The NEW Build Your Own Arcade Controls

Software Support => GroovyMAME => Topic started by: haynor666 on July 19, 2017, 03:22:12 pm

Title: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 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 (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:

- enable stereo sound in Truxton 2
- QS1000 volume boots (games using this chip has louder audio output)
- audio level fix for m72 driver removed in 232
- audio level fix for Side Arms
- frequency modification for several audio chips for proper audio speed (Aliens, Crime Fighters, Simpsons, Vendetta) removed in version 239
- fix for Crude Buster, Dark Seal and Vapor Trail (now sound does not change it's pitch/speed during attract mode/game) removed in version 213
- Better NMI value for Jail Break (proper audio pitch?) WILL BE REMOVED in 254, barely noticable
- fix for Gradius/Nemesis (discrete emulation is bypassed so no strange audio during play) removed

Video modifications:

- hack for fixing sprites in neogeo driver (at the moment title screen in sengoku2 is a bit broken) This was always complicated to keep and could cause trouble in driver.
- 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) WILL BE REMOVED in 254, I don't know if it's ok or not
- 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 Go Go Mr. Yamaguchi [not in ARCADE32/64] removed for now - needs source update
- 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 WILL BE REMOVED in 254, is it needed ?
- swapped some IRQ handling in megasys1 driver

32bit build modifications:

- d3d fix for old video cards removed from version 216

GroovyMAME source (up to version 227): HERE (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE)
GroovyMAME source (from version 228): HERE (https://github.com/antonioginer/GroovyMAME/releases)
No nag source: HERE (http://mamestuff.lowtrucks.net/MKChamp/)
All files (builds, sources) are now HERE (https://mega.nz/#F!Yt8xBKYI!KKgnQwWpeu30Bz3oUabDog)
NOTE. Those are only main EXE files. You are still need remaing files from official mame pack.
Title: Re: GroovyMAME/ARCADE32
Post by: mdd45 on July 19, 2017, 06:10:47 pm
Thank you!!!
Title: Re: GroovyMAME/ARCADE32
Post by: Paradroid on July 19, 2017, 07:53:53 pm
Unreal!

Sent from my SM-A300Y using Tapatalk

Title: Re: GroovyMAME/ARCADE32
Post by: keropi 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?
Title: Re: GroovyMAME/ARCADE32
Post by: Jonny G 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.
Title: Re: GroovyMAME/ARCADE32
Post by: keropi 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 :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on July 20, 2017, 11:10:37 am
MAME = old MAME +MESS so my build is with MESS part as well just like Groovymame.
Title: Re: GroovyMAME/ARCADE32
Post by: keropi on July 20, 2017, 11:42:56 am
^ allright then , thanks for the clarification :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: Calamity on July 20, 2017, 02:42:07 pm
Glad to see this hybridisation.
Title: Re: GroovyMAME/ARCADE32
Post by: marcelosofth on July 20, 2017, 03:26:54 pm
Yesssssssssssssssss, vivaaaaaaaaaaa, tks my friend (Windows XP - 32bits foreverrrrrr)  :applaud: :cheers:
Title: Re: GroovyMAME/ARCADE32
Post by: Nodoyuna 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
Title: Re: GroovyMAME/ARCADE32
Post by: Recapnation 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on July 21, 2017, 01:29:10 pm
http://mametesters.org/view.php?id=2659 (http://mametesters.org/view.php?id=2659)
http://mametesters.org/view.php?id=3972 (http://mametesters.org/view.php?id=3972)
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on July 22, 2017, 06:18:50 am
Thank you haynor. I will try this out asap.

Title: Re: GroovyMAME/ARCADE32
Post by: Recapnation on July 22, 2017, 07:31:37 am
It's sad they're fixing non-bugs whereas this (http://mametesters.org/view.php?id=3954) 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.



Title: Re: GroovyMAME/ARCADE32
Post by: totozero 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on July 24, 2017, 05:27:33 am
Does moving slider with CTRL pressed is not enough? It's really fast for me.
Title: Re: GroovyMAME/ARCADE32
Post by: Nodoyuna 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
Title: Re: GroovyMAME/ARCADE32
Post by: totozero 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.

Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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
Title: Re: GroovyMAME/ARCADE32
Post by: Nodoyuna on July 24, 2017, 11:44:45 am
Thanks, I'll try that
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on July 28, 2017, 01:17:54 am
Does moving slider with CTRL pressed is not enough? It's really fast for me.
didn’t 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.
I’ll keep an older version in second just for kungfum/spartanx
discrete emulation for sounds make them too low and not well balanced.
Title: Re: GroovyMAME/ARCADE32
Post by: markran 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on August 06, 2017, 04:04:12 am
Some extras and videosnaps might need renaming but that's all.
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise 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 (http://forum.arcadecontrols.com/index.php/topic,154967.0.html)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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
Title: Re: GroovyMAME/ARCADE32
Post by: Sky25es 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:
Title: Re: GroovyMAME/ARCADE32
Post by: b4nd1t0 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: raibol1 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
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: Josef1975 on November 02, 2017, 05:38:04 am
Hi haynor666, thanks for your great work!!
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: raibol1 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
Title: Re: GroovyMAME/ARCADE32
Post by: michino 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
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 03, 2017, 02:39:23 pm
All other files (plugins, artwork) You should get from official mame 191 archive.
Title: Re: GroovyMAME/ARCADE32
Post by: Dr.Venom 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/ (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


Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: michino 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 05, 2017, 06:34:44 am
Probably not.
Title: Re: GroovyMAME/ARCADE32
Post by: AstroFan 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 (http://forum.arcadecontrols.com/index.php/topic,155585.0.html)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 10, 2017, 07:28:27 am
Done, please use link in first post and let me know if this works.
Title: Re: GroovyMAME/ARCADE32
Post by: AstroFan on November 11, 2017, 07:42:15 am
Works perfectly, Cave performance has improved 2x! Thanks!
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 13, 2017, 02:22:35 pm
Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on November 14, 2017, 02:19:41 pm
Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)
quick tested tonight, brilliant. Many thanks for the preview !
Title: Re: GroovyMAME/ARCADE32
Post by: michino on November 14, 2017, 04:50:42 pm
Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)

Thanks, works perfect.
Title: Re: GroovyMAME/ARCADE32
Post by: AstroFan on November 16, 2017, 07:39:33 am
The git version has the "non-power-of-two textures" error again  :'(
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 ;)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 16, 2017, 04:39:52 pm
New version from today - [removed]
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on December 05, 2017, 04:19:39 pm
Version 192 is out. Added solution for bypassing message "non-power-of-two textures".
Title: Re: GroovyMAME/ARCADE32
Post by: lettuce on December 16, 2017, 11:58:39 am
Thank you!
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on December 16, 2017, 09:15:24 pm
Thank you haynor.
 :applaud:
Title: Re: GroovyMAME/ARCADE32
Post by: antoniomauro on January 09, 2018, 03:14:35 am
Are 0.192 diff compatible with 0.193 source?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: Josef1975 on January 27, 2018, 10:41:39 am
Hi, any news about .193 release?
In any case really thanks for your Great work!


Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on January 28, 2018, 02:03:58 pm
It's too late to publish 193 so wait for 194 :)
Title: Re: GroovyMAME/ARCADE32
Post by: Josef1975 on January 28, 2018, 03:48:57 pm
ok thanks!!!  ;D
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on February 03, 2018, 10:34:30 am
Version 194 is out. Temporary only 64bit build and without neo-geo resolutions changes.
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on February 03, 2018, 11:55:16 am
 :applaud:
Title: yRe: GroovyMAME/ARCADE32
Post by: alex2005 on February 03, 2018, 03:06:20 pm
whats behind these neo geo resolutions changes? is this an issue?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: alex2005 on February 04, 2018, 04:27:13 am
thank you so much!!! awesome build!!
Title: Re: GroovyMAME/ARCADE32
Post by: Josef1975 on February 05, 2018, 03:20:14 pm
fantastic! thank you
will test in my ladercab (https://www.arcademania.eu/wikicab/index.php?title=LaderCab) soon!  :notworthy:
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (https://mega.nz/#!ZpFyETwI!upZvi6b4k8OKedvy1S-REH_jcfKD6nTQl94GjG5mvBo)
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on February 07, 2018, 02:15:30 pm
you have removed your test build,
I was curious about it  :-[
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on February 07, 2018, 04:53:29 pm
I'm buidling it again with additional changes, just give me 30 mins.
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on February 07, 2018, 07:30:35 pm
thank you, I was just feared that you changed your mind.

there is no hurry  :applaud:

I’ll test it tomorrow
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise 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:
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr 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!
Title: Re: GroovyMAME/ARCADE32
Post by: alex2005 on March 09, 2018, 06:09:01 am
is there any 0.195 nonag release somewhere yet? :)
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr on March 18, 2018, 06:36:08 am
is there any 0.195 nonag release somewhere yet? :)

+1 :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on March 31, 2018, 04:37:13 pm
Version 196 out. For now without Iron Horse modification.
Title: Re: GroovyMAME/ARCADE32
Post by: funkycochise on April 01, 2018, 03:05:19 am
as always, thank you !
Thanks for your effort in maintaining this build.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on April 01, 2018, 12:41:28 pm
UPDATE: Iron Horse modification is fixed, builds will be updated shortly.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: alex2005 on April 12, 2018, 04:05:04 pm
thank you so much! !
best compilation ever! !
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr on May 12, 2018, 05:42:19 am
free bump - 197 has some additions to the neo geo driver.
Title: Re: GroovyMAME/ARCADE32
Post by: abispac 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on June 02, 2018, 03:37:13 pm
198 test release based on 197 gm code.

