MAME development: lr-mame2003 Updates
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Would love to see Ki support, for 2003
I have it working in lr-mame2014 and lr-mame on a x86 build
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updates!
5th September 2016
- Second stick support
For games like robotron that have a second stick to fire, you can now use the second analog stick to do this.
See https://github.com/RetroPie/RetroPie-Setup/wiki/lr-mame2003#dual-stick-games
2nd September 2016
- pointer support
not a huge lot of use for most here, but i added support for trackpads/touchscreens, or any other absolute pointer device. it might work with the PS4 controller's touchpad, actually!
see https://github.com/RetroPie/RetroPie-Setup/wiki/lr-mame2003#pointertrackpadtouchscreen-support
1st September 2016
- core input remapping added
see https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping
(although, i still favour https://github.com/RetroPie/RetroPie-Setup/wiki/lr-mame2003#mame-menu)
- Second stick support
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Nice one - updated bins will be available in a few mins.
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@dankcushions Thanks for your excellent work !
I recently found out the Deep Scan rom (Invinco/Deep Scan) emulation lacks sound ; afaik not even current latest Mame version supports sound for this game.
It's an old simple but enjoyable arcade game based on, even older, Depth Charge.
I have no idea how complex it could actually be to implement sounds but it seems it is supposed to use the existing sound samples of Depth Charge.
Is this something that could be fixed by a specific lr-mame2003 update ? -
@UDb23 said in MAME development: lr-mame2003 Updates:
Deep Scan
download http://samples.mameworld.info/wav/invinco.zip
put that zip file in
/home/pi/RetroPie/BIOS/mame2003/samples/
then it should work :)
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small update - Made better defaults for CPS1 Street Fighter II and variants.
now it has the correct SNES street fighter 2 button layouts for CPS1 games :)
anyone know any other games where the controls are messed up by default? i don't want to do EVERY GAME but for certain games/hardware it's pretty easy to fix a bunch at once.
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@dankcushions said in MAME development: lr-mame2003 Updates:
anyone know any other games where the controls are messed up by default?
This is a fantastic update. Every new addition here is a very big deal in it's own right and the core input remapping particularly blew my mind. The right joystick solution is ingenious, but it raises and almost answers a few questions for me at the same time. I take it that the analog sticks from the virtualized 'RetroPad' are incapable of passing the actual analog information from the physical controller to Mame2003? After looking at your addition, I realized that even when the device type is set to 'RetroPad w/ Analog' it also doesn't pass the left stick input, leaving only a solution similar to what you've done here where the Dpad is mapped to it. Is this just a limitation of RetroArch and what potential benefit comes from setting 'RetroPad w/ Analog' in the first place?
In regard to controls that are potentially messed up, I imagine that any game with tank controls that also have action buttons will be affected by the right stick being mapped to a,b,x,y. I tested 'Cloak and Dagger' late last night and found this to be the case. It could be that this is the only game affected, as tank control games usually don't have extra buttons. I just remapped the action button to the 'r' button and it played very well.
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@mediamogul said in MAME development: lr-mame2003 Updates:
The right joystick solution is ingenious, but it raises and almost answers a few questions for me at the same time. I take it that the analog sticks from the virtualized 'RetroPad' are incapable of passing the actual analog information from the physical controller to Mame2003?
they can! but only a few arcade games actually utilise left stick analog controls. eg, afterburner, lightgun games, centipede, etc. basically anything that would have some sort of analogue control should pick up your left analogue stick. this was added in july.
After looking at your addition, I realized that even when the device type is set to 'RetroPad w/ Analog' it also doesn't pass the left stick input, leaving only a solution similar to what you've done here where the Dpad is mapped to it. Is this just a limitation of RetroArch and what potential benefit comes from setting 'RetroPad w/ Analog' in the first place?
see above. for me with my dual shock 4 it will pass the left stick analog stick input to games that support it (actually regardless of whether 'RetroPad w/ Analog' or 'RetroPad' is set, weirdly). HOWEVER, if you turn on the analog to DPAD option on, it will instead convert that to a digital signal (duplicating your dpad).
