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Author Topic: GroovyMAME/ARCADE32/64 custom build  (Read 19528 times)

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haynor666

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GroovyMAME/ARCADE32/64 custom build
« on: July 19, 2017, 03:22:12 pm »
Here I will post my own GroovyMAME build based on official sources plus extra modifications imported from ARCADE http://arcade.mameworld.info (new derrative based on MAMEUIFX) and no nag patch. Some of those changes created by me.

Differences against standard GroovyMAME:

- no nag  - no loading screens or disclaimer info (use option 'skip_gameinfo 1' in mame.ini to activate this function)

Sound modifications:

- QS1000 volume boots (games using this chip has louder audio output)
- audio level fix for m72 driver
- audio level fix for Side Arms
- frequency modification for several audio chips for proper audio speed (Aliens, Crime Fighters, Simpsons, Vendetta)
- fix for Crude Buster, Dark Seal and Vapor Trail (now sound does not change it's pitch/speed during attract mode/game)
- Better NMI value for Jail Break (proper audio pitch?)
- fix for Gradius/Nemesis (discrete emulation is bypassed so no strange audio during play)

Video modifications:

- hack for fixing sprites in neogeo driver (at the moment title screen in sengoku2 is a bit broken)
- removed custom position and size in astrocde and cidelsa drivers (looks very bad on TV/Arcade monitor)
- restored resolution 256x240 (from 240x240) in remaining games in btime driver as well in scregg driver
- video fix for Metamorpic Force (proper offsets)
- small colours fix in nemesis driver (games have now slightly more brighter picture, seems to be more accurate)
- visible area modifications in in ssv driver (changed Air Blade; Dyna Gear)
- visible area modifications for many games in neogeo driver (mostly from 320x224 to 304x224 but for four games even to 288x224 - Zed Blade, Goal!Goal!Goal!, Gururin, Zupapa)
- visible area modification for X-Men,
- visible area modification Super Contra, Gang Busters, Thunder Cross, Teenage Mutant Hero Turtles, Bells'n'Whistles [not in ARCADE32/64]
- visible area modification for Battle Rangers, Double Dragon, Double Dragon II, Thunder Strike, China Gate, Garyo Retsuden [not in ARCADE32/64]
- visible area modification for Express Raider, Exzisus, Liberation, Nova 2001, Rock'n'Rage, Riot City, Wonder Boy 3, Aurail [not in ARCADE32/64]
- visible area modification for Mad Crasher, Gladiator 1984, Super Cross II, Jungle King, Sea Fighter Poseidon, Xain'n Sleena [not in ARCADE32/64]
- visible area modification for many games in namcona1 driver [not in ARCADE32/64]
- visible area modification for many games in system1 driver [not in ARCADE32/64]
- some video fixes in taito_f3 driver (continue screen in Greed Seeker is now visible, the same goes to intro text in Arabian Nights)

Misc modifications:

- slow rendering fix for namconb1
- more accurate video timings in Green Beret
- swapped some IRQ handling in megasys1 driver

32bit build modifications:

- d3d fix for old video cards

GroovyMAME source: HERE
No nag source: HERE
All files (builds, sources) are now HERE
« Last Edit: March 03, 2019, 06:23:28 am by haynor666 »

mdd45

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Re: GroovyMAME/ARCADE32
« Reply #1 on: July 19, 2017, 06:10:47 pm »
Thank you!!!

Paradroid

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Re: GroovyMAME/ARCADE32
« Reply #2 on: July 19, 2017, 07:53:53 pm »
Unreal!

Sent from my SM-A300Y using Tapatalk

My MAME/SCART/CRT blog: SCART Hunter

keropi

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Re: GroovyMAME/ARCADE32
« Reply #3 on: July 20, 2017, 02:58:56 am »
very nice, thanks for sharing!
Is this an arcade-only build or does it also contain MESS?

Jonny G

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Re: GroovyMAME/ARCADE32
« Reply #4 on: July 20, 2017, 06:59:57 am »
See top of OP's post, looks like it's based on Arcade, a fork of MAMEUIFX, so no MESS.

keropi

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Re: GroovyMAME/ARCADE32
« Reply #5 on: July 20, 2017, 09:40:36 am »
I am not familiar with "arcade" so it's good to hear there is no MESS in this one :)

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #6 on: July 20, 2017, 11:10:37 am »
MAME = old MAME +MESS so my build is with MESS part as well just like Groovymame.

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Re: GroovyMAME/ARCADE32
« Reply #7 on: July 20, 2017, 11:42:56 am »
^ allright then , thanks for the clarification :)

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #8 on: July 20, 2017, 12:47:38 pm »
For clarification - ARCADE is build upon old MAMEUIFX code. MAMEUIFX was arcade only build so ARCADE is also MAME with only arcade part, hence the new simple name.

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Re: GroovyMAME/ARCADE32
« Reply #9 on: July 20, 2017, 02:42:07 pm »
Glad to see this hybridisation.
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead or pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

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Re: GroovyMAME/ARCADE32
« Reply #10 on: July 20, 2017, 03:26:54 pm »
Yesssssssssssssssss, vivaaaaaaaaaaa, tks my friend (Windows XP - 32bits foreverrrrrr)  :applaud: :cheers:

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Re: GroovyMAME/ARCADE32
« Reply #11 on: July 21, 2017, 05:56:15 am »
Tried yesterday and works great
Thanks a lot, it's always better to have GM in sync with the latest official version

Recapnation

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Re: GroovyMAME/ARCADE32
« Reply #12 on: July 21, 2017, 11:58:45 am »
- hack for fixing sprites in neogeo driver

What does this achieve, exactly? Fixing Terry's stage in Garou?

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #14 on: July 22, 2017, 06:18:50 am »
Thank you haynor. I will try this out asap.


Recapnation

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Re: GroovyMAME/ARCADE32
« Reply #15 on: July 22, 2017, 07:31:37 am »
It's sad they're fixing non-bugs whereas this remains for so many years. Shouldn't be too hard to figure out a hack -- MAME must be the only emulator where you find it.

But hey, what do I know.




totozero

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Re: GroovyMAME/ARCADE32
« Reply #16 on: July 23, 2017, 05:30:51 pm »
Hi haynor,
thanks for making this build.

