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SmitdoggAdministrator
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MAME 0.143u8 new
#267068 - 10/23/11 05:25 PM


http://mamedev.org/


0.143u8
-------


MAMETesters Bugs Fixed
----------------------
- 04505: [Graphics] airbustr and clones: Background scrolling is jerky
(hap)
- 04497: [Crash/Freeze] spss4240: Hang during "Initializing.." routine
(Jim Stolis)
- 04507: [Documentation] mmmbnk: Game description is just "Medal
Mahjong Moukari Bancho".
- 04496: [Crash/Freeze] m1cluecb, m1przclu: Hang of application after
OK (R. Belmont)
- 04441: [Crash/Freeze] Most sets in triforce.c: Crash/Assert before
OK (R. Belmont)
- 04502: [Crash/Freeze] crtaxihr, mj2, mj3, outr2st: Stop before
"Initialization" completion (R. Belmont)
- 04503: [Crash/Freeze] azumanga, initdv2jo, initdv3jb: Access
Violation during "Initializing" (R. Belmont)

Source Changes
--------------
Improvements to magicfly.c [Roberto Fresca]
* Confirmed and fixed CPU clock for magicfly and 7mezzo.
* Rearranged the graphic ROMs addressing. Splitted both gfx banks.
* Created and minimized the color palette for both gfx banks.
* Fixed colors for magicfly and 7mezzo.

Provided DVD dump for junai [alien_mame, The Dumping Union]

lethalen: improved offset screen and gun in japan version; removed
eeprom default values [Roberto Zandona']

taito_z.c: Added PCB locations to the Aqua Jack sets [ShouTime]

taitopjc: Preliminary text layer and I/O CPU hookup [Ville Linde]

taitotz: preliminary text layer hookup [Ville Linde]

viper: implemented timers and I2C interface on MPC8240 [Ville Linde]

voodoo: preliminary Voodoo 3 support [Ville Linde]

Wrote a basic core for Epson RTC-9701 device chip [David Haywood,
Angelo Salese]

Fixed various translitteration errors in csplayh5.c game name
descriptions [Fujix]

Fixed Juno First refresh rate and interrupt firing
[Angelo Salese, Chris Hardy]

Removed deprecat.h usage from higemaru.c [Angelo Salese]

Removed deprecat.h usage from srmp6.c [Angelo Salese]

naomi: fix various crashes for some GD-ROM sets [R. Belmont]

Added tables from vlm5030 as verified by decap from ogoun. Adapted
vlm5030 to use the tms5xxx common tables file. Some details have yet
to be worked out for certain (how exactly the reflection coefficients
beyond k=2 address the k2+ rom)
[ogoun, Lord Nightmare, The Dumping Union]

Adjusted the VLM5030 K3 thru K10 coefficients to be based not on
reading the K2 rom but based on the index itself <<6 or 7. This makes
the games sound much better and explains the very small ram size used
for coefficients other than K1 and K2. This needs further
investigation and figuring out of the die schematic to settle
completely. [Lord Nightmare]

Various gottlieb.c fixes [Tafoid]
* Verified through playtesting, manuals and in-game service modes all
dips in the driver. Consolidated and added Dip Locations based on
all available information.
* Changed Q*bert and Q*bert's Qubes joystick layout to 8-Way to allow
for diagonals to be not only be mapped but used if desired.

Optimzied SH4 core by using a single opcode jump table instead of
nested switch statements [David Haywood]

namcos22.c: improved flat shading and depth cueing [hap]

Golden Poker driver improvements. [Roberto Fresca]
* Mapped the Dallas DS1210 for Video Klein sets that have one.
* Mapped the 2800-2fff range as RAM for the non-Dallas Video Klein
sets.
* Some minor fixes.

Fixed colors to Witch Card (Video Klein CPU box, set 2)
[Roberto Fresca]

Novo Play Multi Card / Club Card improvements: [Roberto Fresca]
* Added proper button-lamps support and layout.
* Added default NVRAM, necessary to boot.
* Added technical notes.

