Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: .chd vs slow games.  (Read 1184 times)

0 Members and 1 Guest are viewing this topic.

2slk

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 180
  • Last login:February 27, 2004, 11:38:09 pm
  • Fascinating, Captain.
.chd vs slow games.
« on: March 26, 2003, 11:17:23 pm »
 Are there any options that would speed up games that use .chd images to run? Some games (killer instinct, KI2, Vicious Circle) are running like molasses. Core hardware on my test system is:

AMD XP 2100+
GF4 ti4200 128 MEGS
512MEGS RAM
HD is Ultra ATA.  

Using MAME .66 & Win XP

Thanks in advance.
« Last Edit: March 26, 2003, 11:19:07 pm by 2slk »

Chris

  • Trade Count: (+2)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 4574
  • Last login:September 21, 2019, 04:59:49 pm
    • Chris's MAME Cabinet
Re:.chd vs slow games.
« Reply #1 on: March 26, 2003, 11:23:21 pm »
Hmmm... I run Area 51 and Maximum Force, which have quite large CHD's, and they run fine on my Athlon XP 2000+ with its awful embedded s3 Savage4 video under Windows 98. Your system should blow mine away.  Perhaps it's not the CHD that's at fault, but the game itself?

--Chris
--Chris
DOSCab/WinCab Jukebox: http://www.dwjukebox.com

2slk

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 180
  • Last login:February 27, 2004, 11:38:09 pm
  • Fascinating, Captain.
Re:.chd vs slow games.
« Reply #2 on: March 26, 2003, 11:28:57 pm »
Chris,

 Actually, area51 runs OK on my system (well, except for the annoying reload situation). I have been unsuccessful in extracting the maximum force .chd so far so I couldn't comment (I have another post on that). So far, it's really the three games that I listed.

Thanks for the reply.

Chris

  • Trade Count: (+2)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 4574
  • Last login:September 21, 2019, 04:59:49 pm
    • Chris's MAME Cabinet
Re:.chd vs slow games.
« Reply #3 on: March 26, 2003, 11:37:49 pm »
There's a patch to fix the reload situation; I've installed it and it works great... of course, you have to recompile MAME to do it....

This part goes in src/drivers/cojag.c:

PORT_ANALOG( 0xff, 0x80, IPT_LIGHTGUN_Y, 70, 10, 0, 255 )

PORT_START /* fake analog X */
PORT_ANALOG( 0xff, 0x80, IPT_LIGHTGUN_X | IPF_PLAYER2, 50, 10, 0, 255 )

PORT_START /* fake analog Y */
PORT_ANALOG( 0xff, 0x80, IPT_LIGHTGUN_Y | IPF_PLAYER2, 70, 10, 0, 255 )

PORT_START /* gun triggers */
PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_SPECIAL ) /* gun data valid */
PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_SPECIAL ) /* gun data valid */
PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 )
PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER1 )
PORT_BIT( 0xfff0, IP_ACTIVE_LOW, IPT_UNKNOWN )

PORT_START /* fake reload triggers */
PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_SPECIAL ) /* gun data valid */
PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_SPECIAL ) /* gun data valid */
PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER2 )
PORT_BIT( 0x0008, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER1 )
PORT_BIT( 0xfff0, IP_ACTIVE_LOW, IPT_UNKNOWN )
INPUT_PORTS_END


and in src/vidhrdw/jaguar.c change READ32_HANDLER( cojag_gun_input_r ) to:

READ32_HANDLER( cojag_gun_input_r )
{
int beamx, beamy;

switch (offset)
{
case 0:
if (!(readinputport(8) & 0x04)) return 0;
get_crosshair_xy(1, &beamx, &beamy);
beamx += 52;
beamy += 17;
return (beamy << 16) | (beamx ^ 0x1ff);

case 1:
if (!(readinputport(8) & 0x08)) return 0;
get_crosshair_xy(0, &beamx, &beamy);
beamx += 52;
beamy += 17;
return (beamy << 16) | (beamx ^ 0x1ff);

case 2:
return (readinputport(7) & readinputport(8)) << 16;
}
return 0;
}


--Chris
DOSCab/WinCab Jukebox: http://www.dwjukebox.com

2slk

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 180
  • Last login:February 27, 2004, 11:38:09 pm
  • Fascinating, Captain.
Re:.chd vs slow games.
« Reply #4 on: March 26, 2003, 11:40:09 pm »
Chris,

 Cool, thanks. Can't wait to check it out.  ;D