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MAME .145u7
#283526 - 04/22/12 04:44 PM
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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]
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Re: MAME .145u7
[Re: Smitdogg]
#283536 - 04/22/12 06:22 PM
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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?
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Re: MAME .145u7
[Re: Smitdogg]
#283541 - 04/22/12 07:17 PM
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Thanks, guys!!!!
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Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware
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Re: MAME .145u7
[Re: jonwil]
#283542 - 04/22/12 07:38 PM
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> 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.
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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.
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B2K24 |
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B2K24 |
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B2K24 |
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Re: MAME .145u7 *DELETED*
[Re: Smitdogg]
#283550 - 04/22/12 08:23 PM
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Post deleted by B2K24
Edited by B2K24 (04/22/12 10:19 PM)
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R. Belmont |
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Re: MAME .145u7
[Re: Master O]
#283567 - 04/22/12 11:41 PM
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> > 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.
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CTOJAH |
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Re: MAME .145u7
[Re: R. Belmont]
#283572 - 04/23/12 12:18 AM
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> 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...
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redk9258 |
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Re: MAME .145u7
[Re: B2K24]
#283589 - 04/23/12 02:14 AM
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> damn double post. Ignore please or mods delete it
You can delete your own posts. :-)
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME .145u7
[Re: CTOJAH]
#283591 - 04/23/12 02:14 AM
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> 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.
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B2K24 |
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Re: MAME .145u7
[Re: CTOJAH]
#283593 - 04/23/12 02:36 AM
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Gee, scooter, if it was that easy, don't you think someone already would have done it?
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CTOJAH |
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Re: MAME .145u7
[Re: R. Belmont]
#283595 - 04/23/12 03:36 AM
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@R. Belmont & @B2K24 Sometimes we can't see the forest for the trees.
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME .145u7
[Re: CTOJAH]
#283596 - 04/23/12 03:46 AM
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> @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 ;-)
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Re: MAME .145u7 -hate to start this again
[Re: Smitdogg]
#283604 - 04/23/12 04:07 AM
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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...
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Pessimist: Oh, this can't get any worse!
Optimist: Yes, it can!
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Re: MAME .145u7 -hate to start this again
[Re: Bad A Billy]
#283607 - 04/23/12 04:14 AM
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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.
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Sune |
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Get a Mac..
[Re: Bad A Billy]
#283617 - 04/23/12 05:15 AM
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> 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
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B2K24 |
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Re: MAME .145u7 -hate to start this again
[Re: Smitdogg]
#283623 - 04/23/12 06:47 AM
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> 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.
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Re: MAME .145u7 -hate to start this again
[Re: B2K24]
#283624 - 04/23/12 06:56 AM
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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.
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Re: MAME .145u7 -hate to start this again
[Re: Smitdogg]
#283636 - 04/23/12 11:39 AM
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> 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
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Re: MAME .145u7 -hate to start this again
[Re: etabeta]
#283644 - 04/23/12 04:41 PM
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> > 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.
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Re: MAME .145u7 -hate to start this again
[Re: Smitdogg]
#283645 - 04/23/12 04:47 PM
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> > > 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
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I like to live dangerously.
[ATTACHED IMAGE]
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LOL *nt*
[Re: Smitdogg]
#283648 - 04/23/12 04:59 PM
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Kale |
Il Sindaco
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Re: MAME .145u7
[Re: R. Belmont]
#283670 - 04/23/12 06:40 PM
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> > @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).
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like Media Access Control? (nt)
[Re: Sune]
#283673 - 04/23/12 07:33 PM
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> > 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
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Re: LOL -__-
[Re: Smitdogg]
#283689 - 04/23/12 10:39 PM
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Re: MAME .145u7
[Re: Smitdogg]
#283738 - 04/24/12 04:55 PM
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Zero Team almost work.... yay!.... too bad it crashes the emulator after 30 seconds
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CTOJAH |
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Re: MAME .145u7
[Re: Kale]
#283774 - 04/24/12 11:18 PM
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> 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 ?!
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B2K24 |
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Re: MAME .145u7
[Re: CTOJAH]
#283781 - 04/25/12 02:51 AM
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> 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
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Re: MAME .145u7
[Re: B2K24]
#283787 - 04/25/12 04:24 AM
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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?
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> 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.
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Tafoid |
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> 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.
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Sune |
Connected
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Reged: 09/21/03
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Thanks_nt
[Re: B2K24]
#283792 - 04/25/12 05:08 AM
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Re: MAME .145u7
[Re: Tafoid]
#283793 - 04/25/12 05:21 AM
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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.
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> 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.
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AWJ |
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> 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.
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Re: MAME .145u7
[Re: CTOJAH]
#283825 - 04/25/12 04:17 PM
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> > 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
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Naoki |
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> 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.
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On a quest for Digital 573 and Dancing Stage EuroMix 2
By gods I've found it!
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Kale |
Il Sindaco
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Re: MAME .145u7
[Re: kevenz]
#283828 - 04/25/12 04:37 PM
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> 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 ...
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CTOJAH |
MAME Addict
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Re: MAME .145u7
[Re: Kale]
#283830 - 04/25/12 04:54 PM
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>... (I'm sure I've "played" it when I've WIPed the > driver) ...
When was that ?
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Re: MAME .145u7
[Re: Kale]
#283844 - 04/25/12 07:21 PM
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> > 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
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Kale |
Il Sindaco
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Re: MAME .145u7
[Re: CTOJAH]
#283936 - 04/26/12 10:05 PM
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> >... (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).
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CTOJAH |
MAME Addict
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Re: MAME .145u7
[Re: Kale]
#283939 - 04/26/12 10:29 PM
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Maybe Zero Team needs a separate (its own) driver ?!
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Kale |
Il Sindaco
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Re: MAME .145u7
[Re: CTOJAH]
#283940 - 04/26/12 10:36 PM
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> Maybe Zero Team needs a separate (its own) driver ?!
Nope, it's basically a ROM swap of Raiden 2.
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Re: MAME .145u7
[Re: Kale]
#284047 - 04/27/12 07:21 PM
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hopefully it will be fixed for the next u release....!
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Re: MAME .145u7
[Re: Smitdogg]
#284080 - 04/28/12 02:44 AM
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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.
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CTOJAH |
MAME Addict
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What exactly was Your point man ???
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Never because too many people keep bugging MAME DEV about it?
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Re: MAME .145u7
[Re: greybeard]
#284089 - 04/28/12 03:30 AM
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>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.
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Re: MAME .145u7
[Re: CTOJAH]
#284091 - 04/28/12 03:35 AM
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> 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.
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> 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...
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Re: MAME .145u7
[Re: edcosta]
#284150 - 04/28/12 02:48 PM
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the purple laser beam is just so awesome.... it's not my favorite shmup.... I much prefer the raiden fighters serie.
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Re: MAME .145u7
[Re: kevenz]
#284154 - 04/28/12 04:05 PM
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> 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)
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Kale |
Il Sindaco
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> > 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)
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R. Belmont |
Cuckoo for IGAvania
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> 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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