JPM IMPACT changes that make the display at least work now, and some
more M1 set splitting [James Wallace]

Preliminary emulation of the YMZ770 sound chip
[R. Belmont, O. Galibert, MetalliC]

Funworld driver: Documented hopper motor line (temporarily added as an
extra lamp). Better documentation of output ports... Novo Play Multi
Card: Added PIAs connections layout, added 'Allow Autohold' DIP
switch. [Roberto Fresca, Rob Ragon]

Various improvements to Magic the Gathering: Armageddon [Phil Bennett]

Made some fixes/additions to the input system [kanikani]
* Added the possibility to press contradictory direction digital
joystick input at the same time (i.e. up-down, left-right);
* Added the possibility to set an arbitrary value for coin impulses;
* fixed a bug with loop lever routine
* fixed a bug with analog joystick routine

Various fixes in tnzs.c driver [kanikani]
* Plump Pop
- update DIPSW item (collision between each players' child)
- added DIPLOCATION
* Extermination
* Arkanoid Revenge of DOH
* Dr.Toppel
* Kageki
* Chuka Taisen
* The Newzealand Story
- added DIPLOCATION
* Kabuki Z
- fixed difficulty DIPSW (EASY and MEDIUM is reversed)
- added DIPLOCATION
* Insector X
- fixed difficulty DIPSW (based on manual)
- added DIPLOCATION

Various fixes in tmnt.c driver [kanikani]
* T.M.N.T.
- fixed visible area (garbage on each side is correct (verified on
PCB))
- fixed DIPSW
- added DIPLOCATION
* Golfing Greats
- fixed inputs
- fixed DIPSW
- added DIPLOCATION
* Trigon
* Cuebrick
* M.I.A.
* Punk Shot
- fixed DIPSW
- added DIPLOCATION
* Premiere Soccer
- added DIPLOCATION
Various fixes in ninjaw.c driver [kanikani]
* Ninja Warriors
- added DIPSW notes
* Darius II
- fixed DIPSW
- fixed game description
Various fixes in twin16.c driver [kanikani]
* Majuu no Oukoku
- fixed inputs
- fixed DIPSW
- added DIPLOCATION
* Gradius II
* Hard Puncher
* M.I.A.
* Cuebrick
- fixed DIPSW
- added DIPLOCATION

Fixed DIPSW in Darius II [kanikani]

Fixed DIPSW in Ninja Ryuukenden / Ninja Gaiden [kanikani]

Various fixes in galaga.c driver [kanikani]
* Bosconian
- fixed DIPSW
- fixed DIPLOCATION
* Galaga
* Xevious
* DigDug
- fixed DIPLOCATION
Fixed DIPSW and DIPLOCATION in segas24.c driver [kanikani]

Fixed DIPSW and DIPLOCATION in segas18.c driver [kanikani]

Fixed DIPSW in segag80r.c driver [kanikani]

Fixed DIPSW in segag80v.c driver [kanikani]

Fixed DIPSW in segald.c driver [kanikani]

Fixed DIPSW in Ninjakun and Penguin-Kun Wars [kanikani]

Various fixes in dec0.c driver [kanikani]
* Heavy Barrel
- fixed DIPSW
- fixed DIPLOCATION
* Birdie Try
* Dragon Ninja
* Fighting Fantasy
* Midnight Resistance
- fixed DIPSW
* Robocop
- fixed DIPLOCATION

Fixed coinage DIPSW using Sega common setting in segaybd.c,
segaorun.c, segaxbd.c, segahang.c, segae.c, segac2.c, segas16a.c and
segas16b.c drivers [kanikani]

Fixed coinage DIPSW using Konami common setting in chqflag.c, pooyan.c
and rockrage.c drivers [kanikani]

Various fixes in sega16b.c driver [kanikani]
* Ace Attacker
- added I/O board read routine
* Dunk Shot
- fixed DIPLOCATION
* Sukeban Janshi Ryuko
- added DIPSW
* Time Scanner
- fixed DIPSW

Various fixes in sega16a.c driver [kanikani]
* Ace Attacker
- changed to use analog device
* Sukeban Janshi Ryuko
- added DIPSW
* Time Scanner
- fixed DIPSW

Fixed / added comments in ninjakd2.c driver [kanikani]

Made some video optimizations in toypop.c driver [kanikani]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Waku Waku Doubutsu Land TonTon [Angelo Salese, Yasuhiro Ogawa, Roberto
Fresca]
Kasino '89 [Roberto Fresca, Rob Ragon, Tomasz Slanina]
Novo Play Multi Card / Club Card [Roberto Fresca, Rob Ragon]