In regard to controls that are potentially messed up, I imagine that any game with tank controls that also have action buttons will be affected by the right stick being mapped to a,b,x,y. I tested 'Cloak and Dagger' late last night and found this to be the case. It could be that this is the only game affected, as tank control games usually don't have extra buttons. I just remapped the action button to the 'r' button and it played very well.
i'll have to try this. all tank control games should now be mapped correctly as i corrected the retropad mappings (now X = up, Y = left, A = right, B = down). previously it was all messed up. you should delete any .cfgs (retroarch or MAME) if you remapped it before the fix, though.
all the right-stick-to-buttons thing does it make the right stick do something when it previously did nothing.
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@dankcushions said in MAME development: lr-mame2003 Updates:
they can! but only a few arcade games actually utilise left stick analog controls.
Very cool. I'll have to reconfigure my preferences a bit to take advantage of that.
all tank control games should now be mapped correctly as i corrected the retropad mappings (now X = up, Y = left, A = right, B = down).
I have cleared my previous mappings and the new controls indeed work very well, it's just that since the 'down' direction and the primary action button are now both mapped to the 'b' button by default, AgentX continuously launches a bomb whenever the down direction is pressed. Again, it only took a moment for me to remap, so it's no big deal, but I thought I'd bring it to your attention.
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@dankcushions said in MAME development: lr-mame2003 Updates:
only a few arcade games actually utilise left stick analog controls. eg, afterburner, lightgun games, centipede, etc. basically anything that would have some sort of analogue control should pick up your left analogue stick. this was added in july.
I am curious about the use of analogue sticks with games that had a 49-way stick. Games like Sinistar and Food Fight both had 49-way sticks, yet, even an 8-way seems clunky to me. It's very difficult to control the ship in Sinistar, and I always wondered if using an analog stick would be better--not that I have one, but maybe for my next build. Thoughts?
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@dankcushions said in MAME development: lr-mame2003 Updates:
Unfortunately I already had samples installed. I double checked and it's the same zip you suggested.
Invinco / Deep Scan was a dual game so the ROM is two different games in one:
Invinco - invaders like game (sound with samples works) and Deep scan - no sound at all. -
@UDb23 said in MAME development: lr-mame2003 Updates:
@dankcushions said in MAME development: lr-mame2003 Updates:
Unfortunately I already had samples installed. I double checked and it's the same zip you suggested.
Invinco / Deep Scan was a dual game so the ROM is two different games in one:
Invinco - invaders like game (sound with samples works) and Deep scan - no sound at all.Thanks Dank for the new updates, great work! :)
Great call on Depth Charge UDb I was just playing it a few weeks ago. I wish the overlays worked as the blue hue (plexi-glass I think?) is nice but none of the early versions of MAME code support that game overlay.
I don't think sound samples are working but Dank might have snuck an update in there somewhere. There's a reference in this thread about sound samples. Donkey Kong is a must for working sound samples.
https://retropie.org.uk/forum/topic/2588/keyboard-tab-key-not-working-in-mame-retroepie/26
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ok thanks all for all the testing and ideas!
@mediamogul said in MAME development: lr-mame2003 Updates:
I have cleared my previous mappings and the new controls indeed work very well, it's just that since the 'down' direction and the primary action button are now both mapped to the 'b' button by default, AgentX continuously launches a bomb whenever the down direction is pressed. Again, it only took a moment for me to remap, so it's no big deal, but I thought I'd bring it to your attention.
ahh i see! thanks :) i have put a fix in that binds this to button5 (i think this is L2, will confirm) - will update when this is accepted.
