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*=/STARRIDER\=*
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GNG crash issue.
#397312 - 10/30/23 02:20 AM


OK, I'm not positive that I've ever brought this up before but I believe I have many years ago.
I have a cab and a habit of just letting a game run.
I did this years ago with GNG and noticed that after like 6-8hrs. the game freezes.
I think I posted about it then but I could be wrong.
Anyway I have a completely different setup now and left GNG running on it the other day and again it freezes like 6-8hrs. in, it may be longer than 8hrs. but it's around there.
I know it's like dude who cares if the game in attract crashes after hours and hours but it is obviously a MAME thing as the original game would not have done this.
Again, just bringing it up as it's the only game I have seen this happen with.



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gregf
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Reged: 09/21/03
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Re: GNG crash issue. new [Re: *=/STARRIDER\=*]
#397316 - 10/30/23 08:37 AM




> a habit of just letting a game run. I did this years ago with GNG and noticed that after like 6-8hrs. the game freezes.

Assuming the ‘save state’ feature is still an option these days. Enable the save state option to be able to create a save state file in hopes the freeze issue can be captured in some large size save state file if choosing to run the game attract mode option for 6 hours or more. And also try that with a different game such as Asteroids or Pac-Man too if same issue happens after running the game in attract mode for 6 hours or more.

With the advent of LUA engine scripts, it could be possible to have a lua script to automatically run GNG to play itself automatically without any human interaction involved, but that is something that will require searching around to see how that is accomplished. Users have done that in MAME before for various specific events such as Bob Zed has done with his video clips that are uploaded to YouTube when a new release takes place to show fixes and new supported games etc.



TafoidAdministrator
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Reged: 04/19/06
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Re: GNG crash issue. new [Re: *=/STARRIDER\=*]
#397320 - 10/31/23 02:13 AM


> OK, I'm not positive that I've ever brought this up before but I believe I have many
> years ago.
> I have a cab and a habit of just letting a game run.
> I did this years ago with GNG and noticed that after like 6-8hrs. the game freezes.
> I think I posted about it then but I could be wrong.
> Anyway I have a completely different setup now and left GNG running on it the other
> day and again it freezes like 6-8hrs. in, it may be longer than 8hrs. but it's around
> there.
> I know it's like dude who cares if the game in attract crashes after hours and hours
> but it is obviously a MAME thing as the original game would not have done this.
> Again, just bringing it up as it's the only game I have seen this happen with.

Logged some years ago and info related here:
https://mametesters.org/view.php?id=3260



Haze
Reged: 09/23/03
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Re: GNG crash issue. new [Re: *=/STARRIDER\=*]
#397323 - 10/31/23 04:46 AM


> it is obviously a MAME thing as the original game would not have done this.

except it did.



mhoes
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Re: GNG crash issue. new [Re: Haze]
#397325 - 10/31/23 08:43 PM


> > it is obviously a MAME thing as the original game would not have done this.
>
> except it did.

I was about to post something along the lines of 'but would anyone necessarily have noticed this in practice' (assuming arcade owners presumably would not have left machines running overnight) but you and Tafoid beat me to it with actual facts. Thanks.



gregf
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Re: GNG crash issue. new [Re: Tafoid]
#397327 - 10/31/23 09:37 PM




> Logged some years ago and info related here:

https://mametesters.org/view.php?id=3260


Dang. A long time there for that issue to still be around. Assuming the other poster is correct and it is an actual Capcom factory bug that was fixed by a newer release version, here’s hoping that source file can be updated and the roms can be arranged to ascending order eventually even though it means having to once again sort through all the various Capcom GNG pcbs.



gregf
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them BTANB issues new [Re: mhoes]
#397328 - 10/31/23 10:13 PM



I didn’t play Capcom GNG myself, but my first time really encountering an actual Bugs That Are Not Bugs issue was with Asteroids back in 2001. I had never noticed the specific myself when I would play Asteroids a lot back in 1980s at arcade businesses. When I had come across MAME in 2000, I was just happy to be able to play Frogs and Sega Carnival since I had not seen either since 1981.

In 2001, I was browsing bug reports on MAME Testers and noticed TriggerFin’s Asteroids bug report explaining that the Asteroids 10th place third high score letter would be truncated to two letters at some point after a player or two would not reach the top 10 high scores. I then tried to look for that bug with an Asteroids cab and noticed it did take place and confirmed it was not an emulation bug. Another poster here, Sune, did have an Asteroids cab that had the 10th place high score letter fixed, but he couldn’t find someone that could dump the roms from the Asteroids pcb. Andrew Welburn came along and eventually added a newer release Asteroids bug fix rom that Atari made available to cab owners way back in 1980s. The Asteroids rom sets were then corrected to ascending order so the most recent Asteroids rom set was the parent rom set.

The 10th place truncated letter score was already known by Atari back in the 1980s and the company advertised about the rom fix to Asteroids cab owners in Atari’s Coinop newsletter paper publications. It was always known to those technicians in the 1980s era that repaired games then, but not many of those from that era would be on emulation forums in the early era when MAME was getting started.


The other BTANB I came across was Midway Gun Fight. When gameplay begins, the timed 60 seconds might skip a second or two and display 57 or 58 seconds remaining. stepph and I were never sure which bug it was until I had watched a YouTube clip with an actual upright Midway Gun Fight cab displaying the same bug description issue. Gun Fight was then added to BTANB section with its own issue. I don’t know if Midway ever bothered to fix that issue back in 1970s. Had it been a more serious bug, Midway probably would have mailed an updated service bulletin repair paperwork to Gun Fight cab owners and maybe advertised an upgrade replacement rom fix chip for a price.



gregf
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Re: GNG crash issue new [Re: Haze]
#397329 - 10/31/23 10:23 PM



> > it is obviously a MAME thing as the original game would not have done this.

> except it did

Now that it’s looking to be a BTANB issue, good luck to anyone familiar with Capcom GNG and has access to multiple pcb revisions of the Capcom game and can reorganize the order to ascending order with most recent version as the parent rom set. The Japan region version sets is probably okay, but the GNG name rom sets looks needing to be worked on.


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