New clones added
----------------
Crash (bootleg of Head On) [f205v]
Gunbuster (US) [ShouTime]
Mustafa and 40 Thieves (Bootleg) [f205v]
Flyball (rev 2) [Siftware]
Bad Lands (bootleg, alternate) [Tomasz Slanina]
Witch Card (Video Klein CPU box, set 2) [Roberto Fresca, Team Europe]
Alpha Mission 2 (prototype) [Brian Hargrove]
Burning Fight (prototype) [Brian Hargrove]


New games marked as GAME_NOT_WORKING
------------------------------------
Unknown TMS9980 Poker Game [Roberto Fresca, Team Europe]
Jyunai 2 - White Love Story [alien_mame, The Dumping Union]
Namco Stars [Yasuhiro Ogawa]
Sega's Golden Poker Series "Joker's Wild" [Yasuhiro Ogawa]
Real Puncher [Phil Bennett, Chris Hardy]
Speed Driver [XingXing]
Racing Jam DX [Tomas Dahlgren]



mesk
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267069 - 10/23/11 06:06 PM


Wow! that was fast! Thank you MAMEdev!



SmitdoggAdministrator
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64-bit new [Re: Smitdogg]
#267070 - 10/23/11 06:09 PM




Edited by twisty (11/09/11 06:37 AM)



CiroConsentino
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267073 - 10/23/11 06:43 PM


thank you.
a lot of old driver fixes in this one



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: ciroconsentino@gmail.com



redk9258
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MAME_0143u8b... new [Re: Smitdogg]
#267074 - 10/23/11 06:50 PM




Edited by twisty (11/09/11 06:36 AM)



AntoPISA
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Re: MAME_0143u8b... new [Re: redk9258]
#267076 - 10/23/11 06:57 PM


As always, thank redk9258!



Site: https://www.progettosnaps.net/
Board: progetto-SNAPS Official Board
Twitter: @progettosnaps



fortuna_chan
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Re: MAME_0143u8b... new [Re: AntoPISA]
#267078 - 10/23/11 08:07 PM


thanks for the x64 version


ps:burning fight and alpha mission 2 protos??



Cyberzinho Punk
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Re: MAME 0.143u8 [Re: Smitdogg]
#267082 - 10/23/11 09:24 PM


Thanks for this update!!!!

MAME packages for Slackware Linux users is here:

http://sourceforge.net/projects/mameforslack/files/

Enjoy them!!!



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



arcader
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Re: MAME 0.143u8 new [Re: mesk]
#267102 - 10/24/11 02:00 AM


so how do i update my rom sets any one?



Sune
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Re: MAME 0.143u8 new [Re: arcader]
#267107 - 10/24/11 02:34 AM


> so how do i update my rom sets any one?

http://mameworld.info/easyemu/clrmameguide/clrmame-guide.html



B2K24
MAME @ 15 kHz Sony Trinitron CRT user
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Re: MAME 0.143u8 new [Re: arcader]
#267111 - 10/24/11 03:57 AM


> so how do i update my rom sets any one?

Create profile and load u8 binary into CMP
execute database update and take note 3 prompts
Ok To All, No To All, No To All
Perform Scan + fix
then rebuild from update pack or newer ROMs/sets etc.



AnimalBear
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Re: MAME 0.143u8 new [Re: B2K24]
#267120 - 10/24/11 01:01 PM


More Fruit Games?
Here we go again.

Edit: Finally is gone the summer and the fruits too.



apeman
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267121 - 10/24/11 01:19 PM



Quote:


* Changed Q*bert and Q*bert's Qubes joystick layout to 8-Way to allow
for diagonals to be not only be mapped but used if desired.





Can someone explain this to me? Was Q*bert using an 8-way joystick all along??



Jaylinx
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Re: MAME 0.143u8 new [Re: B2K24]
#267123 - 10/24/11 02:06 PM



Quote:


Create profile and load u8 binary into CMP
execute database update and take note 3 prompts
Ok To All, No To All, No To All
Perform Scan + fix
then rebuild from update pack or newer ROMs/sets etc.