Would it be possible to make another d3dex 64 version with a faster slider for the cpu overclock option ?
Default is slow as hell and it takes ages to reach 200%.
I use it all the time for mvs roms such as mslug and so...

if I do remember the file to be modified is ui.cpp

Code: [Select]
// add CPU overclocking (cheat only)
slider_index = 0;
if (machine.options().cheat())
{
for (device_execute_interface &exec : execute_interface_iterator(machine.root_device()))
{
void *param = (void *)&exec.device();
std::string str = string_format(_("Overclock CPU %1$s"), exec.device().tag());
sliders.push_back(slider_alloc(machine, SLIDER_ID_OVERCLOCK + slider_index++, str.c_str(), 10, 1000, 2000, 1, param));
}
}

and replace with

Quote
// add CPU overclocking (cheat only)
   slider_index = 0;
   if (machine.options().cheat())
   {
      for (device_execute_interface &exec : execute_interface_iterator(machine.root_device()))
      {
         void *param = (void *)&exec.device();
         std::string str = string_format(_("Overclock CPU %1$s"), exec.device().tag());
         sliders.push_back(slider_alloc(machine, SLIDER_ID_OVERCLOCK + slider_index++, str.c_str(), 50, 1000, 2000, 1, param));
      }
   }

I usually make my own builds but I'd like to try yours :wink:

Many thanks, mate.

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #17 on: July 24, 2017, 05:27:33 am »
Does moving slider with CTRL pressed is not enough? It's really fast for me.

Nodoyuna

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Re: GroovyMAME/ARCADE32
« Reply #18 on: July 24, 2017, 06:18:51 am »
Hi
Your version should not have the initial info screens before entering the game, right?
I ask because I keep getting them... Should I activate or deactivate anything in GM?
Thanks in advance

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Re: GroovyMAME/ARCADE32
« Reply #19 on: July 24, 2017, 08:10:46 am »
Does moving slider with CTRL pressed is not enough? It's really fast for me.

 :dizzy: .... Ooooops... Really ?
I've been in Mame for years and I didn't even notice that holding ctrl enabled "fast-slinding". Guess you can learn something every day even with dumb questions  ::)
Anyways, thanks for the input.


haynor666

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Re: GroovyMAME/ARCADE32
« Reply #20 on: July 24, 2017, 08:57:31 am »
Hi
Your version should not have the initial info screens before entering the game, right?
I ask because I keep getting them... Should I activate or deactivate anything in GM?
Thanks in advance

Set:

skip_gameinfo             1

in mame.ini

Nodoyuna

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Re: GroovyMAME/ARCADE32
« Reply #21 on: July 24, 2017, 11:44:45 am »
Thanks, I'll try that

funkycochise

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Re: GroovyMAME/ARCADE32
« Reply #22 on: July 28, 2017, 01:17:54 am »
Does moving slider with CTRL pressed is not enough? It's really fast for me.
didnít know that slider option through 2 key, above tab key
always thought I was only for volume settings.

for cpu boost, I only used ins key to speed up long boot time
like gradius (before finally ends with a save state for instant boot for that game)

Thank you guys for interesting tips and tricks out there.  :cheers:

also I tested your build haynor : great job !
especially for your precise fixes : will adopt it on the cab.
Iíll keep an older version in second just for kungfum/spartanx
discrete emulation for sounds make them too low and not well balanced.
« Last Edit: July 28, 2017, 01:25:00 am by funkycochise »

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Re: GroovyMAME/ARCADE32
« Reply #23 on: August 05, 2017, 11:30:56 pm »
Thanks Haynor666, this looks like the MAME build I need as I'm updating my 10 year-old MAME cab from MAME .120. The cab features WinXP/32, a hacked ATI 9250 and a 25" Wells Gardner 800 x 600 multi-sync CRT.

One question, I have the full (merged) .187 ROM set but the EXTRAS and VIDEOSNAPS folders I could grab are .188. Does anyone think I'll run into issues running them together?
« Last Edit: August 05, 2017, 11:33:03 pm by markran »

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Re: GroovyMAME/ARCADE32
« Reply #24 on: August 06, 2017, 04:04:12 am »
Some extras and videosnaps might need renaming but that's all.

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Re: GroovyMAME/ARCADE32
« Reply #25 on: August 09, 2017, 12:26:01 pm »
Hi haynor666,

while I have a bit of spare time, I tried to compile my own mame build.
I set the build environement as describe in mamdev. Got the current version with git : all went fine and had a shiny mame64.exe, but 188 version.
Then I tried to build a groovy version, as you describe here the patch used.
I have downloaded 187s file and made the folder accessible trough the win32env.bat console.
I then had the patch package tool to the environement.
I tested it with suppression.txt for nag screen as it only touch 2 files.
I run "make" after a while I got my mame64.exe, producing the ini file including the skip_gameinfo entry : all right !

I then tried to build the previous 0186 version, with groovypatch.
when I patched with the d3d9ex.diff and the groovymame diff, I got errors (but it is supposed to be made for this version). Without surprises,
"make" processed failed. I could be more precise with the error if you want.
I just wanted to know witch diff you pass and the order.

Sorry for my dumb questions.
Pierre KFY.

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Re: GroovyMAME/ARCADE32
« Reply #26 on: August 09, 2017, 03:37:08 pm »
No nag was fro 187, my patch also but groovymame patch was originally for 186. You can get no nag 186 but sadly my patch will not work with 186.

funkycochise

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Re: GroovyMAME/ARCADE32
« Reply #27 on: August 10, 2017, 04:06:57 am »
I don't want to go off topic on your topic : I'll open mine, regarding my patching problem, with more details.
http://forum.arcadecontrols.com/index.php/topic,154967.0.html
« Last Edit: August 10, 2017, 05:21:36 am by funkycochise »

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #28 on: October 30, 2017, 03:44:24 pm »
New version 191 - no new stuff, just to stay inline with official mame.

For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw

Sky25es

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Re: GroovyMAME/ARCADE32
« Reply #29 on: October 30, 2017, 06:47:23 pm »
New version 191 - no new stuff, just to stay inline with official mame.