https://mega.nz/#!dsc1iY6A!idIIvbNK8yUHhQgSJkp56n8iJysTcnhktjYLbOH3J6E (https://mega.nz/#!dsc1iY6A!idIIvbNK8yUHhQgSJkp56n8iJysTcnhktjYLbOH3J6E)
Title: Re: GroovyMAME/ARCADE32
Post by: antoniomauro on June 08, 2018, 06:40:23 am
great!
waiting for the diff to compile the 32bit version
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (https://mega.nz/#!t8sgTR6L!t153h7mt0kFnJZglKLwt2vEr5Km8DNhckFxhZReOg9s)
Title: Re: GroovyMAME/ARCADE32
Post by: ckong on June 25, 2018, 04:38:42 am
Thx for the 32build of 0.196.  :)
Title: Re: GroovyMAME/ARCADE32
Post by: cyb on July 06, 2018, 01:47:26 pm
Do you plan on releasing an 0.199 build? Killer Instinct is broken on 0.198.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on July 08, 2018, 06:35:41 am
Calamity didn't released 199 GM source so I'm not planning releasing 199 as well.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr 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.
Title: Re: GroovyMAME/ARCADE32
Post by: alex2005 on August 23, 2018, 07:55:41 am
any plans on a 0.200 release? :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: anchounio 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 :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on September 05, 2018, 03:05:41 pm
I'm waiting for official groovymame 201 release.
Title: Re: GroovyMAME/ARCADE32
Post by: anchounio 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 (http://mame32fx.altervista.org/features.htm)

Therefore, does your groovymame distribution include them all ?   :notworthy: :notworthy: :applaud:
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (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.
Title: Re: GroovyMAME/ARCADE32
Post by: raibol1 on October 12, 2018, 11:54:41 am
Hallo,

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

Greets

raibol
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on October 13, 2018, 01:31:31 pm
I'll try to build 202.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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 (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.
Title: Re: GroovyMAME/ARCADE32
Post by: raibol1 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
Title: Re: GroovyMAME/ARCADE32
Post by: raibol1 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
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 :)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 03, 2018, 07:52:38 am
Release 203 is out.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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.
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr 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... it’s a good day.  :)
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 03, 2018, 12:43:10 pm
Please remember - it's full MAME release not arcade only.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on November 03, 2018, 12:59:22 pm
My own build of groovymame is always full it was for very long time.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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.
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr on November 04, 2018, 11:17:04 am
0.203 diff files?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: m.andrade1 on November 08, 2018, 07:03:20 am
Hello haynor666
Any plans for 32bit 0203b version?

Thanks a lot
Marcos
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: marcelosofth 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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: m.andrade1 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
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on December 02, 2018, 06:36:41 am
New version just because I might now have enough time during Christmas.
Title: Re: GroovyMAME/ARCADE32
Post by: josete2k on December 02, 2018, 10:15:55 am
Thanks.
Can you please explain about the D3D8 fix?

My cabinet is running under XP 32bit.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: Vantier 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
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022)

EDIT. This won't be fixed :(
Title: Re: GroovyMAME/ARCADE32
Post by: Vantier 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.
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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 (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)
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2)
Title: Re: GroovyMAME/ARCADE32
Post by: schmerzkaufen 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)
Title: Re: GroovyMAME/ARCADE32
Post by: Vantier 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 (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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on December 23, 2018, 01:22:48 pm
Here is experimental build with modified h6280 core - https://mega.nz/#!o5FBVaiJ!T0Fs7sUIe617UqHalmpiTFvW_NAY5q2PZgQjLg8mmns (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
Title: Re: GroovyMAME/ARCADE32
Post by: Robbbert on December 24, 2018, 05:13:43 pm
This does not look too good now - http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022 (http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022)

EDIT. This won't be fixed :(

Are you sure?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 :)
Title: Re: GroovyMAME/ARCADE32
Post by: Vantier 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? 
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on December 25, 2018, 07:28:51 am
I'm hoping it will be in official groovymame first for 205.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: P.H.U. on January 01, 2019, 12:47:16 am
Test build - https://mega.nz/#!84lBmAyZ!5fOEPQhaDU1WpvnFhK3qY-xSmiEuwU1mPz0ngH-XR6Y (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?
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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 (https://mega.nz/#!JpUjhK5Q!i4T-nF3f-H7zDE0XM1NrMqqaINq7pNFrTpEHCMxhiu0)
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr 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!
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32
Post by: keilmillerjr 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! Can’t wait! When diff files are released, I think I’m 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.
Title: Re: GroovyMAME/ARCADE32
Post by: haynor666 on January 08, 2019, 07:51:12 am
namcona1 modifications are almost done. Final 205 should in next 2 hours.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: gozaimas 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.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Vantier on January 09, 2019, 09:32:58 am
Great work Haynor! Very thank you!! :applaud: :applaud: :applaud:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr 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
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: lolo40 on February 02, 2019, 08:25:59 pm
Hi,
Can i use the Groovymame x64 version with my winXP64.
I don't use Direct3D9Ex.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: lolo40 on February 03, 2019, 02:19:19 pm
Too bad, thanks.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: shiryu55 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 ..
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 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 (http://forum.arcadecontrols.com/index.php/topic,151459.msg1677161.html#msg1677161) or better https://b4nd1t0.blogspot.it/ (https://b4nd1t0.blogspot.it/)

BTW. 2019 is last year for 32builds. From 2020 I'm going to build only x64 version.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: shiryu55 on February 18, 2019, 06:38:35 am
ok,

Sorry, I did not see the link that was on the first page.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 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.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: krick 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

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on March 20, 2019, 11:45:05 am
You have everything in first post - D3D9ex -> 64bit; D3Dfix  -> 32bit.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: m.andrade1 on March 21, 2019, 08:36:37 am
Hello haynor666
Thank you so much for the 32bit version !
This will keep our hobby alive !

Thanks
Marcos
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 22, 2019, 09:56:11 am
Version 208 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: m.andrade1 on April 23, 2019, 01:11:28 pm
Hello haynor666
Thank again for the 32bit version !

