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SmitdoggAdministrator
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MAME .145u7
#283526 - 04/22/12 04:44 PM


http://mamedev.org/

0.145u7
-------


MAMETesters Bugs Fixed
----------------------
- 00485: [Sound] gotcha: The woman's voice gets cut off. (hap)
- 04764: [Documentation] sfight2 and clones.: The correct description
is "Street Fighter II".
- 04761: [Crash/Freeze] waveshrk: Crash after OK (Aaron Giles)
- 04760: [Crash/Freeze] cobram3: Crash after OK (Aaron Giles)
- 04758: [Crash/Freeze] gal3: Crash after OK (Aaron Giles)
- 04757: [Crash/Freeze] majorpkr: Crash after OK (Aaron Giles)
- 04756: [Crash/Freeze] littlerb: Crash before OK (Aaron Giles)
- 04754: [Crash/Freeze] All sets in qdrmfgp.c: Crash after OK (Aaron
Giles)
- 04752: [Crash/Freeze] All sets in atarigt.c, atarigx2.c: Crash after
OK (Aaron Giles)
- 04751: [Crash/Freeze] All sets in darkhors.c: Crash after OK (Aaron Giles)
- 04750: [Crash/Freeze] btoads: Crash after OK (Aaron Giles)
- 04749: [Crash/Freeze] grndtour: Crash after OK (Aaron Giles)
- 04748: [Crash/Freeze] ninjakun: Crash after OK (Aaron Giles)
- 04747: [Crash/Freeze] All sets in psikyo.c: Crash after OK (Aaron Giles)
- 04746: [Crash/Freeze] All sets in midzeus.c, seattle.c, vegas.c:
Crash before OK (Aaron Giles)

Source Changes
--------------
m68k improvements: [Hans Ostermeyer]
* Fixed BFINS, BFEXTU, and BFEXTS to fetch 8-bit quantities as 8 bits
(corrects Domain/OS 10.3.5 crash on page boundry)
* Added SoftFloat log functions and m68k FLOGNP1, FLOGN, FLOG2, and
FLOG10 instructions

kinstb, ffight2b, iron, denseib, sblast2b (snesb.c) [stephh] :
* Fixed Dip Switches and Coin Inputs (after verification of the 5A22
code)

PGM, Scorpion 4/5 and Astra Fruit Machine [David Haywood]
* Slightly reworked some previous PGM submissions.
* Reorganized many bfm_sc4/sc5 sound roms.
* Added some notes, code and alternate revisions to astrafr.c.

nbmj8891.c: Fixed font graphics in hanamomo. [Takahiro Nogi]

uPD1990AC: Only latch CSx bits when STB is high. [R. Belmont]

proconn.c [David Haywood]
* Added the basic device definitions for this driver with some NULL
callbacks for now, setting the framework for more progress later.

globalfr.c VFD improvement to allow for better debugging as well as
some rom splitting of clones for the driver. Also did some stepper
motor work to support more types. [James Wallace]

ecoinf3.c [David Haywood]
* Added some 8255s (maybe too many, not sure how many the PCBs have)
and identified where it writes the 'VFD' strings.

silvmil.c: Added known dipswitches & locations. Derived clock speeds
from actual OSCs located on the PCB. [Brian Troha]

Revamped the sprite decryption of raiden2-like Seibu boards.
[Andreas Naive]
* Added support for Zero Team.
* Code refactored to clarify the algorithm.

Improvements to Jaleco's "Stepping Stage Special" [Luca Elia]
* fixed memory maps, rom loading, added inputs
* Hooked up sprites, hacked in the text layer
* Can be made to boot using the debugger

icecold.c [Sandro Ronco]
* This game has mechanical parts so it's not exactly playable, but it
is possible try it until the end giving the expected inputs.
* Imported the i8279 device from MESS and updated to support sensor
mode and mask nibble.
* Made a simple layout and the defined input ports.