For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw
Wow! Thanks!
 :notworthy:

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Re: GroovyMAME/ARCADE32
« Reply #30 on: October 30, 2017, 06:55:25 pm »
New version 191 - no new stuff, just to stay inline with official mame.

For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw
XP compatible+groovy+suppression?

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #31 on: October 30, 2017, 06:58:02 pm »
As always - it's XP comp. (should be just like any other version, I didn't tested on my PC yet). Please read first post.

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Re: GroovyMAME/ARCADE32
« Reply #32 on: October 31, 2017, 06:22:10 am »
Hallo,

any chance to get a 191 groovymame 64bit, D3D9ex, supression patch, arcade-only version??

Greets

Rainer

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Re: GroovyMAME/ARCADE32
« Reply #33 on: October 31, 2017, 06:44:52 am »
Before I release other version I have to test this one. It's based on GM 190 patch, still there isn't official GM 191 patch.

NOTE. Haze rewrote SH3 emulation so CV1k games are now much faster. Worth to check if older hardware manage to emulate those games at 100% speed.
« Last Edit: October 31, 2017, 12:28:50 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #34 on: November 02, 2017, 05:38:04 am »
Hi haynor666, thanks for your great work!!
« Last Edit: November 19, 2017, 06:16:38 pm by Josef1975 »

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Re: GroovyMAME/ARCADE32
« Reply #35 on: November 02, 2017, 03:05:37 pm »
Updated first post with new links.

Raibol1 this is GM with D3D9ex but not arcade only. It really does not make sense build arcade only release.
« Last Edit: November 02, 2017, 03:09:13 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #36 on: November 02, 2017, 03:41:28 pm »
Thank you very much for this new releases!!!
Arcade only ist not so necessary, in my 2 Arcade cabinets the full version is also great!!

Rainer

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Re: GroovyMAME/ARCADE32
« Reply #37 on: November 03, 2017, 12:03:29 pm »
Thanks haynor666,

Only one question, we must only replace the Groovymame64.exe? the other archives we leave the old ones?

Thanks

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Re: GroovyMAME/ARCADE32
« Reply #38 on: November 03, 2017, 02:39:23 pm »
All other files (plugins, artwork) You should get from official mame 191 archive.

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Re: GroovyMAME/ARCADE32
« Reply #39 on: November 04, 2017, 04:43:34 am »
Updated first post with new links.

Raibol1 this is GM with D3D9ex but not arcade only. It really does not make sense build arcade only release.

Thanks for posting these builds  :)

Just wondering, would it be useful to post some of these issues (and fixes) at http://mametesters.org/? For example the below seem like issues that may be addressed in the MAME core.

Especially when issue is properly documented and code solution is already included in the description, in my experience they mostly get fixed in the core..

- Bonze Adventure protection fix (no more errors when You die)
- frequency modification for several audio chips for proper audio speed (Aliens, Crime Fighters, Simpsons, Vendetta)
- audio fix for Dark Seal and Vapor Trail (now sound does not change it's pitch/speed during attract mode/game)
- more accurate video timings in Green Beret
- proper video timmings in Iron Horse (very usefull for TV/Arcade monitor)
- Better NMI value for Jail Break (proper audio pitch?)
- swapped some IRQ handling in megasys1 driver
- video fix for Metamorpic Force (proper offsets)
- slow rendering fix for namconb1


« Last Edit: November 04, 2017, 04:49:21 am by Dr.Venom »

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Re: GroovyMAME/ARCADE32
« Reply #40 on: November 04, 2017, 10:47:11 am »
All those fixes are either hacks so won't be in official mame or changes were not accepted by mamedev (like Iron Horse fix).

Some of those are really not correct (like Neo Geo resolutions changes) - only to improve display/sound not matter if real hardware had or had not such issues/behaviour.

Some changes are just guess or some logical assumptions but not verified.

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Re: GroovyMAME/ARCADE32
« Reply #41 on: November 04, 2017, 03:37:11 pm »
All other files (plugins, artwork) You should get from official mame 191 archive.

Thanks a lot.

Any change to do in the mame.ini from 0.189 version?

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Re: GroovyMAME/ARCADE32
« Reply #42 on: November 05, 2017, 06:34:44 am »
Probably not.

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Re: GroovyMAME/ARCADE32
« Reply #43 on: November 08, 2017, 03:26:30 pm »
Can you build a 32bit version without the "Your graphics card does not support non-power-of-two textures" error?
It was discussed here: http://forum.arcadecontrols.com/index.php/topic,155585.0.html

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Re: GroovyMAME/ARCADE32
« Reply #44 on: November 10, 2017, 07:28:27 am »
Done, please use link in first post and let me know if this works.

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Re: GroovyMAME/ARCADE32
« Reply #45 on: November 11, 2017, 07:42:15 am »
Works perfectly, Cave performance has improved 2x! Thanks!

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Re: GroovyMAME/ARCADE32
« Reply #46 on: November 13, 2017, 02:22:35 pm »

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Re: GroovyMAME/ARCADE32
« Reply #47 on: November 14, 2017, 02:19:41 pm »
Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8
quick tested tonight, brilliant. Many thanks for the preview !

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Re: GroovyMAME/ARCADE32
« Reply #48 on: November 14, 2017, 04:50:42 pm »

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Re: GroovyMAME/ARCADE32
« Reply #49 on: November 16, 2017, 07:39:33 am »
The git version has the "non-power-of-two textures" error again  :'(

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Re: GroovyMAME/ARCADE32
« Reply #50 on: November 16, 2017, 07:43:37 am »
Ups, I forgot to apply this patch. I'll compile latest GIT with this patch as well.

BTW. You could try PGM2 emulation after I made new test build ;)

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Re: GroovyMAME/ARCADE32
« Reply #51 on: November 16, 2017, 04:39:52 pm »
New version from today - [removed]
« Last Edit: December 05, 2017, 04:18:42 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #52 on: December 05, 2017, 04:19:39 pm »
Version 192 is out. Added solution for bypassing message "non-power-of-two textures".

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Re: GroovyMAME/ARCADE32
« Reply #53 on: December 16, 2017, 11:58:39 am »
Thank you!