Thanks
Marcos
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: 0zzy on April 23, 2019, 03:10:27 pm
Hi all!
a few weeks ago i downloaded from here a recent groovymame v0.203 x32, now i'm looking for highscore.dat.
where i can find it, someone can help me?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 25, 2019, 08:40:39 am
Download official mame package and look into plugins directory or from http://highscore.mameworld.info/download.htm

Build 209 is almost prepared, it only needs updated groovymame patch.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 26, 2019, 01:08:46 pm
Version 209 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Endprodukt on April 28, 2019, 04:15:03 pm
Thanks for your effort.

Do you know by any chance if the Golden Tee series sounds are fixed? Since 201 they're all over the place. Maybe interesting for you to look into?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 29, 2019, 04:17:01 am
Personally I'm not interested in golf games and I have don't have skills for this.

You may try to report problems to mametesters.org
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on April 29, 2019, 04:43:25 am
Thanks a lot!
Are the patches the same for 208 and 209?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 03, 2019, 04:38:12 pm
Patches from version 208 works in 99,8%. One single fix was needed. Updated archive is already uploaded.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on May 06, 2019, 08:22:17 am
great!!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: digitron on May 21, 2019, 09:43:41 pm
Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.

Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?

Thank you in advance. :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on May 22, 2019, 02:24:10 am
Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.

Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?

Thank you in advance. :)

You can use official mame directory structure and support files, and just execute the new (patched) binary. It helps on windows if you copy the binary to mames root directory. Can replace official mame binary, or rename new (patched) binary.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: digitron on May 22, 2019, 11:11:56 am
Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.

Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?

Thank you in advance. :)

You can use official mame directory structure and support files, and just execute the new (patched) binary. It helps on windows if you copy the binary to mames root directory. Can replace official mame binary, or rename new (patched) binary.

Greatly appreciate it, ty.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 03, 2019, 01:58:20 am
I think I should mentioned this in first post :]
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 07, 2019, 01:55:09 pm
Version 210 is available.

I removed patches for version 201 (actually copy/paste from version 200 but without proper corrections). I also build and upload old version 202.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on June 15, 2019, 11:52:19 am
Thanks for your builds! Love them!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 04, 2019, 04:48:06 am
Version 211 is available. Taito F3 hacks needs testing.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Recapnation on July 04, 2019, 08:06:57 am
Taito F3 hacks

What do they do?



Edit: Is it just this?

Quote
- some video fixes in taito_f3 driver (continue screen in Greed Seeker is now visible, the same goes to intro text in Arabian Nights)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: m.andrade1 on July 04, 2019, 02:29:44 pm
Hello haynor666
Thanks a lot for your 32bit version !
Long life to the hobby !

Thanks
Marcos
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 04, 2019, 04:37:53 pm
@Recapnation

It fixes these two games and I already can confirm that fixes still works.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Recapnation on July 05, 2019, 08:53:52 am
Thank you. Does the Arabian Magic hack fix this too?

https://mametesters.org/view.php?id=00147
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 05, 2019, 12:08:43 pm
I don't remember but author of hack mention only text in intro screen.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on July 06, 2019, 08:30:44 am
Thank you haynor666. I compiled 0.211 with patches for linux. Hoping to patch some previous versions and compile on mac too. https://github.com/keilmillerjr/mame-diffs

Has anyone tested current mame on rpi4 yet? Waiting for an updated retroflag case. Curious if the faster hardware will yield a playable speed. 3b+ wasnt quite there yet.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on July 10, 2019, 06:11:49 pm
I now have compiled 0206-0211 linux binaries. Also compiled mac os x 0211. I didn’t include the groovymame patch in the mac binary. I should have no problem keeping up with the linux and mac binaries. Not sure how far back I will compile. I generally update my romset every month. Not sure about others. But I do provide compiling instructions.

Thank you calamity, mkchamp and haynor! :cheers:

Edit: 0202-0211 mac and linux binaries compiled
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 05, 2019, 04:05:50 pm
While I'm compiling version 212 I should mention changes:

Implemented hacks from ARCADE32/64 to cpu/psx/irq.cpp and machine/idehd.cpp to make Primal Rage 2 working. I was never interested in this game but since it is fixed in ARCADE32/64 then why not.

Re-added Truxton 2 stereo sound support. It was lost after I removed samples support.

Added deniam.cpp changes to fix trash in games that are in this driver.

Added fixes to midas.cpp just like in ARCADE32/64 to stay in line with neo geo hacks.

Re-added audio boost in m72.cpp driver.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on August 15, 2019, 12:06:13 pm
Hi all,

I'm having some issues with the hiscore plugin with this release (probably this was also the case earlier, just I didnt notice until now).

Other plugin (at least the data plugin seems to work fine).

I replaced the mame64.exe (0.212) with the old one in my other installation (0.205) where the hiscore plugin works fine, and it stopped saving hiscores.
When I get back to the original mame64.exe (0.205) it works again.

Any ideas what could be causing this issue? I recall seeing some similar issues googling a bit with the boot.lua where it throws some sort of indexing error, but no real clues if that could be causing it.