Improved the serial emulation in 68307 and added some logging,
removing the hack in bfm_sc4.c [David Haywood]

Meyco driver improvements: [Roberto Fresca]
* Reworked Inputs for all games.
* Added button-lamps support.
* Created internal control layout for all games.
* Added mech counters support.
* Promoted all games to working state.
* Renamed the mdrawpkra ROMs based on PCB picture.
* Renamed the driver to meyc8080.c
* Added technical and game notes.

preliminary Imagetek I5000 sound emulation. [hap]

Started giving Scorpion games their own reel / key configs, which is
needed for most of them to pass their post / not hang on 'reel errors'
or infinitely spinning reels. Also more work on 68307's.
[David Haywood]

Converted turbo.c to use i8279 device [Sandro Ronco]

Added some better command handling to stop SC4 games from overwriting
their attract mode messages with garbage. [James Wallace]

Preliminary work on Scorpion 4 lamps + more set resorting
[David Haywood]

Discovered similarities in gotcha.c to Data East Bootleg sprites, also
happening to be the closest implementation to Silver Millennium in the
sources. Refactored each based on this information. [David Haywood]

Refactored a few things related to reels and use of layouts allowing
for more function with less work [David Haywood]

CPS-3 update [Team CPS-1]:
* Fixed CD Catalog # for jojoba 990927 and properly renamed the chd
* Realigned the games table

amaticmg.c: figured out encryption [Andreas Naive]

paradise.c: Corrected Difficulty DSW for Penky and added notes about
alternate DSW settings as found in scanned Pins & Dip manual.
[Brian Troha]

gumbo.c: Added dipswitch locations to all sets in the driver.
[Brian Troha]

sliver.c: Filled in / Corrected all dipswitches for Sliver and added
dipswitch locations [Brian Troha]

sangho.c: Filled in some dipswitches for Sexy Boom & Puzzle Star and
added dipswitch locations. [Brian Troha]

pokechmp.c: Correct dipswitches as per manual and add dipswitch
locations. [Brian Troha]

sangho.c: Sexy Boom's difficulty DSW setting corrected and verified.
[stephh]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Silver Millennium [Bonky0013, David Haywood]
Draw Poker - Joker's Wild (Standard) [hap, Roberto Fresca]
Draw Poker - Joker's Wild (02-11) [hap, Roberto Fresca]


New clones added
----------------
Zeke's Peak [Sandro Ronco]
Hot Mind (Fit of Fighting Hardware) [f20v] (NOT WORKING)


New games marked as GAME_NOT_WORKING
------------------------------------
Knights of Valour: Aoshi Sanguo / Sangoku Senki: Aoshi Sanguo (ver.
202CN, bootleg)
Ninja Assault [Guru, Deunan Knute]
Golden Arrow [hap, Kevin Mullins]
Star Trek: Voyager [R. Belmont, Mr. CAST, Smitdogg, The Dumping Union]



jonwil
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Re: MAME .145u7 new [Re: Smitdogg]
#283536 - 04/22/12 06:22 PM


Can someone tell me about the protection on Raiden II? Is there is some sort of MCU running the protection or is it all done through silicon in one of the custom Seibu chips?



Cyberzinho Punk
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Re: MAME .145u7 new [Re: Smitdogg]
#283541 - 04/22/12 07:17 PM


Thanks, guys!!!!




Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware



Master O
Yes, Even Parodius Music
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Re: MAME .145u7 new [Re: jonwil]
#283542 - 04/22/12 07:38 PM


> Can someone tell me about the protection on Raiden II? Is there is some sort of MCU
> running the protection or is it all done through silicon in one of the custom Seibu
> chips?

And sure enough ... another question about Raiden II.



"Note to Noobs:

We are glad to help you but simply posting that something does not work is not going to lead to you getting help. The more information you can supply defining your problem, the less likely it will be that you will get smart-alec replies.

C.D.~"



B2K24
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Re: MAME .145u7 new [Re: Smitdogg]
#283545 - 04/22/12 08:01 PM Attachment: MAME_0.145u7b_64-bit.7z 14630 KB (189 downloads)


X64 attached



B2K24
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Re: MAME .145u7 new [Re: Smitdogg]
#283546 - 04/22/12 08:05 PM Attachment: MAME_0.145u7b_32-bit.7z 13434 KB (137 downloads)


X86 attached



B2K24
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Re: MAME .145u7 *DELETED* new [Re: Smitdogg]
#283550 - 04/22/12 08:23 PM


Post deleted by B2K24

Edited by B2K24 (04/22/12 10:19 PM)



R. Belmont
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Re: MAME .145u7 new [Re: Master O]
#283567 - 04/22/12 11:41 PM


> > Can someone tell me about the protection on Raiden II? Is there is some sort of MCU
> > running the protection or is it all done through silicon in one of the custom Seibu
> > chips?
>
> And sure enough ... another question about Raiden II.

