretro/issues/551
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I have a pretty strong feeling that whether it takes a year or however long there will be eventually full support for the modern name artwork format in retroarch. So in terms of investing energy over the long term I would say it's best to put everything in the frontend to that you can with the expectation that one day it will all move to the frontend and none of this will have to be in the core.
The code that changes the color on the Invaders is located in the overlay artwork code even though it doesn't take artwork. Therefore I had to turn on overlays to get the Invaders to change colors. So for now all artwork is online even though I'd rather not have it all š it's good to have the artwork fully active for the special case of Gorf too of course.
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WOAW you have comit that now it works fine :)
https://github.com/libretro/mame2003-plus-libretro/pull/557
Have you explain some where how to try this new feature ?
I also read you have begin to add some .art to Github, it's a good idea :)
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@UDb23 said in mame2003-plus: hundreds of new games, improved input, features, new bugs - now with runahead support:
X-mas holidays coming so I can use both my win desktop and my Pi.
What exactly keeps you from using both of them over the rest of the year? Just curious. š
Goal 1: understand the .ART artwork positioning system and make the backdrops display correctly.
ā¦
Goal 4: Check if "LED"s are also supported by mame artwork in lr-mame2003 plus. E.g. Skydiver "backdrop" make use of LEDs emulating the actual leds of the cabinet.Goal 5: Unintentionally impress the heck out of me by your energy and dedication to this cause.
(That also applies to @markwkidd and @grant2258.)
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