Attaching some ini (.txt) files maybe these help :)

Thanks a lot in advance for your support !
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 17, 2019, 03:26:52 pm
I didn't modified groovymame part at all. Did You tested official groovymame ? Did You get plugins directory from latest mame ?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on August 18, 2019, 12:26:51 pm
Hey, sorry, yes after some tweaking I sorted it out. It was a problem of my mame.ini, tried one from a clean GM install and worked fine. I had some old parameters that were replaced during this time and did not notice until now.
Thanks anyway!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 18, 2019, 05:47:06 pm
I don't update groovymame too often but everytime it's best to re-generate at least main ini file. All other inis usually have one or two lines so it's not necessary. I suggest to get latest plugins directory from official mame.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on August 20, 2019, 03:43:01 am
Thanks for the advise, for sure I'll do that more regularly from now. In fact, regenerating the ini not only fixed the hiscore issue, but also some resolution issues I had for vertical games  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 15, 2019, 12:27:51 pm
Version 213 is out.

I changed resolution in Go Go Mr. Yamaguchi to get rid of black bar at the bottom.
Audio hack for dec8 games is removed - it is fixed now in official mame.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on September 17, 2019, 06:39:14 am
great!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 18, 2019, 11:10:36 am
I'm glad is usefull. But there was problem with incomplete patch for Go Go Mr. Yamaguchi. I had to recompile both versions and re-upload.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on September 20, 2019, 03:35:58 am
Just re-downloaded!
Thanks a lot
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on September 28, 2019, 05:01:20 pm
Hope your 0.214 build is out soon, love your builds!  :applaud:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 04, 2019, 02:56:41 am
Me too!! I'm waiting 0.214 32bit to test the fixes of cps3 on my crt.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: anchounio on October 04, 2019, 06:08:49 am
Same here!
Waiting for your build for my arcade cabinet :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: fdv on October 04, 2019, 02:33:31 pm
Hello,

I have Windows XP 32 bits and until version 0.211, groovymame works fine but when I try to run versions 0.212 or 0.213 I get an error saying that dwmapi.dll is not found.

Any fix on that?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 04, 2019, 03:23:50 pm
I'm sorry for delay but real life plus Borderlands 3 caught me. I'll try build new version tomorrow.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on October 05, 2019, 02:47:31 am
Thanks Haynor666!!!  :applaud:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 05, 2019, 02:57:59 pm
Hello,

I have Windows XP 32 bits and until version 0.211, groovymame works fine but when I try to run versions 0.212 or 0.213 I get an error saying that dwmapi.dll is not found.

Any fix on that?

While waiting for 0.214 i tried 0.213 and have the same error. Have you found a solution?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: fdv on October 06, 2019, 08:28:11 am
Maybe it is a matter of compiling with static libraries instead of compiling with dynamic libraries.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 06, 2019, 09:03:53 am
Maybe it is a matter of compiling with static libraries instead of compiling with dynamic libraries.

In that case let's hope haynor666 take this into consideration in order for us to be able to enjoy 0.214 too. 0.211 is working fine fire me too but not 0.213...
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Dogway on October 07, 2019, 11:30:02 am
Does this include an option to save autofire cheat settings?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on October 07, 2019, 11:39:30 am
No, but MAME comes with an autofire LUA plugin now, so both standard Groovy and ARCADE variant have it too.

In mame.ini at 'plugin' just write 'autofire'.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Dogway on October 07, 2019, 03:02:12 pm
The plugin even with your recommendation doesn't work for me for the joystick (tested dinput and xinput) only the keyboard (hotkey setting), if it worked I could autogenerate autofire .cfg files for all shmups.
The autofire cheat instead does work, but I have to enable it each time (doesn't save)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on October 07, 2019, 03:33:03 pm
The LUA autofire plugin does work. I have no emus installed on that computer here to take a look so maybe I forgot what the right setting are but it is a thing (was added to MAME like a few builds ag, I've used it)

EDIT: maybe they've changed how to use it, dunno, i'll have a look tomorrow. It's very new so they've made changes to it like every build since its introduction.

EDIT2: yeah it works as I described. Maybe you meant you couldn't figure how to make it work? me neither the first time, it's pretty confusing, and of course there's no documentation on it.
To begin I think (to be confirmed tho) that the AF-enabled button (hotkey) can't be same as the default one, this is to allow having both the normal and its AF-enabled duplicate on the same controller if desired. So it's up to you to arrange your inputs for that, but you can assign a button away like on the keyboard if you don't want to keep both on the same controller.
Then the frame press/release arrangement is pretty self-explanatory.
Settings are saved in .cfg's
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on October 08, 2019, 11:09:02 am
Is the compiled 32bit version planned?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Dogway on October 08, 2019, 04:16:00 pm
@haynor666: thanks for the update!

@schmerzkaufen: finally I made it work, hotkey... well button I'd say. I mapped it to a strange RT and it worked, so I cannot map button_1 or button_2 to autofire... or I might, but then I have to mess with my ctrlr file to repurpose button_1 and button_2 somewhere else in my controller and make room for autofire... I will think something up with a script, gotta be creative.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 10, 2019, 03:55:11 am
Both editions are online, I forgot to mention ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 10, 2019, 03:55:45 am
Is the compiled 32bit version planned?

This is what I'm looking for too!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 10, 2019, 03:59:41 am
Is the compiled 32bit version planned?