Yeah.

The protection in Seibu games of that era is simple: there's a big custom ASIC that could be called a "game accelerator" - it performs a whole bunch of functions to offload processing from the CPU. "Solving" the protection consists of figuring out what those functions are and performing them in a reasonably close way to how the hardware does it. Because it's hard-wired logic in an ASIC, decapping is useless - you have only the inputs from the game program and the reaction of the game program to whatever output you generate to work things out.



CTOJAH
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Re: MAME .145u7 new [Re: R. Belmont]
#283572 - 04/23/12 12:18 AM


> The protection in Seibu games of that era is simple: there's a big custom ASIC that
> could be called a "game accelerator" - it performs a whole bunch of functions to
> offload processing from the CPU. "Solving" the protection consists of figuring out
> what those functions are and performing them in a reasonably close way to how the
> hardware does it. Because it's hard-wired logic in an ASIC, decapping is useless -
> you have only the inputs from the game program and the reaction of the game program
> to whatever output you generate to work things out.

This could be an easy job :
Why not to try feeding the game program with expected data, instead of emulating that custom ASIC ?!
So, I think that for now (until proper emulation is done) this "hack" should do the job. Of course, expected data will be gained from reading the inputs of game program (I assume this should be done on a real hardware/arcade machine) in a few situations in game as follows :
- when nothing is touched
- when is pressed 1p start button
- when is pressed 1p fire button
- when is pressed 1p bomb button
- when the 1p lever is in left position
- when the 1p lever is in right position
...
Just my two cents...



redk9258
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Re: MAME .145u7 new [Re: B2K24]
#283589 - 04/23/12 02:14 AM


> damn double post. Ignore please or mods delete it

You can delete your own posts. :-)



R. Belmont
Cuckoo for IGAvania
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Re: MAME .145u7 new [Re: CTOJAH]
#283591 - 04/23/12 02:14 AM


> This could be an easy job :
> Why not to try feeding the game program with expected data, instead of emulating that
> custom ASIC ?!

Shit, that's perfect, got it fully playable now with that suggestion. Look for it next version.

No, not really. Thanks for playing though.



B2K24
MAME @ 15 kHz Sony Trinitron CRT user
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Posts: 2663
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Re: MAME .145u7 new [Re: CTOJAH]
#283593 - 04/23/12 02:36 AM


Gee, scooter, if it was that easy, don't you think someone already would have done it?



CTOJAH
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Re: MAME .145u7 new [Re: R. Belmont]
#283595 - 04/23/12 03:36 AM


@R. Belmont & @B2K24
Sometimes we can't see the forest for the trees.



R. Belmont
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Re: MAME .145u7 new [Re: CTOJAH]
#283596 - 04/23/12 03:46 AM


> @R. Belmont & @B2K24
> Sometimes we can't see the forest for the trees.

For reference, the "inputs" to the protection are *not* the user inputs, they are various parameters generated by the game engine that vary each frame by gameplay. So simply recording the outputs in those simple situations is useless unless you can exactly copy the person playing on the PCB being recorded for each frame ;-)



Bad A Billy
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Re: MAME .145u7 -hate to start this again new [Re: Smitdogg]
#283604 - 04/23/12 04:07 AM


Been compiling my own for a long time now. I didn't have any problems like some others had recently. Did u6 just fine. Had some time to try a few changes...no go on the re-compile. Tried a few more times, now even more problems. Files & directories not there (libdasm etc...) Ok I'll wait until u7 then try. Obviously no go. Downloaded source & diffs & everything else from devpage. Wipe out all the old and in with the new. 1st source then all diffs, nope.
2nd source by itself, nope. 3rd source and u1 and so on and still nothing. Tried to do a make all to get new chdman so I could change voyager from v3 to v5(possible right?) to get it all done at once. No on that too. I d/l others builds & files to CMP what I could.