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Re: GroovyMAME/ARCADE32
« Reply #54 on: December 16, 2017, 09:15:24 pm »
Thank you haynor.
 :applaud:

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Re: GroovyMAME/ARCADE32
« Reply #55 on: January 09, 2018, 03:14:35 am »
Are 0.192 diff compatible with 0.193 source?

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Re: GroovyMAME/ARCADE32
« Reply #56 on: January 09, 2018, 07:26:35 am »
I have 193 diff created but I didn't build 193 so far. I don't have enough time fpr my hobby right now.

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Re: GroovyMAME/ARCADE32
« Reply #57 on: January 27, 2018, 10:41:39 am »
Hi, any news about .193 release?
In any case really thanks for your Great work!



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Re: GroovyMAME/ARCADE32
« Reply #58 on: January 28, 2018, 02:03:58 pm »
It's too late to publish 193 so wait for 194 :)

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Re: GroovyMAME/ARCADE32
« Reply #59 on: January 28, 2018, 03:48:57 pm »
ok thanks!!!  ;D

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Re: GroovyMAME/ARCADE32
« Reply #60 on: February 03, 2018, 10:34:30 am »
Version 194 is out. Temporary only 64bit build and without neo-geo resolutions changes.

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Re: GroovyMAME/ARCADE32
« Reply #61 on: February 03, 2018, 11:55:16 am »
 :applaud:

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yRe: GroovyMAME/ARCADE32
« Reply #62 on: February 03, 2018, 03:06:20 pm »
whats behind these neo geo resolutions changes? is this an issue?

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Re: GroovyMAME/ARCADE32
« Reply #63 on: February 03, 2018, 04:14:58 pm »
Solved. I simply miss some declarations in include neogeo.h  ;D

Compilation errors in 32 bit env - sorry, no build this time.
https://github.com/mamedev/mame/issues/2936
- SOLVED by compiling with older compiler.
« Last Edit: February 10, 2018, 05:22:14 am by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #64 on: February 04, 2018, 04:27:13 am »
thank you so much!!! awesome build!!

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Re: GroovyMAME/ARCADE32
« Reply #65 on: February 05, 2018, 03:20:14 pm »
fantastic! thank you
will test in my ladercab soon!  :notworthy:

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Re: GroovyMAME/ARCADE32
« Reply #66 on: February 06, 2018, 11:38:13 am »
Test build:

Cut visible areas in following games, removing black borders:
Double Dragon, Double Dragon II, Thunder Strike
Super Cross II
Mad Crush, Gladiator 1984
China Gate
Wonder Boy 3, Riot City, Aurail
Wonder Boy
Xain'n'Sleena
Battle Rangers
Express Raider
Rock'n'Rage
Exzisus
Gang Busters
Garyo Retsuden
Liberation
Cosmo Gang the Puzzle, Tinkle'n'Pit now whole driver needs this
Nova 2001
Jungle King, Sea Fighter Poseidon
Teenage Mutant Hero Turtles, Bells'n'Whistles
various games in system1 driver

https://mega.nz/#!ZpFyETwI!upZvi6b4k8OKedvy1S-REH_jcfKD6nTQl94GjG5mvBo
« Last Edit: February 09, 2018, 11:41:40 am by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #67 on: February 07, 2018, 02:15:30 pm »
you have removed your test build,
I was curious about it  :-[

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Re: GroovyMAME/ARCADE32
« Reply #68 on: February 07, 2018, 04:53:29 pm »
I'm buidling it again with additional changes, just give me 30 mins.

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Re: GroovyMAME/ARCADE32
« Reply #69 on: February 07, 2018, 07:30:35 pm »
thank you, I was just feared that you changed your mind.

there is no hurry  :applaud:

Iíll test it tomorrow

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Re: GroovyMAME/ARCADE32
« Reply #70 on: February 11, 2018, 10:19:47 am »
tested quicky with ddragon, wboy, wb3, exprraid
works really nicely. Thank you for this work
adopted !

 :cheers:

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Re: GroovyMAME/ARCADE32
« Reply #71 on: February 26, 2018, 12:39:43 pm »
Thank you for this build. I cant wait to try it with the neo geo resolution mod!

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Re: GroovyMAME/ARCADE32
« Reply #72 on: March 09, 2018, 06:09:01 am »
is there any 0.195 nonag release somewhere yet? :)

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Re: GroovyMAME/ARCADE32
« Reply #73 on: March 18, 2018, 06:36:08 am »
is there any 0.195 nonag release somewhere yet? :)

+1 :)

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Re: GroovyMAME/ARCADE32
« Reply #74 on: March 20, 2018, 03:27:19 pm »
I don't have time right now. Since mame have now proper c-chip emulation probably next version will 196 or 197.

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Re: GroovyMAME/ARCADE32
« Reply #75 on: March 31, 2018, 04:37:13 pm »
Version 196 out. For now without Iron Horse modification.
« Last Edit: March 31, 2018, 06:16:27 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #76 on: April 01, 2018, 03:05:19 am »
as always, thank you !
Thanks for your effort in maintaining this build.

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Re: GroovyMAME/ARCADE32
« Reply #77 on: April 01, 2018, 12:41:28 pm »
UPDATE: Iron Horse modification is fixed, builds will be updated shortly.

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Re: GroovyMAME/ARCADE32
« Reply #78 on: April 02, 2018, 10:55:37 am »
I forgot to mention that version 200 will be probably last one with support for 32 build. Right now saturn.cpp cannot be compiled with latest compiler. Older compiler works but in some time it will be probably abandoned so it's matter of time unless someone fix saturn.cpp.

Of course there is still source provided so everybody can do it by yourself.

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Re: GroovyMAME/ARCADE32
« Reply #79 on: April 12, 2018, 04:05:04 pm »
thank you so much! !
best compilation ever! !

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Re: GroovyMAME/ARCADE32
« Reply #80 on: May 12, 2018, 05:42:19 am »
free bump - 197 has some additions to the neo geo driver.

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Re: GroovyMAME/ARCADE32
« Reply #81 on: May 12, 2018, 10:10:53 am »
could you ad no saveste mesages when they are loaded please, i could share mi machinne.cpp if you need it, thanks.