@caver01 said in MAME development: lr-mame2003 Updates:
I am curious about the use of analogue sticks with games that had a 49-way stick. Games like Sinistar and Food Fight both had 49-way sticks, yet, even an 8-way seems clunky to me. It's very difficult to control the ship in Sinistar, and I always wondered if using an analog stick would be better--not that I have one, but maybe for my next build. Thoughts?
i just tested sinistar and it works properly with the analog stick :) i remember playing a clone on the BBC micro that had 4 (at most 8) way control, so this is cool! i still suck, though. didn't get how you find the gems :( but yeah, i think an analog stick would be cool in a cab but i guess there's not too many games that use it (at least, on mame2003). i guess you could put a few driving games on from the 32-bit console era!
@UDb23 said in MAME development: lr-mame2003 Updates:
@dankcushions said in MAME development: lr-mame2003 Updates:
Unfortunately I already had samples installed. I double checked and it's the same zip you suggested.
Invinco / Deep Scan was a dual game so the ROM is two different games in one:
Invinco - invaders like game (sound with samples works) and Deep scan - no sound at all.fixed! there's not many fixes i can do to the original mame code but this seemed to be a bug in this version where it was looking for a sample pack that doesn't exist! i changed it to the invinco sample pack and now it correctly retrieves that one (it seems to re-use samples from invinco which i hope is right? can you confirm?). anyway, i will update when the fix is live :)
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@dankcushions Thanks for trying to fix Deep Scan sound.
This game is basically an enhanced version of Depth Charge (it adds color and the "radar" at the bottom). Therefore sounds are supposed to be the same as Depth Charge.
Invinco sounds are not related to Deep Scan.
Depth Charge does use an external sample file; maybe you can modify the code to look for these samples. -
@Riverstorm I too was looking at recreating the blue hue for Depth Charge. As Libretro overlays are supported I will try with a full screen dark blu overlay with a low opacity settings and see how it works. Will let you know.
Also I'm making/adapting some bezels for the new correct core aspect ratio fixed by Dank in lr-mame2003. Idea is to have maximum gaming area with integer scale factor in 1080p and bezel covering remaining black areas. -
@UDb23 said in MAME development: lr-mame2003 Updates:
@dankcushions Thanks for trying to fix Deep Scan sound.
This game is basically an enhanced version of Depth Charge (it adds color and the "radar" at the bottom). Therefore sounds are supposed to be the same as Depth Charge.
Invinco sounds are not related to Deep Scan.
Depth Charge does use an external sample file; maybe you can modify the code to look for these samples.i'm having a play with the code and nothing seems to be working. i think this is just not supported in this version of mame i'm afraid :( advmame or mame2010 may work properly
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@dankcushions thanks a lot anyway. Efforts really appreciated.
As far as I know even current mame version does not support sounds for Deep Scan.
Either nobody cares or it is difficult to implement (as you just confirmed). -
@UDb23 said in MAME development: lr-mame2003 Updates:
@Riverstorm I too was looking at recreating the blue hue for Depth Charge. As Libretro overlays are supported I will try with a full screen dark blu overlay with a low opacity settings and see how it works. Will let you know.
Also I'm making/adapting some bezels for the new correct core aspect ratio fixed by Dank in lr-mame2003. Idea is to have maximum gaming area with integer scale factor in 1080p and bezel covering remaining black areas.Deep Scan looks great I guess that one slipped under my radar! It's nice to discover new gems. :)
That would be great filling in the black areas. I like the looks of the Depth Charge bezel on Mr. Do's Arcade but I think it would take up to much of the actual game areas as most of the bezel is top/bottom coverage (combined marquee with the control panel it looks like) but it's a nice bezel none the less.
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@UDb23 said in MAME development: lr-mame2003 Updates:
I'll check if Depth Charge uses a specific external sample zip file (that could be reused for Deep Scan) and let you know.
The current samples use depthch.zip:
longex.wav shortex.wav sonar.wav sonarena.wav spray.wav
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In case you didn't know sound samples for Depth Charge (depthch.zip) do work in both advmame & lr-mame2003. I saw a few references to Deep Scan (invds.zip) using invinco sound samples but also found this. The information is a bit contradictory.
MAMEInfo wrote: Samples required (Invinco) TODO: * Add sound/samples for Deep Scan (Depthcharge samples)
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