Any ideas on what I am doing wrong? Something obvious?

Thanks
Later...



Pessimist: Oh, this can't get any worse!
Optimist: Yes, it can!



SmitdoggAdministrator
Reged: 09/18/03
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Re: MAME .145u7 -hate to start this again new [Re: Bad A Billy]
#283607 - 04/23/12 04:14 AM


I would say delete/update your compile tools with what's on mamedev.org then download the source from:

http://git.redump.net/mame/snapshot/mame-master.zip

I think old chds like that might have to get updated 1 version at a time so 2 runs. I would wait for .146 maybe as well for the 4->5 run.



Sune
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Get a Mac.. new [Re: Bad A Billy]
#283617 - 04/23/12 05:15 AM


> Been compiling my own for a long time now. I didn't have any problems like some
> others had recently. Did u6 just fine. Had some time to try a few changes...no go on
> the re-compile. Tried a few more times, now even more problems. Files & directories
> not there (libdasm etc...) Ok I'll wait until u7 then try. Obviously no go.
> Downloaded source & diffs & everything else from devpage. Wipe out all the old and in
> with the new. 1st source then all diffs, nope.
> 2nd source by itself, nope. 3rd source and u1 and so on and still nothing. Tried to
> do a make all to get new chdman so I could change voyager from v3 to v5(possible
> right?) to get it all done at once. No on that too. I d/l others builds & files to
> CMP what I could.

...download and install Xcode, SDL framework, grab the 'endings' script, MAME source + diffs, fire up Terminal, CD to source directory, run 'endings', patch, then type make all.

It's almost too easy. Sorry about the trolling. That's my smug trolling quota done for today.

S



B2K24
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Re: MAME .145u7 -hate to start this again new [Re: Smitdogg]
#283623 - 04/23/12 06:47 AM


> I would say delete/update your compile tools with what's on mamedev.org then download
> the source from:
>
> http://git.redump.net/mame/snapshot/mame-master.zip

I would have to recommend to download the source from mamedev.org (mame0145s) and not use the mame-master.zip because by the time he comes back to read the post many commits could have taken place and it would not be at a "factory" u7.

Redownload the source, mingw-mame-w32 or w64, and all 7 diffs again. I would even go as far as using a different drive for mingw and mamesrc then you should have absolutely 0 problems compiling.



SmitdoggAdministrator
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Re: MAME .145u7 -hate to start this again new [Re: B2K24]
#283624 - 04/23/12 06:56 AM


I don't see why anyone would be concerned with having a factory build unless you are a regular poster at MT. In the case of downloading it now it will be u7 + bug fixes.



etabeta
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Re: MAME .145u7 -hate to start this again new [Re: Smitdogg]
#283636 - 04/23/12 11:39 AM


> I don't see why anyone would be concerned with having a factory build unless you are
> a regular poster at MT. In the case of downloading it now it will be u7 + bug fixes.

you see, this is exactly the reason why there is no official GIT. if you download anything not from mamedev.org there is absolutely no guarantee that it compiles, while 0.145 + all patches compiles just fine

can you see now why most users should just ignore the GIT repository if not to read what is going on or to test specific changes?

EDIT: and I'm not suggesting that we should close current GIT mirror (I'm quite happy that development can be followed by a larger user-base), only saying that if you take the code from there you have the same rights any dev has: almost none
hence, no official support, unless patching the official source gives the same result



SmitdoggAdministrator
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Re: MAME .145u7 -hate to start this again new [Re: etabeta]
#283644 - 04/23/12 04:41 PM


> > I don't see why anyone would be concerned with having a factory build unless you
> are
> > a regular poster at MT. In the case of downloading it now it will be u7 + bug
> fixes.
>
> you see, this is exactly the reason why there is no official GIT. if you download
> anything not from mamedev.org there is absolutely no guarantee that it compiles,
> while 0.145 + all patches compiles just fine

Hope it doesn't sound bad but there is never that guarantee with any version.