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Re: GroovyMAME/ARCADE32
« Reply #82 on: May 18, 2018, 02:10:56 am »
I'm planning to release 198 skipping 197.

abispac, I prefer to leave those messages as they are but source for my modifications is available so You can always build Your own version. If there is problem I can build 196 right now just for You with this modification.

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Re: GroovyMAME/ARCADE32
« Reply #83 on: June 02, 2018, 03:37:13 pm »

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Re: GroovyMAME/ARCADE32
« Reply #84 on: June 08, 2018, 06:40:23 am »
great!
waiting for the diff to compile the 32bit version

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Re: GroovyMAME/ARCADE32
« Reply #85 on: June 08, 2018, 02:21:01 pm »
Here is diff package but please remember it's unofficial for now: https://mega.nz/#!t8sgTR6L!t153h7mt0kFnJZglKLwt2vEr5Km8DNhckFxhZReOg9s

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Re: GroovyMAME/ARCADE32
« Reply #86 on: June 25, 2018, 04:38:42 am »
Thx for the 32build of 0.196.  :)

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Re: GroovyMAME/ARCADE32
« Reply #87 on: July 06, 2018, 01:47:26 pm »
Do you plan on releasing an 0.199 build? Killer Instinct is broken on 0.198.

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Re: GroovyMAME/ARCADE32
« Reply #88 on: July 08, 2018, 06:35:41 am »
Calamity didn't released 199 GM source so I'm not planning releasing 199 as well.

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Re: GroovyMAME/ARCADE32
« Reply #89 on: July 26, 2018, 03:59:19 am »
Test build for version 200 (still based on groovymame patch 196).

Removed Iron Horse patch - no longer needed.

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Re: GroovyMAME/ARCADE32
« Reply #90 on: July 28, 2018, 08:53:42 am »
Thank you so much! Advancement has been quick, and I think 0.200 might be a version I stick with for a while.

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Re: GroovyMAME/ARCADE32
« Reply #91 on: August 23, 2018, 07:55:41 am »
any plans on a 0.200 release? :)

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Re: GroovyMAME/ARCADE32
« Reply #92 on: August 23, 2018, 09:02:33 am »
I think after 200 test release I'll go straight to 201. After all it's just one week.

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Re: GroovyMAME/ARCADE32
« Reply #93 on: September 05, 2018, 07:06:13 am »
I think after 200 test release I'll go straight to 201. After all it's just one week.

We're looking forward to it :)

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Re: GroovyMAME/ARCADE32
« Reply #94 on: September 05, 2018, 03:05:41 pm »
I'm waiting for official groovymame 201 release.

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Re: GroovyMAME/ARCADE32
« Reply #95 on: September 07, 2018, 05:26:47 am »
I'm curious!
Considering ARCADE is the follow-up to mameuifx, Does ARCADE include all the enhancements of mameuifx?
I mean, all this list:
http://mame32fx.altervista.org/features.htm

Therefore, does your groovymame distribution include them all ?   :notworthy: :notworthy: :applaud:

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Re: GroovyMAME/ARCADE32
« Reply #96 on: September 07, 2018, 05:55:22 am »
You are looking at distant past. MAMEUIFX is dead - we have now ARCADE32/64 - http://arcade.mameworld.info Since that time many changes has been made in ARCADE32/64. Some new features were added, some old code is no longer needed.

This is modification for groovymame so it does not have GUI just like ARCADE32/64 or MAMEUI64 so everything related to GUI is not present here. Additionally some old code like samples support for Toaplan games it's not here because MAME have now proper code/roms for sound. It does not have any extra game like groovymame but also just like ARCADE32/64.

Since it's based on groovymame it's full MAME build not ARCADE only just like old MAMEUIFX and ARCADE32/64.

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Re: GroovyMAME/ARCADE32
« Reply #97 on: October 12, 2018, 11:54:41 am »
Hallo,

will u release a 202 version (64bit, d3d9ex, supression)?

Greets

raibol

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Re: GroovyMAME/ARCADE32
« Reply #98 on: October 13, 2018, 02:12:01 am »
Waiting for 0.203 would make more sense, since there will be a lot of interesting fixes from official MAME.
GroovyMAME oddball LCD user: W7 64, viewsonic vx3211-mh, i5-4690k @4.1GHz, Rx 570, crt_emudriver 2.0b15

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Re: GroovyMAME/ARCADE32
« Reply #99 on: October 13, 2018, 01:31:31 pm »
I'll try to build 202.

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Re: GroovyMAME/ARCADE32
« Reply #100 on: October 13, 2018, 04:52:42 pm »
Uploaded version 202 but only x64 build. Link in first post.

BTW. schmerzkaufen, what interesting will be in 203? I'm sorry but I'm focused on amiga right now and I miss a lot of changes.

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Re: GroovyMAME/ARCADE32
« Reply #101 on: October 14, 2018, 05:06:22 am »
BTW. schmerzkaufen, what interesting will be in 203? I'm sorry but I'm focused on amiga right now and I miss a lot of changes.
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=378927&page=0&view=expanded&sb=5&o=&fpart=1&vc=1
I'm mostly interested in the finally fixed INI system, and changes to HLSL (not all featured here but we'll see when we try)
There will be a ton on the game/input/optimization side too, that post was only of the 10th of oct. Big release coming.
Combined, upcoming baseline MAME's + Calamity's recent fixes to GM will make an overall better working, more powerful MAME, and I'm going to use that to put to test Calamity's changes in particular, under various conditions, thoughout this fall/winter.
« Last Edit: October 14, 2018, 05:08:46 am by schmerzkaufen »
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Re: GroovyMAME/ARCADE32
« Reply #102 on: October 14, 2018, 07:56:27 am »
@haynor666,

thank you very much, i will try it soon!!

I myself have still problems compiling it.

Greets

Rainer

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Re: GroovyMAME/ARCADE32
« Reply #103 on: October 14, 2018, 11:32:41 am »
Hallo,

i just tested your new build and works like a charm!!!

Thank you for supplying us with these builds.

Greets

Rainer

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Re: GroovyMAME/ARCADE32
« Reply #104 on: October 15, 2018, 02:30:37 am »
Good to know beacuse I only started my build on PC with LCD with just one game :)

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Re: GroovyMAME/ARCADE32
« Reply #105 on: November 03, 2018, 07:52:38 am »
Release 203 is out.