This is what I'm looking for too!

Nice thank you!!!! Do you think that the missing dwmapi.dll error some of us getting on 212 a d 213 32bit is going to be fixed on the 214?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 10, 2019, 04:34:05 am
I didn't tested 32 build in 32bit env. or XP. I'm affraid error might pop up also here. Mamedev abandoned XP long time ago and I'm abandoning 32 build at the end of year.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 10, 2019, 04:35:43 am
I didn't tested 32 build in 32bit env. or XP. I'm affraid error might pop up also here. Mamedev abandoned XP long time ago and I'm abandoning 32 build at the end of year.

214 32bit file is not on mega folder...
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 10, 2019, 11:37:44 am
It is now. Thanks for spotting this ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: fdv on October 11, 2019, 03:28:47 pm
The missing dwmapi.dll error still happens in 214  :'( Could you, please, provide a fix?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 11, 2019, 03:41:55 pm
I'm sorry but I don't know how :(
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on October 12, 2019, 12:58:17 pm
The missing dwmapi.dll error still happens in 214  :'( Could you, please, provide a fix?

if someone finds a workaround for winxp 32bit and dwmapi.dll error, please post it here, even though i don't think that this is going to be fixed. Even the unpatched official mame 0.214 build doesn't boot, giving another error on winxp 32
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 27, 2019, 10:37:55 am
IMPORTANT NEWS

Two months before I was planning but...

Version 215 will be (probably) last version built for x86 systems. It was always built for XP in mind but mamedev now abandons x86 builds and also abandons 5.3 tools as well (which I use for XP/x86 build due compability reasons).

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Robbbert on October 27, 2019, 11:33:46 am
Yes 0.215 will be the last for XP. I tried building the latest git (will be in 0.216) with 5.3 and it does not compile. So, the end.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 28, 2019, 03:36:05 am
Personally not a big problem. I don't use x86 systems from long time not too mention XP. I think most people knew what will happen soon.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Substring on October 28, 2019, 08:28:53 am
Original mame dev team statement for curious people : https://www.mamedev.org/?p=474

in 2019, maintaining 32bits software is a paradox ... (yeah, same would go for CRT display  ;D)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: donluca on October 28, 2019, 02:01:09 pm
What about XP's kernel evolutions, namely 64-bit XP and the successive (and last iteration) Windows Server 2003 (which comes in both 32 and 64 bits).

I've been using a super stripped down 2003 installation, 64-bits with huge satisfaction. It's basically the last evolution of Windows XP, but with better hardware support and 64-bits. When you remove everything from it, it's basically an improved Windows XP.

EDIT: before I get flooded with messages like in the past, just google it, it is part of a suite named Windows XP 2003 eXPerience Edition October 2011.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 28, 2019, 02:59:30 pm
CRT is a different thing - we need this CRTs to get picture close to real hardware. groovymame is designed to run on CRTs and we have still options to do this.

On the other hand 32 bit systems are limiting usage of modern hardware and probably limiting mame as well. As for XP itself - I would like to keep compatibility but mamedev abandoned XP long time ago and with recent tools will not be possible to build XP compatible exe. XPx64 it's abandoned long time ago. It was very niche system anyway.

It's time to move on people to at least 7x64.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: donluca on October 29, 2019, 01:41:03 pm
That's really a pity.

My setup was almost instant-on, with w7 even with an SSD I won't get the same boot times (and I'll have to put some more RAM in it, sadly).
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: anchounio on November 02, 2019, 09:45:57 am
Looking forward to 0.215  :notworthy:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: shiryu55 on November 08, 2019, 08:29:43 am
xp 32bit ,dwmapi.dll is not found. solution was found ?, or in the next and last version 215 will be solved.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on November 09, 2019, 07:23:22 am
I'm sorry but I don't have solution for this.

Version 215 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: donluca on November 09, 2019, 07:55:32 am
xp 32bit ,dwmapi.dll is not found. solution was found ?, or in the next and last version 215 will be solved.

It looks like it's looking for the Destktop Windows Manager extension which is present only from Vista onwards.

Although there's another user here who said that it worked fine on his end (I think it's in the main discussion thread).
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Calamity on November 09, 2019, 01:24:21 pm
It looks like it's looking for the Destktop Windows Manager extension which is present only from Vista onwards.

Although there's another user here who said that it worked fine on his end (I think it's in the main discussion thread).

I think this is caused by the change we introduced in Switchres v0.017o to reduce latency in bgfx. Or does this problem also happen with baseline MAME and XP?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: donluca on November 09, 2019, 03:22:00 pm
No clue unfortunately but one of those days I wanted to bring up a couple virtual machines and do some testing to try understand what's going on.

I've always felt that a stripped down windows 2003 64 bit installation is the best possible OS for GroovyMAME.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on November 29, 2019, 12:22:00 pm
mame0216 is an awesome release. Can’t wait for the patch update so I can start compiling and testing!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 01, 2019, 05:05:26 am
Version 216 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mdd45 on December 03, 2019, 01:35:14 pm
according to this: http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=384077&page=0&view=expanded&sb=5&o=&fpart=1&vc=1

is this possible for anyone to build at least a .215 for WinXP 32 using using GCC 5.3  (gcc7.2  according to user pmc3 or whatever it needs to run on xp), in order to have at least the latest (maybe) possible groovymame for our dinosaur pc?


