Mortal Kombat 2/3/UMK3 Audio
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@darkmenace yes the sound is not perfect in general but this was a fix for a large issue that occurred after ~10min of playtime.
As for the general crackle at times, that will have to be resolved separately, but not enough (IMO) for another community fund.
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@dankcushions so I won't need to update any roms or rebuild my set, just the emulator from source and that's it?! Sweet!
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It's the older DCS sound cores which cause the crackles in the sound this is gone by MAME84 and DCS was updated again come MAME85
but of course those versions lack the speedhacks however they can always be added back in to regain the performance boosts. -
The bug is re-introduced again in the latest lr-mame2003. Maybe someone can look at it.
For those who want to play now and without any issues, I've forked the Git project and created a branch named "mk3fix", which points to the revision, where the bug was actually fixed.
So you should open file RetroPie-Setup/scriptmodules/libretrocores/lr-mame2003.sh and replace
gitPullOrClone "$md_build" https://github.com/libretro/mame2003-libretro.git
with
gitPullOrClone "$md_build" https://github.com/genius8086/mame2003-libretro mk3fix
Then please build from source again.
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your code base is seven months old the code changed since then youll introduce heap overflows.
The most likely cause of this is the dcs speedhack change now works it didnt before. The setting done nothing before
test your current code with mame2003 src/vidhrdw/midtunit_vidhrdw.c
(note fast dma is off by default now it used to be (both the hack and fastdma where on by default) I was against changing this
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@grant2258 It is obvious that the code is outdated, I was trying to search the other forums to find out the commit e6bf01a531ec151ccec9f78dfaf87586574ee966 with fix. But the recent master has this "every 10 minutes cracking sounds" issue again. Maybe you can point to the commit, which we can use.
"dcs speedhack" - is it a core option which can be disabled?
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yes it a core option is but it wasnt hooked up right on mame2003 in your revision. Basically both where on by default.
try mame2003+ i never changed it there
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c3eaee3dc965f03b3b43d06b230ca7c99222ba08
abec426b21aa3ef06628402485078daa3c250e46are the commit changes your looking at for the mk change
fast dma and dcs hack used the old way was both where always on the new way fast_dma is off unless you the turn it on again this wasnt my choice like I said before. I personally think the fast_dma should be in a toggle switch as well instead of a pre-processor define
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you can see when the dcs hack is working and when its not shadows will go on and off in mk2. you see in your revision of code it does nothing
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had a quick look in all honest i havent been keeping up with mame2003 ive done a fix please test this when you have the time should fix any issues. The fix before worked but corrupted the heap for some games.
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I confirm this bug has returned. Was playing MK2 last night and it started crackling at the later point of the game when the overflow happens.
We had a fund to fix this, so I wonder what happened to the fix that we donated for?
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@GreenHawk84 is fixed compile from source retropiepie bins are old
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@grant2258 said in Mortal Kombat 2/3/UMK3 Audio:
@GreenHawk84 is fixed compile from source retropiepie bins are old
Will try later. Do you prefer Mame2003-Plus over Mame2003?
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in all honesty I use bigbox and mame current in my barcade but if I was using a pi for my barcade it would be plus i was using. I only really fix code on it when needed dont use the core per say
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Hmm, never heard of Bigbox/Launchbox. I heard of Hyperspin. I do want to do a beefier barcade that can play modern fighters like Tekken 7 etc. Was gonna use a full on motherboard and graphics card. Just need the funds and time!
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