> can you see now why most users should just ignore the GIT repository if not to read
> what is going on or to test specific changes?

I think that has more do do with the fact that most people don't compile or don't like doing it often.

> EDIT: and I'm not suggesting that we should close current GIT mirror (I'm quite happy
> that development can be followed by a larger user-base), only saying that if you take
> the code from there you have the same rights any dev has: almost none
> hence, no official support, unless patching the official source gives the same result

I don't see the big deal. If you want to post a bug report you have to test in a factory build which you can grab from the release threads here and retest. It always compiles. Actually once it didn't for me and then I saw a thread about it in the mess shoutbox about people making a fix for it. It was far from the end of days that people sometimes make it out to be whenever the git link is brought up.



etabeta
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Re: MAME .145u7 -hate to start this again new [Re: Smitdogg]
#283645 - 04/23/12 04:47 PM


> > > I don't see why anyone would be concerned with having a factory build unless you
> > are
> > > a regular poster at MT. In the case of downloading it now it will be u7 + bug
> > fixes.
> >
> > you see, this is exactly the reason why there is no official GIT. if you download
> > anything not from mamedev.org there is absolutely no guarantee that it compiles,
> > while 0.145 + all patches compiles just fine
>
> Hope it doesn't sound bad but there is never that guarantee with any version.

I know what you mean, but literally you are wrong.
prior to intermediate releases the source is tested to compile fine. specific revisions downloaded from GIT might fail to.

this is the difference



SmitdoggAdministrator
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Re: MAME .145u7 -hate to start this again new [Re: etabeta]
#283646 - 04/23/12 04:49 PM Attachment: austin_powers_blackjack_scene.jpg 18 KB (2 downloads)


I like to live dangerously.

[ATTACHED IMAGE]

Attachment



etabeta
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LOL *nt* new [Re: Smitdogg]
#283648 - 04/23/12 04:59 PM





Kale
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Re: MAME .145u7 new [Re: R. Belmont]
#283670 - 04/23/12 06:40 PM


> > @R. Belmont & @B2K24
> > Sometimes we can't see the forest for the trees.
>
> For reference, the "inputs" to the protection are *not* the user inputs, they are
> various parameters generated by the game engine that vary each frame by gameplay. So
> simply recording the outputs in those simple situations is useless unless you can
> exactly copy the person playing on the PCB being recorded for each frame ;-)

Basically, current real blocker is the hit-box collision routine. It needs a trojan to test that out but I've never got around to it (not even downloaded a m68k ASM tool ... don't even know what are the good ones as well).



RdW
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like Media Access Control? (nt) new [Re: Sune]
#283673 - 04/23/12 07:33 PM


> > Been compiling my own for a long time now. I didn't have any problems like some
> > others had recently. Did u6 just fine. Had some time to try a few changes...no go
> on
> > the re-compile. Tried a few more times, now even more problems. Files & directories
> > not there (libdasm etc...) Ok I'll wait until u7 then try. Obviously no go.
> > Downloaded source & diffs & everything else from devpage. Wipe out all the old and
> in
> > with the new. 1st source then all diffs, nope.
> > 2nd source by itself, nope. 3rd source and u1 and so on and still nothing. Tried to
> > do a make all to get new chdman so I could change voyager from v3 to v5(possible
> > right?) to get it all done at once. No on that too. I d/l others builds & files to
> > CMP what I could.
>
> ...download and install Xcode, SDL framework, grab the 'endings' script, MAME source
> + diffs, fire up Terminal, CD to source directory, run 'endings', patch, then type
> make all.
>
> It's almost too easy. Sorry about the trolling. That's my smug trolling quota done
> for today.
>
> S



Lewis King
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Re: LOL -__- new [Re: Smitdogg]
#283689 - 04/23/12 10:39 PM





kevenz
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Posts: 222
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Re: MAME .145u7 new [Re: Smitdogg]
#283738 - 04/24/12 04:55 PM


Zero Team almost work.... yay!.... too bad it crashes the emulator after 30 seconds



CTOJAH
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Re: MAME .145u7 new [Re: Kale]
#283774 - 04/24/12 11:18 PM


> Basically, current real blocker is the hit-box collision routine. It needs a trojan
> to test that out but I've never got around to it (not even downloaded a m68k ASM tool
> ... don't even know what are the good ones as well).