What does it change exactly ?

Edited by Jaylinx (10/24/11 02:06 PM)



CiroConsentino
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267124 - 10/24/11 02:09 PM


"coin impulse" in mame.ini
what is this setting for and what is the min/max values ?

Code:


0 = obbey driver
-1 = disable impulse
> 0 = set time... is this in seconds ? and what is the maximum value (seconds)?



and the "hide_cursor" setting. what does it hide ?

I'm asking for some help because I couldn't find more info in MAME's source code.



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: ciroconsentino@gmail.com



Roman
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Re: MAME 0.143u8 new [Re: Jaylinx]
#267127 - 10/24/11 02:17 PM


It's the answer to the common prompts when reading in a mame dat......
however what you select there is up to you...(I actually use always YesToAll and OK)
The prompts tell you what's wrong with the data.

Commonly it's about parent/clone relationships which cause issues when you fullmerge the sets...



Jaylinx
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Re: MAME 0.143u8 new [Re: Roman]
#267128 - 10/24/11 02:41 PM


Hmm... I tried the "Yes, No, No" method.

After a scan, I had like 160mb of roms in my CMP Backup folder, but I still have a fullset after a second scan !

Magical Mystery MAME.



R. Belmont
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Re: MAME 0.143u8 new [Re: apeman]
#267130 - 10/24/11 03:22 PM


> * Changed Q*bert and Q*bert's Qubes joystick layout to 8-Way to allow
> for diagonals to be not only be mapped but used if desired.
>
>
> Can someone explain this to me? Was Q*bert using an 8-way joystick all along??

This thread will explain the whole Qbert fiasco. (Yes, it starts off being about Journey, but stick with it).



AWJ
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Re: MAME 0.143u8 new [Re: CiroConsentino]
#267132 - 10/24/11 04:18 PM


I believe coin_impulse is mainly for games with "easter egg" codes that involve holding down a coin switch (e.g. the hidden characters in the Japanese version of Marvel Super Heroes)



Roman
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Re: MAME 0.143u8 new [Re: Jaylinx]
#267133 - 10/24/11 04:18 PM


well, unneeded stuff is moved to backup and if something is missing elsewhere, cmpro looks in the backup folder to see if it can finds it there...



R. Belmont
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Re: MAME 0.143u8 new [Re: CiroConsentino]
#267136 - 10/24/11 04:29 PM


> and the "hide_cursor" setting. what does it hide ?

hide_cursor will probably go away - it's completely the wrong way to 'solve' the problem it purports to fix.



Lord Nightmare
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Re: MAME 0.143u8 new [Re: R. Belmont]
#267137 - 10/24/11 04:50 PM


> > and the "hide_cursor" setting. what does it hide ?
>
> hide_cursor will probably go away - it's completely the wrong way to 'solve' the
> problem it purports to fix.

I figured (but am not sure) that the problem is using the builtin lightgun cursors vs using the os cursors; some people either don't like the lightgun ones or don't know how to hook them up.

LN



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



FMecha
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Real Puncher new [Re: Smitdogg]
#267140 - 10/24/11 04:59 PM


Why it's listed GNW in the whatsnew? The source reads:


Quote:


GAME( 1994, realpunc, 0, realpunc, realpunc, taito_b, ROT0, "Taito Corporation Japan", "Real Puncher", GAME_SUPPORTS_SAVE | GAME_MECHANICAL )




(Perhaps due to mechanical compoment - I guess?)



etabeta
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Re: MAME 0.143u8 new [Re: Roman]
#267142 - 10/24/11 05:15 PM


there is also the case of a clone which gets renamed but a zipfile with the same name already exists: in that case the clone goes in the backup folder and you might need a second scan (or a rebuild from backup folder, depending on your options) to properly fill the romset



ShimaPong
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267143 - 10/24/11 05:24 PM Attachment: NamcoStars.jpg 798 KB (1 downloads)


=== Namco Stars (Namco 01.2001 [2000]) ===
Official site is here.
Also I scan the report from Arcade game magazine in those days.


=== Pink Sweets - Ibara sorekara (AMI/Cave 04.2006) ===

[ TIPS ]
- Secret Modes
-- Harder
After inserted a credit, press Up then displayed "Harder"
An enemy fires "撃ち返し弾" when he died.