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Re: GroovyMAME/ARCADE32
« Reply #106 on: November 03, 2018, 11:51:20 am »
Thanks a lot!  ;)

edit: I've probably done something wrong because all the poker n'stuff games still show in my list... will try a fresh install.
« Last Edit: November 03, 2018, 12:10:43 pm by schmerzkaufen »
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Re: GroovyMAME/ARCADE32
« Reply #107 on: November 03, 2018, 12:25:43 pm »
Thank you! This is a good release! I can now update my romset, got the haynor version for Neo Geo garbage fixes, got the choccyhobnob Mac OS X and rPi versions... itís a good day.  :)

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Re: GroovyMAME/ARCADE32
« Reply #108 on: November 03, 2018, 12:35:56 pm »
Yup the useless roms are still showing and all the clones are missing.

Well damn, actually since I have changed my roms for merged ones, ARCADE probably doesn't work with those.

Ugh I don't understand the first thing about clrmamepro so it'll be a pain.
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Re: GroovyMAME/ARCADE32
« Reply #109 on: November 03, 2018, 12:43:10 pm »
Please remember - it's full MAME release not arcade only.

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Re: GroovyMAME/ARCADE32
« Reply #110 on: November 03, 2018, 12:50:21 pm »
Since when? I think I can remember having 'groovyarcade' builds that only showed a clean arcade games list (which is the point of ARCADE tbh...)

Also I'm not joking it's somehow managed to hide all clones I don't know why.

Ok I have to investigate this.
« Last Edit: November 03, 2018, 12:51:58 pm by schmerzkaufen »
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Re: GroovyMAME/ARCADE32
« Reply #111 on: November 03, 2018, 12:59:22 pm »
My own build of groovymame is always full it was for very long time.

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Re: GroovyMAME/ARCADE32
« Reply #112 on: November 03, 2018, 01:06:16 pm »
Must have mixed both in my mind then. Oh well.

edit: wait, I still have one of your 'arcade only' builds it's 0.186, that wasn't so long ago. Just curious why did you stop making those?
« Last Edit: November 03, 2018, 01:44:25 pm by schmerzkaufen »
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Re: GroovyMAME/ARCADE32
« Reply #113 on: November 03, 2018, 03:32:20 pm »
186 was before I start this topic. I stopped making arcade only builds because groovymame official is also full MAME.

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Re: GroovyMAME/ARCADE32
« Reply #114 on: November 04, 2018, 04:19:42 am »
No problem I understand. A bit sad though, I know no other way to get a similar clean list without hand-editing a 10,000+ lines file.
If the romsets themselves were built in separate parts by categories that wouldn't be such a big deal.
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Re: GroovyMAME/ARCADE32
« Reply #115 on: November 04, 2018, 11:17:04 am »
0.203 diff files?

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Re: GroovyMAME/ARCADE32
« Reply #116 on: November 04, 2018, 06:36:41 pm »
Diff 202 works fine except neogeo.cpp part. For a moment please use file from arcade32/64 source.

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Re: GroovyMAME/ARCADE32
« Reply #117 on: November 08, 2018, 07:03:20 am »
Hello haynor666
Any plans for 32bit 0203b version?

Thanks a lot
Marcos
« Last Edit: November 08, 2018, 10:46:26 am by m.andrade1 »

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Re: GroovyMAME/ARCADE32
« Reply #118 on: November 09, 2018, 02:03:51 pm »
Uploaded but since I don't have XP I can't test it. Let me know if it works.

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Re: GroovyMAME/ARCADE32
« Reply #119 on: November 12, 2018, 05:01:20 am »
Hello  Haynor666, I would like to know why the Kung Fu Master that has had in the past the SOUND ok, after the new versions never again the SOUND is ok, you know why?

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Re: GroovyMAME/ARCADE32
« Reply #120 on: November 12, 2018, 05:57:57 am »
It was explained many times before - MAME have now discrete sound emulation which is still not perfect and very CPU demanding.

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Re: GroovyMAME/ARCADE32
« Reply #121 on: November 19, 2018, 11:46:56 am »
Hello haynor666
Thanks a lot for 32bit version, will test on XP and let you know the results

Thanks
Marcos

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Re: GroovyMAME/ARCADE32
« Reply #122 on: December 02, 2018, 06:36:41 am »
New version just because I might now have enough time during Christmas.

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Re: GroovyMAME/ARCADE32
« Reply #123 on: December 02, 2018, 10:15:55 am »
Thanks.
Can you please explain about the D3D8 fix?

My cabinet is running under XP 32bit.

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Re: GroovyMAME/ARCADE32
« Reply #124 on: December 03, 2018, 03:52:57 am »
D3D8 fix is added solution for bypassing message "non-power-of-two textures" for old DX8 video cards. At some point this fix and x32 build will be abandoned.

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Re: GroovyMAME/ARCADE32
« Reply #125 on: December 16, 2018, 05:07:38 pm »
Hi! I think the sound in Dark Seal is still broken. If you choose the Knight, the music speeds up during the attacks. Any clues? Thanks BTW

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Re: GroovyMAME/ARCADE32
« Reply #126 on: December 19, 2018, 04:15:09 pm »
You have right. Sound is broken again at least for version 203 i 204. It was fine in 200. I'll contact author of patch.

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Re: GroovyMAME/ARCADE32
« Reply #127 on: December 20, 2018, 02:59:23 pm »
This does not look too good now - http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022

EDIT. This won't be fixed :(
« Last Edit: December 21, 2018, 09:27:17 am by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #128 on: December 23, 2018, 06:47:13 am »
Too bad... Thanks for the efforts, man. I've been using your groovymame builds for a long time but I can't find the last one those two games worked fine. Could you posted it?
I don't understand why MAME doesn't focus on accuracy instead of just compatibility. The only emulator that can "run perfectly" Dark seal is fba, but for some reason the music is in a slower tempo, maybe the author underclock the driver to avoid the speeds up... in mame you can do that putting the sound cpu in a 23% underclock, but is a pain doing it everytime you run the game.