I am unpleasantly surprised that no one replied to You,(at least in public) considering how popular is interest about Raiden 2/DX emulation ?!



B2K24
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Re: MAME .145u7 new [Re: CTOJAH]
#283781 - 04/25/12 02:51 AM


> I am unpleasantly surprised that no one replied to You,(at least in public)
> considering how popular is interest about Raiden 2/DX emulation ?!

Perhaps they are happy and busy playing the other 10K games that are possible to run



OldSchoolGamer
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Re: MAME .145u7 new [Re: B2K24]
#283787 - 04/25/12 04:24 AM


B2K... are you the unofficial, official commandline MAME "u" compiler?

And how come you didn't post the attachment MAME 0.145u7a? Is it because the time you got around to compiling, the b fix was already posted/updated?

Also, how come, in your MAME 0.145u7b compiled build, you included all those extra .exe files that normally aren't included in the official MAME binary download from mamedev.org? There are about 11 extra .exe files that are in your download:

chdman
jedutil
ldresample
ldverify
ledutil
regrep
romcmp
split
src2html
srcclean
unidasm

Why did you include all those extra .exe files? And what are their purpose? I'm assuming those files have to do with compiling and source code. But why would you include them in your already compiled build download?






RobbbertModerator
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#283788 - 04/25/12 04:51 AM




> B2K... are you the unofficial, official commandline MAME "u" compiler?
>
Yes he is

> And how come you didn't post the attachment MAME 0.145u7a? Is it because the time you
> got around to compiling, the b fix was already posted/updated?
>
b stands for binary (as in executable file) - not a 2nd version

> Also, how come, in your MAME 0.145u7b compiled build, you included all those .exe
> files that normally aren't included in the official MAME binary download from
> mamedev.org? There are about 11 extra .exe files that are in your download:
>
> chdman
> jedutil
> ldresample
> ldverify
> ledutil
> regrep
> romcmp
> split
> src2html
> srcclean
> unidasm
>
> Why did you include all those extra .exe files? And what are their purpose? I'm
> assuming those files have to do with compiling and source code. But why would you
> include them in your already compiled build download?

They are tools that can be used for things, but you can just delete them if you need the space. I'll leave it to someone else to explain what they do.



TafoidAdministrator
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#283789 - 04/25/12 04:51 AM


> B2K... are you the unofficial, official commandline MAME "u" compiler?
>
> And how come you didn't post the attachment MAME 0.145u7a? Is it because the time you
> got around to compiling, the b fix was already posted/updated?

The B universally signifies BINARY.

> Also, how come, in your MAME 0.145u7b compiled build, you included all those .exe
> files that normally aren't included with the official MAME download from MAME's
> official website? There are about 11 extra .exe files that are in your download:
(snip)

They are tools related to MAME. Some are developer related, some for the users to help manage images. They are always included in original binaries from MAMEDEV.org. If they are somehow not in the official packages, it sometimes happens. They are intended to be in all binary packages.



Sune
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Thanks_nt new [Re: B2K24]
#283792 - 04/25/12 05:08 AM


> X64 attached

s



OldSchoolGamer
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Re: MAME .145u7 new [Re: Tafoid]
#283793 - 04/25/12 05:21 AM



Quote:


They are always included in original binaries from MAMEDEV.org. If they are somehow not in the official packages, it sometimes happens. They are intended to be in all binary packages.



Ah right, I was looking at my MAMEUI directory instead of MAME. Then what I should have asked is, how come all those .exe files are not included in the MAMEUI download?

I was curious about those eleven .exe tools, but only one of them is listed with a description in the MAME FAQ Tools section: http://mamedev.org/devwiki/index.php/FAQ:Tools
The rest are missing or have no description.