-- Extended
After inserted a credit, press Down then diplayed "Extended"
The game start with total 2 laps with harder difficulty.

-- Score Attack
After inserted a credit, press A and B then displayed "S.Attack"
Player stock is infinity but the game is finished after 5 minutes.
1 minitue is added when you get with every million points

- Stop the game forcibly
In the playing the game, input the following code.
"Up, Up, Down, Down, Left, Right, Left, Right, A, B, Start"
The above code is acceptable in all modes.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



"Any company has no power to stop people emulating"
MAME is the emulator of no giving in the pressure from any company even if they don't allow



B2K24
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Re: MAME 0.143u8 new [Re: etabeta]
#267144 - 10/24/11 05:24 PM


> there is also the case of a clone which gets renamed but a zipfile with the same name
> already exists: in that case the clone goes in the backup folder and you might need a
> second scan (or a rebuild from backup folder, depending on your options) to properly
> fill the romset

Yeah, very true. This happened with tempest3 few versions back, so it had to be manually moved out in order for rebuild to be completed.



R. Belmont
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Re: MAME 0.143u8 new [Re: Lord Nightmare]
#267145 - 10/24/11 05:38 PM


> I figured (but am not sure) that the problem is using the builtin lightgun cursors vs
> using the os cursors; some people either don't like the lightgun ones or don't know
> how to hook them up.

We should have a hand-shaped cursor for chess games (maybe with a second frame where it's "grabbing") and a normal arrow-shaped mouse-pointer for future use of the mouse with the built-in UI (and for interacting with clickable artwork outside of chess games).



hap
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Re: MAME 0.143u8 new [Re: Lord Nightmare]
#267150 - 10/24/11 06:04 PM


hide_cursor is for simply allowing or not allowing MAME to grab and hide the Windows mouse cursor when you enable mouse input. It is set to on by default, which is equal to how MAME dealt with it in a previous version. Lightgun cursors are still there, they move at a different speed than the OS cursor.

One of the MESS developers wanted this feature for chess games, but I can think of other examples too.
Such as: I often play games in windowed mode, using plain PC keyboard as input. If I want to play Rave Racer or Ridge Racer 2, there's no easy way to choose the advanced course with keyboard since the selection thing goes way too fast. It's doable with mouse, so I just start the game with mame gamename -mouse -nohc, and can play the game and let attract mode run in the background without me having to alt-tab out of MAME every time cause it stole the OS mouse cursor.



CiroConsentino
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Re: MAME 0.143u8 new [Re: AWJ]
#267163 - 10/24/11 07:45 PM


thank you all for the help.



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: ciroconsentino@gmail.com



Roman
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Re: MAME 0.143u8 new [Re: B2K24]
#267168 - 10/24/11 09:43 PM


if I remember correctly the tempest one suffered from the circular rename (which was fixed in 4.01)...but anyway..yes, it's always a good idea to rebuild the backupfolder to the current collection after one initial fix run since fix-missing only looks for setnames (and parent/clones), while the rebuilder checks all files (and does it fast).....I could change that someday...but hey...no time



sjyune
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minimum RAM requirement for 'cavesh3.c' ? new [Re: Smitdogg]
#267176 - 10/25/11 12:20 AM


as i'm getting 'Out of Memory' error message...(512mb Memory)



Master O
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: sjyune]
#267177 - 10/25/11 12:38 AM


> as i'm getting 'Out of Memory' error message...(512mb Memory)

513 MBs



"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.~"



redk9258
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: sjyune]
#267178 - 10/25/11 01:13 AM


According to Taskmanager, my memory usage goes up about 327MB. Your pagefile should take care of the memory if you don't have enough physical RAM. I would start by checking that setting.



B2K24
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: sjyune]
#267180 - 10/25/11 01:37 AM


> as i'm getting 'Out of Memory' error message...(512mb Memory)

What's your PC specs?



mesk
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Re: MAME 0.143u8 new [Re: B2K24]
#267181 - 10/25/11 01:43 AM


> Yeah, very true. This happened with tempest3 few versions back, so it had to be
> manually moved out in order for rebuild to be completed.