EDIT: the 0216 builds on emu-france.com works great on my win32 XP! thank you pmc3 !
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on December 12, 2019, 05:30:16 am
Thank you for the patch update! Added the following 64-bit bins to https://gitlab.com/arcademvs/mame/

mame0216_64bit_linux_gs
mame0216_64bit_linux_gsv
mame0216_64bit_linux
mame0216_64bit_mac_sv
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 15, 2019, 09:15:34 am
I am glad that my mame derrative is usefull on other systems. Thanks for those builds :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 27, 2019, 09:32:03 am
Version 217 is out.

From this version I'm using MinGW 9.2.0 (mame latest compiling tools). x64 binary will be available in next hour.

Because latest groovymame patch is created differently (git?) than previous I uploaded also modified sources.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on December 27, 2019, 08:17:41 pm
Version 217 is out.

From this version I'm using MinGW 9.2.0 (mame latest compiling tools). x64 binary will be available in next hour.

Because latest groovymame patch is created differently (git?) than previous I uploaded also modified sources.

Patch for groovymame is still available. Still retaining patches allows you to choose what you need.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 28, 2019, 05:17:42 am
Of course it is. I had problems with applaying it to my source using patch.exe from MinGW so I modified it a bit.

Problem was with entries like

Code: [Select]
diff --git a/scripts/src/emu.lua b/scripts/src/emu.lua
index 1561bb1b69..c311baa932 100644
--- a/scripts/src/emu.lua
+++ b/scripts/src/emu.lua

which was like this

Code: [Select]
diff --Nru scripts/src/emu.lua b/scripts/src/emu.lua
--- scripts/src/emu.lua
+++ scripts/src/emu.lua

Calamity actually mentioned what should be done to bypass this but I didn't spot this on time.

Anyway there was error in my source so I've uploaded new one. Binary is fine.

UPDATE

I forgot to mentioned another taito_f2 fix for pbobble4 for missing graphics. Patch was derrived from ARCADE64/created by dink.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: keilmillerjr on December 28, 2019, 10:38:16 am
That is an extended header. I believe the unix patch utility will ignore it. I dont think the windows patch.exe is good utility. We can always strip it manually. Any chance of still releasing patches?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 28, 2019, 11:16:26 am
My patches are fine. Last fix for version 217 should be ok. It work with windows patch.exe. Groovymame mame and d3d9ex patches are also working with patch.exe just fine with command -p1.

Because putting modified groovymame main patch as well d3d9ex patch would be confusing I once again re-uploaded 217 patches archive. This time only various fixes are in archive.

Fix for old video cards is abandoned as well x32 builds.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on February 09, 2020, 02:21:42 pm
Version 218 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: sterbehilfe1980 on February 12, 2020, 07:47:07 am
Thank you!  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on March 06, 2020, 03:34:53 pm
Version 219 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: anchounio on April 03, 2020, 09:53:38 am
Still waiting for mame 0.220 release
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 03, 2020, 01:16:51 pm
So far we don't have even official 220 release so we are waiting.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: mrchrister on April 06, 2020, 11:37:22 am
thanks for supplying these builds. Any plans when to do 0.220?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Recapnation on April 06, 2020, 11:51:08 am
It seems MAME 0.220 comes with some long-awaited fixes. Do you know which games are affected by this, Haynor?

Quote
taito_f2.cpp: Fixed sprite/tilemap priorities. [cam900]
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 07, 2020, 04:47:31 pm
I don't have idea what they fix in taito f2 driver. I've made some modifications only to taito f3 driver.

Build 220 is ready. This is first version I compiled under windows 10. I

EDIT
hope everything is fine.
Looks like it is :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: shagizoo on April 23, 2020, 04:51:36 pm
First of all congratulate the community for the great work of aid.

My question is the following, are the `` patches '' files compile to the 32-bit version? if not, how could the latest 32-bit version be compiled? Thanks in advance.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on April 27, 2020, 12:35:49 pm
I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164

Any ideas?



Edit:

If anyone here has the ability to compile this for me (with hiscore and nonag of course, plus support for older video cards) I'll pay $20 for your time once I can confirm working.

Sent from my Redmi Note 7 using Tapatalk
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 01, 2020, 04:32:20 pm
I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164

Any ideas?



Edit:

If anyone here has the ability to compile this for me (with hiscore and nonag of course) I'll pay $20 for your time once I can confirm working.

Sent from my Redmi Note 7 using Tapatalk

The OP doesn't compile x86 version yet.

I did it myself, check it (removed):

******************

Backup your mame.ini first if you want keep your config.

And you can add the latest unnoficial hiscore.dat from
https://highscore.mameworld.info/hiscoredat.zip
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on May 01, 2020, 05:09:29 pm
I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164

Any ideas?



Edit:

If anyone here has the ability to compile this for me (with hiscore and nonag of course) I'll pay $20 for your time once I can confirm working.

Sent from my Redmi Note 7 using Tapatalk

The OP doesn't compile x86 version yet.

I did it myself, check it:

https://drive.google.com/file/d/1UQMHMVg4WsHeoZGHcYaPFKfBcZ8LnWOv/view?usp=sharing

Backup your mame.ini first if you want keep your config.