RobbbertModerator
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#283798 - 04/25/12 06:03 AM


> They are always included in original binaries from MAMEDEV.org. If they are somehow
> not in the official packages, it sometimes happens. They are intended to be in all
> binary packages.
> Ah right, I was looking at my MAMEUI directory instead of MAME. Then what I should
> have asked is, how come all those .exe files are not included in the MAMEUI download?
>
Because if you want them, you get the MAME download.
>
> I was curious about those eleven .exe tools, but only one of them is listed with a
> description in the MAME FAQ Tools section:
> http://mamedev.org/devwiki/index.php/FAQ:Tools
> The rest are missing or have no description.

I guess whoever looks after that page has no free time.



AWJ
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#283799 - 04/25/12 06:05 AM


> They are always included in original binaries from MAMEDEV.org. If they are somehow
> not in the official packages, it sometimes happens. They are intended to be in all
> binary packages.
> Ah right, I was looking at my MAMEUI directory instead of MAME. Then what I should
> have asked is, how come all those .exe files are not included in the MAMEUI download?

Most likely because you don't need any of the tools if you just want to play games. They're mainly useful (in one way or another) to MAME developers, ROM dumpers, or PCB repairers.



hammad
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Re: MAME .145u7 new [Re: CTOJAH]
#283825 - 04/25/12 04:17 PM


> > Basically, current real blocker is the hit-box collision routine. It needs a trojan
> > to test that out but I've never got around to it (not even downloaded a m68k ASM
> tool
> > ... don't even know what are the good ones as well).
>
> I am unpleasantly surprised that no one replied to You,(at least in public)
> considering how popular is interest about Raiden 2/DX emulation ?!

There is also interest about Zero team and Legionnaire emulation



Naoki
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#283827 - 04/25/12 04:36 PM


> chdman

Extracts, creates and manages CHD image files to sotr CD,DVD and HDD data.

> jedutil
> ldresample

This is for LaserDsic AVIs

> ldverify

Another LaserDisc tool

> ledutil

AFAIK this is an old utility to parse outputs from mame to the keyboard LEDS

> regrep
> romcmp

This compares rom images with the ones in mame.

> split

Splits rom dumps

> src2html

Covnerts the source code files into webpages

> srcclean
> unidasm

A disassembler for dev use.



----
On a quest for Digital 573 and Dancing Stage EuroMix 2

By gods I've found it!



Kale
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Re: MAME .145u7 new [Re: kevenz]
#283828 - 04/25/12 04:37 PM


> Zero Team almost work.... yay!.... too bad it crashes the emulator after 30 seconds

It was supposed to work better before (I'm sure I've "played" it when I've WIPed the driver), dunno what really broke in there ...



CTOJAH
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Re: MAME .145u7 new [Re: Kale]
#283830 - 04/25/12 04:54 PM


>... (I'm sure I've "played" it when I've WIPed the
> driver) ...

When was that ?



dlfrsilver
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Re: MAME .145u7 new [Re: Kale]
#283844 - 04/25/12 07:21 PM


> > Zero Team almost work.... yay!.... too bad it crashes the emulator after 30 seconds
>
>
> It was supposed to work better before (I'm sure I've "played" it when I've WIPed the
> driver), dunno what really broke in there ...

Hi angelo, from what i've seen from the latest "progress" on Zero Team, first of all thanks for the sprites decryption

Here is what i have noticed between mame and the real thing (my PCB) :

The characters faces when you choose the player(s) should not disappear (as a "black square" instead").

I guess it's related to priorities in the game.



Uploaded with ImageShack.us

I have done videos of me playing the game :

Check part 1 : http://www.youtube.com/watch?v=ZmPyKNHewME

It shows the first level, where the road is white in mame.

Also in the level 2 :



Uploaded with ImageShack.us

Also the video for level 2 :

http://www.youtube.com/watch?v=_IijZdmzETQ



Kale
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Re: MAME .145u7 new [Re: CTOJAH]
#283936 - 04/26/12 10:05 PM


> >... (I'm sure I've "played" it when I've WIPed the
> > driver) ...
>
> When was that ?

Well, OG did a modification to the Seibu COP routines and overlooked that ZT didn't like it for whatever reason (dunno why he did that in the first place).




CTOJAH
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Re: MAME .145u7 new [Re: Kale]
#283939 - 04/26/12 10:29 PM


Maybe Zero Team needs a separate (its own) driver ?!