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Re: GroovyMAME/ARCADE32
« Reply #129 on: December 23, 2018, 06:52:40 am »
Too bad... Thanks for the efforts, man. I've been using your groovymame builds for a long time but I can't find the last one those two games worked fine. Could you posted it?
I don't understand why MAME doesn't focus on accuracy instead of just compatibility. The only emulator that can "run perfectly" Dark seal is fba, but for some reason the music is in a slower tempo, maybe the author underclock the driver to avoid the speeds up... in mame you can do that putting the sound cpu in a 23% underclock, but is a pain doing it everytime you run the game.
Maybe try the experimental build that Calamity just posted here (reply #14) http://forum.arcadecontrols.com/index.php/topic,158665.0.html
It saves more sliders including the CPU over/underclock.
(not sure it saves the one you mention though, you gotta try it)
« Last Edit: December 23, 2018, 07:07:02 am by schmerzkaufen »
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Re: GroovyMAME/ARCADE32
« Reply #130 on: December 23, 2018, 08:09:29 am »
There is a way but it require modification for h6280 core which affect all games using this processor mostly 90s Data East games and PC Engine console - http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2

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Re: GroovyMAME/ARCADE32
« Reply #131 on: December 23, 2018, 08:24:26 am »
I've checked using Calamity's experimental build and indeed you can underclock the 'audiocpu' down to 23% and the setting is saved (individually for the game since it's stored in the corresponding .cfg)
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Re: GroovyMAME/ARCADE32
« Reply #132 on: December 23, 2018, 09:05:58 am »
I've checked using Calamity's experimental build and indeed you can underclock the 'audiocpu' down to 23% and the setting is saved (individually for the game since it's stored in the corresponding .cfg)
Yes. I've already test it. It's amazing!
Finally we can save the over/underclocks. This have to be a "must" in the futures build of groovymame.
Thanks for the post link ;)
There is a way but it require modification for h6280 core which affect all games using this processor mostly 90s Data East games and PC Engine console - http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2

I suppose that you can't isolate the game itself for the core modification without affecting the rest.

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Re: GroovyMAME/ARCADE32
« Reply #133 on: December 23, 2018, 10:08:09 am »
I tried but I've failed. I'm working right on experimental build with modified h6280 core. So far I tested almost all games that use this CPU and I don't see/hear any regression.

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Re: GroovyMAME/ARCADE32
« Reply #134 on: December 23, 2018, 01:22:48 pm »
Here is experimental build with modified h6280 core - https://mega.nz/#!o5FBVaiJ!T0Fs7sUIe617UqHalmpiTFvW_NAY5q2PZgQjLg8mmns

These games has to be tested:

Act Fancer (tested until second level)
Battle Ranger (tested until submarine boss)
Boogie Wings (tested until first boss)
Caveman Ninja (tested until first boss)
Crude Buster (tested only first level, look here - https://mametesters.org/view.php?id=389)
Dark Seal (tested only on attract mode)
Diet to Go
Funky Jet
Mad Motor
Rohga (tested two levels)
Super Burger Time
Thunder Zone (tested part of first level)
Vapor Trail

PC Engine console

and some games in dec0 and dec32 drivers:
Boulder Dash (look here - https://mametesters.org/view.php?id=6740)
Hippodrome
Midnight Resistance
RoboCop
Secret Agent (look here - (look here - https://mametesters.org/view.php?id=6740)
Captain America and the Avengers
Dragon Gun
Fighter's History

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Re: GroovyMAME/ARCADE32
« Reply #135 on: December 24, 2018, 05:13:43 pm »

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Re: GroovyMAME/ARCADE32
« Reply #136 on: December 25, 2018, 06:51:35 am »
Initially I wasn't to optimistic about that just like MameSick and You:

Quote
The fix for darkseal and vaportra is no more valid. The function that is commented out is now declared internally in the H6280 CPU core and is always enabled. So those extra lines listed in 202 diff are useless now.

In file h6280.cpp infact there is:

void h6280_device::internal_map(address_map &map)
{
   map(0x1fe800, 0x1fe80f).mirror(0x3f0).rw(FUNC(h6280_device::io_buffer_r), FUNC(h6280_device::psg_w));
   map(0x1fec00, 0x1fec01).mirror(0x3fe).rw(FUNC(h6280_device::timer_r), FUNC(h6280_device::timer_w));
   map(0x1ff000, 0x1ff000).mirror(0x3ff).rw(FUNC(h6280_device::port_r), FUNC(h6280_device::port_w));
   map(0x1ff400, 0x1ff403).mirror(0x3fc).rw(FUNC(h6280_device::irq_status_r), FUNC(h6280_device::irq_status_w));
}
So the only way to enable again the fix would be comment out the line here but with the serious risk to break a lot of other games that uses the same audio CPU.

Robbbert should remove both VAPORTRA.CPP and DARKSEAL.CPP files from his source. The code there is no more valid.

Quote
Because of this, darkseal and vaportra have been reverted back to MAME standard.

 

If someone wants to check the existing audio in everything else that uses the h6280, then we will know if it's a global problem, or just for some games. If it happens for everything h6280-related, then the patch can be done.

But after some disscussion and test of experimental build patch will stay in ARCADe32/64 and my build at least until someone will find some problems associated with this patch :)

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Re: GroovyMAME/ARCADE32
« Reply #137 on: December 25, 2018, 06:57:59 am »
Haynor, I'm testing your experimental build and the games affected seems to be ok at the moment. Congrats! :notworthy:
Any plans to incorporate the "save slides function" into your build? 

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Re: GroovyMAME/ARCADE32
« Reply #138 on: December 25, 2018, 07:28:51 am »
I'm hoping it will be in official groovymame first for 205.

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Re: GroovyMAME/ARCADE32
« Reply #139 on: December 30, 2018, 07:04:28 am »
Test build - [removed - new one available]

Right now thunderx and snk changes are reverted - problems with modifications. System1 games needs checking.
ssv changes are also reverted - absent in Arcade32/64.
Gradius/Nemesis audio fix does not work, video part is fine.
« Last Edit: January 01, 2019, 03:41:03 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #140 on: January 01, 2019, 12:47:16 am »
Test build - https://mega.nz/#!84lBmAyZ!5fOEPQhaDU1WpvnFhK3qY-xSmiEuwU1mPz0ngH-XR6Y

Right now thunderx and snk changes are reverted - problems with modifications. System1 games needs checking.
ssv changes are also reverted - absent in Arcade32/64.
Gradius/Nemesis audio fix does not work, video part is fine.