Oh so thats the issue with tempest3,clrmamepro keeps renaming it but it doesnt actually rename it.so I should just manually delete the file?



B2K24
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Re: MAME 0.143u8 new [Re: mesk]
#267183 - 10/25/11 03:02 AM


> Oh so thats the issue with tempest3,clrmamepro keeps renaming it but it doesnt
> actually rename it.so I should just manually delete the file?

Just manually move tempest3 out of your Destination path (full set) into backup path then execute rebuilder using backup path as source and then update packs/other sets as source and all will be fine.



Shoegazr
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Re: MAME 0.143u8 new [Re: apeman]
#267188 - 10/25/11 04:32 AM


> * Changed Q*bert and Q*bert's Qubes joystick layout to 8-Way to allow
> for diagonals to be not only be mapped but used if desired.
>
>
> Can someone explain this to me? Was Q*bert using an 8-way joystick all along??

At one time following the input rewrite from several years ago, MAME applied a 4-way diagonal A->D input map for Q*bert by default. This meant that those who had analog joysticks such as the Ultimarc U360 would be mapped in the same orientation as the original joystick (which was just a "normal" 4-way joystick rotated 45 degrees on the control panel). Then more recently, some changes were made that took this benefit away.

Without speaking for Tafoid, I believe his recent change is an attempt to meet in the middle; now the joystick is treated as an 8-way to allow for diagonal inputs to be mapped and used once again.

And by the way, many thanks to Tafoid for unearthing this one! Hopefully it's better now.



CiroConsentino
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267204 - 10/25/11 02:18 PM


empty.

Edited by CiroConsentino (10/26/11 03:39 PM)



Vas Crabb
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Re: MAME 0.143u8 new [Re: CiroConsentino]
#267205 - 10/25/11 02:26 PM


> several games in "gamtor.c" driver have equal sign in their ROM names. is this
> allowed ?
> like so:
> game name: "gamt5"... Gaminator 5 (set 1)
> rom name="gaminator-5-94=1 v5-6-0"
> rom name="gaminator-5-94=2 v5-6-0"
>
> this messes things up with my frontend, Emu Loader, as it makes impossible to get the
> CRC32 value (because the way the frontend is coded).
>
> are there any other drivers that have equal signs in ROM names ?
> will this be a regular thing ?
>
> if there will be more games with ROM names like that, I will be forced to replace all
> the equal signs by something else, perhaps the "minus" char.
> the frontend, however, do not use ROM names for anything other than showing them to
> users. only CRC32 is used to audit games (like MAME does).

So fix your coding, damit. ROM names should allow any characters permitted in a filename in a zip file. You shouldn't be depending on ASCII delimiters if you have no way of escaping them - it's a bad coding practice at the best of times.



Roman
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Re: MAME 0.143u8 new [Re: Vas Crabb]
#267206 - 10/25/11 02:57 PM


/me calls for asian characters usage!

well..since MAME supports loading from decompressed files, the rom names should have only filesystem compatible chars (so no |<>: ) but "=" is fully ok...

Edited by Roman (10/25/11 02:59 PM)



R. Belmont
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: sjyune]
#267208 - 10/25/11 03:37 PM


> as i'm getting 'Out of Memory' error message...(512mb Memory)

You'll want at least a gig for it, and more when the DRC lands.



CiroConsentino
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Re: MAME 0.143u8 new [Re: Vas Crabb]
#267214 - 10/25/11 04:44 PM


empty.

Edited by CiroConsentino (10/26/11 03:40 PM)



ShimaPong
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267224 - 10/25/11 06:17 PM Attachment: list.jpg 332 KB (2 downloads)



Quote:



Fixed various translitteration errors in csplayh5.c game name
descriptions [Fujix]




It is unifying of the notation so that I feel bad because he has said "Fixed", "errors".
But the following is completely wrong even checked from the view of notation and pronunciation.

Quote:



PokoaPoka Onsen de CHU - Bijin 3 Shimai ni Kiotsukete!




I scan the list of Mahjong games from VGL published by AMP group and see No.12.
It is "Poka Poka Onsen de CHU" and not "Pokoa (Poko-a?)".