Kale
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Re: MAME .145u7 new [Re: CTOJAH]
#283940 - 04/26/12 10:36 PM


> Maybe Zero Team needs a separate (its own) driver ?!

Nope, it's basically a ROM swap of Raiden 2.



kevenz
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Re: MAME .145u7 new [Re: Kale]
#284047 - 04/27/12 07:21 PM


hopefully it will be fixed for the next u release....!



OldSchoolGamer
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Re: MAME .145u7 new [Re: Smitdogg]
#284080 - 04/28/12 02:44 AM


If a genie came out of a bottle, and told you that you get one guess as to when Raiden II will be working in MAME, and if you guess correctly, then you will receive a hundred bucks. What would your guess be? You don't have to guess the exact date, just a time frame like "In 3 Weeks" or "In 5 Months" or "In 1 Year", etc... you get the picture.

And you'd be foolish to say you don't know because even if you have absolutely no clue, then you still might as well guess and take a shot to win a hundred bucks.

Alot of people have said how Raiden II is so great and their favorite shmup. I've never played it, but I've watched YouTube videos of it. I don't see how this Raiden is so special and different than other Raidens. But, like I said, I've never played it so I wouldn't know.






CTOJAH
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#284085 - 04/28/12 03:15 AM


What exactly was Your point man ???



greybeard
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#284087 - 04/28/12 03:24 AM


Never because too many people keep bugging MAME DEV about it?



OldSchoolGamer
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Re: MAME .145u7 new [Re: greybeard]
#284089 - 04/28/12 03:30 AM


>Never because too many people keep bugging MAME DEV about it?

I knew somebody was going to misinterpret that as "Bugging". I almost didn't post it because I know how so many people misinterpret, assume, etc. things about others. They think just because previous people have bugged about it, then that means this must be a bug too. Sooo sad.






OldSchoolGamer
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Re: MAME .145u7 new [Re: CTOJAH]
#284091 - 04/28/12 03:35 AM


> What exactly was Your point man ???

No point really. If somebody wanted to give their opinion about why they like Raiden II alot more than other Raidens or why they think it's the best/favorite shmup or why they think it sets it apart from other Raidens.



edcosta
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#284097 - 04/28/12 04:02 AM




> No point really. If somebody wanted to give their opinion about why they like Raiden
> II alot more than other Raidens or why they think it's the best/favorite shmup or why
> they think it sets it apart from other Raidens.

should be because of the music... or of the purple laser beam...



kevenz
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Re: MAME .145u7 new [Re: edcosta]
#284150 - 04/28/12 02:48 PM


the purple laser beam is just so awesome.... it's not my favorite shmup.... I much prefer the raiden fighters serie.



edcosta
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Re: MAME .145u7 new [Re: kevenz]
#284154 - 04/28/12 04:05 PM


> the purple laser beam is just so awesome.... it's not my favorite shmup.... I much
> prefer the raiden fighters serie.


or it also can be the attract mode... that jetplane rise among trees... amazing!
http://www.youtube.com/watch?v=87Zu_oNUzMQ

Edited by edcosta (04/28/12 08:36 PM)



Kale
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#284284 - 04/29/12 02:05 PM


> > What exactly was Your point man ???
>
> No point really. If somebody wanted to give their opinion about why they like Raiden
> II alot more than other Raidens or why they think it's the best/favorite shmup or why
> they think it sets it apart from other Raidens.

Because it's a sick hardcore shmup game, period.

(And actually, Raiden DX is even better but nobody seems to acknowledge that)



R. Belmont
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Re: MAME .145u7 new [Re: OldSchoolGamer]
#284288 - 04/29/12 03:14 PM


> Alot of people have said how Raiden II is so great and their favorite shmup. I've
> never played it, but I've watched YouTube videos of it. I don't see how this Raiden
> is so special and different than other Raidens. But, like I said, I've never played
> it so I wouldn't know.

Raiden II is the prototype for every shooter that followed. Much like the later Konami shmups, it's doing nothing particularly original, but everything (control feel, graphics, and music) is polished to such a high standard that it's an extremely enjoyable experience.

Also, the purple laser.


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