Just finished my download of MAME .205 and used your compile above. Just under 2,000 games in my filtered list. Seems to work well. Anything I should pay attention to besides the above?
When you find great deals on Craigslist for CRT based cabs, exuberance :laugh2: can be a bad thing!


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Re: GroovyMAME/ARCADE32
« Reply #141 on: January 01, 2019, 03:52:54 pm »
With help from MameSick I've restored patches:
thunderx.cpp (Super Contra - resolution 304x224, Gang Busters - resolution 228x224, Thunder Cross - resolution 288x224)
snk.cpp (Gladiator 1984 - resolution 256x216, Mad Crash - resolution 256x216)

Also I've restored:
nemesis.cpp (audio without crackling in Nemesis/Gradius)
ssv.cpp partially (Dyna Gear - resolution 320x240, Changed Air Blade - resolution 336x240)

New patches:
sidearms.cpp (re balanced audio in Side Arms)

Release candidate https://mega.nz/#!JpUjhK5Q!i4T-nF3f-H7zDE0XM1NrMqqaINq7pNFrTpEHCMxhiu0
« Last Edit: January 01, 2019, 04:01:20 pm by haynor666 »

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Re: GroovyMAME/ARCADE32
« Reply #142 on: January 01, 2019, 04:29:01 pm »
Awesome work! I might update to 0.205 as a way to close out the year with a good release!

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Re: GroovyMAME/ARCADE32
« Reply #143 on: January 02, 2019, 05:09:59 am »
All changed games should be fine by now. The only bug left is not working neo-geo cd console emulation due not implemented sprite hack.

keilmillerjr

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Re: GroovyMAME/ARCADE32
« Reply #144 on: January 06, 2019, 09:45:10 pm »
All changed games should be fine by now. The only bug left is not working neo-geo cd console emulation due not implemented sprite hack.

Awesome! Canít wait! When diff files are released, I think Iím going to try and compile on groovy arcade (arch Linux). I have a really good windows 10 setup, but curious about making things work on pc Linux.

haynor666

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Re: GroovyMAME/ARCADE32
« Reply #145 on: January 08, 2019, 07:51:12 am »
namcona1 modifications are almost done. Final 205 should in next 2 hours.

gozaimas

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #146 on: January 09, 2019, 04:16:59 am »
Just wanted to say thank you for doing this. It's a total thrill installing the new build on my cabs every time you post a release. Hugely appreciated.

Vantier

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #147 on: January 09, 2019, 09:32:58 am »
Great work Haynor! Very thank you!! :applaud: :applaud: :applaud:

keilmillerjr

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #148 on: February 02, 2019, 01:07:41 pm »
Thank you once again haynor! I love the neo geo fixes! Will hopefully have it tested on my real neo geo tomorrow. :cheers:

I have compiled a binary for Linux. I was able to compile on a virtual install of GroovyArcade on my mac. Will hopefully be able to compile newer versions in the same manner.

mame 0.205
groovymame_017m.diff
suppression.diff
various_fixes.diff

https://github.com/keilmillerjr/mame-diffs

lolo40

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #149 on: February 02, 2019, 08:25:59 pm »
Hi,
Can i use the Groovymame x64 version with my winXP64.
I don't use Direct3D9Ex.

haynor666

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #150 on: February 03, 2019, 10:28:44 am »
I abandoned XP64 so You cannot use x64 build on XP64. Use x32 instead.

New version is out. Please check neogeo games - raster hack needs examining.

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #151 on: February 03, 2019, 02:19:19 pm »
Too bad, thanks.

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #152 on: February 17, 2019, 07:12:42 am »

I'm using a text translator if you do not understand me well I'm sorry.



If it's not a lot of hassle,, you would not have compiled a 32bit groovymame 206 not nag.

I using the drivers for the 086b for my guncon2, the official version is only compiled for 64bit ..

haynor666

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #153 on: February 17, 2019, 11:57:06 am »
My build is also available as 32 bit application.

If You are looking for official groovymame then http://forum.arcadecontrols.com/index.php/topic,151459.msg1677161.html#msg1677161 or better https://b4nd1t0.blogspot.it/

BTW. 2019 is last year for 32builds. From 2020 I'm going to build only x64 version.
« Last Edit: February 17, 2019, 12:00:02 pm by haynor666 »

shiryu55

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #154 on: February 18, 2019, 06:38:35 am »
ok,

Sorry, I did not see the link that was on the first page.
« Last Edit: February 18, 2019, 06:46:25 am by shiryu55 »

haynor666

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #155 on: March 03, 2019, 06:25:24 am »
Versions 207 is out. Neo Geo raster hack is still a bit broken (Sengoku 2 title screen zoom is not correct but other games should be ok).

Reorganized downloads section to simplify management - all versions starting from version 203 will be there and have invidual subdirectories.
« Last Edit: March 03, 2019, 07:04:38 am by haynor666 »

krick

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #156 on: March 17, 2019, 04:02:00 pm »
@Haynor

Does your latest build include Direct3D9Ex ?  There's a user in another thread trying to use your build on XP because they have an ancient video card that needs the non-power-of-two texture change but they are having issues...

http://newforum.arcadecontrols.com/index.php/topic,159811.0.html

Hantarex Polo 15KHz
Sapphire Radeon HD 7750 2GB (GCN)
GroovyMAME 0.197.017h_d3d9ex
CRT Emudriver & CRT Tools 2.0 beta 13 (Crimson 16.2.1 for GCN cards)
Windows 7 Home Premium 64-bit
Intel Core i7-4790K @ 4.8GHz
ASUS Z87M-PLUS Motherboard

haynor666

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #157 on: March 20, 2019, 11:45:05 am »
You have everything in first post - D3D9ex -> 64bit; D3Dfix  -> 32bit.

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Re: GroovyMAME/ARCADE32/64 custom build
« Reply #158 on: Yesterday at 08:36:37 am »
Hello haynor666
Thank you so much for the 32bit version !
This will keep our hobby alive !

Thanks
Marcos