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



BIOS-D
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267229 - 10/25/11 07:00 PM


OK, now I get why Cave players laugh at Touhou ones. I can hardly see what I am doing between so many explosions and streaming is not always the best solution.



alfman
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: R. Belmont]
#267237 - 10/25/11 08:55 PM


> > as i'm getting 'Out of Memory' error message...(512mb Memory)
>
> You'll want at least a gig for it, and more when the DRC lands.

how much is the DRC improving the speed?!?



R. Belmont
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: alfman]
#267238 - 10/25/11 09:04 PM


> > > as i'm getting 'Out of Memory' error message...(512mb Memory)
> >
> > You'll want at least a gig for it, and more when the DRC lands.
>
> how much is the DRC improving the speed?!?

We'll see when we get there.



Vas Crabb
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Re: MAME 0.143u8 new [Re: CiroConsentino]
#267243 - 10/25/11 11:14 PM


> I can't. it's the core of the ROM handling feature. to fix this, would mean rewrite
> 50% of the frontend's code.

If that's the case, you have a poor design with no encapsulation. You should refactor your code to better hide implementation details. It will save you a lot of hard work when you want to change things.

> it's not bad coding practice. I created the code to be easier (and faster) to manage
> ROMs for each game.

It really is bad coding practice to have a delimiter that you can't escape. That's why every practical format provides a way to escape them (e.g. quotes to escape comma in CSV, XML character entities, backslash escape in C strings).

Seriously, take some good advice instead of trying to defend your code. You're not making yourself look any better.



Darth Mario
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: R. Belmont]
#267244 - 10/25/11 11:14 PM


sounds great so far.
I no longer have to make "pew pew pew" noises while I play.



CiroConsentino
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Re: MAME 0.143u8 new [Re: Vas Crabb]
#267251 - 10/26/11 01:04 AM


empty.

Edited by CiroConsentino (10/26/11 03:40 PM)



Jitterdoomer
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267266 - 10/26/11 05:13 AM


Does the camera in Real Puncher works?



RetroRepair
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: R. Belmont]
#267267 - 10/26/11 05:37 AM


> > as i'm getting 'Out of Memory' error message...(512mb Memory)
>
> You'll want at least a gig for it, and more when the DRC lands.



I suspect reports of missing SH3 limitation slowdown will pour in after that.



krick
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Re: MAME 0.143u8 new [Re: Roman]
#267268 - 10/26/11 05:55 AM


> /me calls for asian characters usage!
>
> well..since MAME supports loading from decompressed files, the rom names should have
> only filesystem compatible chars (so no |<>: ) but "=" is fully ok...

There's a quiz game where one of the ROM names ends in a period.
Windows filesystem does not allow that.



Matty_
Part-time troll
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Re: MAME 0.143u8 new [Re: krick]
#267277 - 10/26/11 09:44 AM


> > /me calls for asian characters usage!
> >
> > well..since MAME supports loading from decompressed files, the rom names should have
> > only filesystem compatible chars (so no |<>: ) but "=" is fully ok...
>
> There's a quiz game where one of the ROM names ends in a period.
> Windows filesystem does not allow that.

Windows filesystem (i.e. NTFS) supports it fine. It's just the utilities that don't allow you to create such files (Explorer, standard command line tools, standard save dialogs). You can easily create such files with Cygwin tools or simple C programs.



alcoatjez
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Re: 64-bit new [Re: Smitdogg]
#267294 - 10/26/11 06:25 PM




Edited by twisty (11/09/11 06:37 AM)



DaffyDuck
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Re: MAME 0.143u8 new [Re: Smitdogg]
#267349 - 10/27/11 06:30 PM


it seems that we will also have 0.143u9



etabeta
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Re: MAME 0.143u8 new [Re: DaffyDuck]
#267426 - 10/28/11 07:46 AM


because one of the changes in u8 busted analog controls



Kamran Ijaz
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Re: minimum RAM requirement for 'cavesh3.c' ? new [Re: Master O]
#268725 - 11/16/11 02:32 PM


actually i am having the same problem "out of memory", my spec are quard core Q6700 processor, 4 gb ram and nvidia 7900 gt but i dont get the problem so far, other thing is i manage to resolve the error D3D which give me on latest nvidia driver buy enabling HLSL setting and triple buffering but now i get another error when i quit the game, mame quits abnormally and give error. any help should be appreciated.


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