And you can add the latest unnoficial hiscore.dat from
https://highscore.mameworld.info/hiscoredat.zip
Is this just version 0.220? Not the custom build I mentioned above? Does it include support for the old graphics cards n such and actually work on XP?

Update: I just tried it, gettickcount64 error. Nope, doesn't work.

Sent from my Redmi Note 7 using Tapatalk
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 01, 2020, 06:45:14 pm
Update: I just tried it, gettickcount64 error. Nope, doesn't work.

Ok, it seems I need to downgrade my compilers...
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 02, 2020, 02:05:14 am
OK, please test:

https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on May 02, 2020, 08:50:56 am
OK, please test:

https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.

Sent from my Redmi Note 7 using Tapatalk

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 02, 2020, 09:02:02 am
OK, please test:

https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.

Sent from my Redmi Note 7 using Tapatalk

Keep your money...  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on May 03, 2020, 01:14:57 am
OK, please test:

https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.

Sent from my Redmi Note 7 using Tapatalk

Keep your money...  :cheers:
josete2k I just want to thank you SO much. I've been playing Golden Tee all day! I tried explaining to my wife that a very kind stranger on the internet custom built a very specific build of an emulator for me just so I could do this, and she just sort of stared at me. I'm just amazed at what a community we have in these forums. THANK YOU!

Edit with a photo:
(https://uploads.tapatalk-cdn.com/20200503/b774d2043374f3c50a191448b43bce86.jpg)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 03, 2020, 06:53:22 am
Glad to help you.


Nice cab.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: antoniomauro on May 11, 2020, 06:13:50 am
If someone needs to compile for old winxp 32bit:
 - download: msys64-32-2017-12-26.exe from mamedev.org
 - start: win32env.bat
 - type: configure32.bat
 - cd to source folder
 - type: make SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 NOWERROR=1 -j5
It will compile with gcc 7.2 (compatible for xp) not considering warning as errors.
I've tried with success today!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on May 11, 2020, 09:27:30 am
-j5 is for quadcore cpu - j3 if you re using a dual core for compiling.

You can add target=ARCADE for arcade only builds (non mess).
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: D_Skywalk on May 15, 2020, 02:40:24 pm
Haynor, since mame ~214 you missed one line in neogeo driver patch:

Code: [Select]
@@ -767,6 +768,7 @@ void neogeo_base_state::adjust_display_position_interrupt_timer()
 void neogeo_base_state::set_display_position_interrupt_control(uint16_t data)
 {
  m_display_position_interrupt_control = data;
+ m_sprgen->m_neogeo_raster_hack = m_display_position_interrupt_control;
 }

then m_neogeo_raster_hack never update his irq/flag and produces gfx errors in wjammers :)

Thanks for your work!  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 25, 2020, 08:28:40 am
Indeed, it was missing from version 216. Thanks for spotting this D_Skywalk  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 27, 2020, 11:27:40 am
Version 221 is out with some corrections. Please test neogeo hack as well resolution changes. Should be ok but I might miss something.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: giro on June 02, 2020, 11:05:17 am
Add this code to patch Terry train stage on Garou - Mark of the Wolves:

Code: [Select]
void mvs_led_state::garou(machine_config &config)
{
mv1_fixed(config);
cartslot_fixed(config, "sma_garou");
m_screen->set_visarea(38, 342-1, NEOGEO_VBEND, NEOGEO_VBSTART-1);
+ m_maincpu->set_clock_scale(0.98);
}

This underclock the cpu to 11.76MHz

Garou before:
https://www.youtube.com/watch?v=nq1bL5_JqA0

Garou after:
https://www.youtube.com/watch?v=hqfjfvlfGC0
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: LazyAce on June 04, 2020, 09:44:45 am
Thanks @haynor for these builds, have previously been using standard GM, and all the little fixes you've applied are great. My restored Egret IIs are very happy :D
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on June 04, 2020, 11:40:31 am
You can also simply use the OC slider since Groovy saves it: http://forum.arcadecontrols.com/index.php/topic,158665.msg1673359.html#msg1673359
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on June 04, 2020, 02:29:09 pm
I always thought this had to be fixed via emulation  :laugh2:
How does one set the OC in mame? When i go to the slider controls tab, all i see is the frame delay option which can be tuned from 0 to 10 only.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on June 04, 2020, 04:00:44 pm
Ah yes, you have to turn cheats on in the mame.ini to see the CPU slider.
(under CORE MISC OPTIONS)
Code: [Select]
cheat                     1The slider doesn't show % decimals so it can be difficult to adjust with precision, hence also quoting the slider value recorded in the game's config file (garou.cfg find it in the cfg folder)
There probably aren't many games needing super precise OC, but it's a good thing to know.

I think the neogeo driver must be among the most correct now, at least code-wise, but since MAME lacks wait states emulation even the best drivers will run games inaccurately, even with a proper 15khz setup.
To get 'grail' like things like wait states emulation or beam racing I think they'd need to rewrite almost everything, huge part of the emulator, drivers, even redump games.
So you know...MAME redone almost from scratch...will never happen. Or we'll be so old we won't care anymore (prolly already the vast majority of ppl don't care/know about accuracy, and the arcades nostalgia is seriously fading with the growing numbers of new emu users who didn't grow up thru the same era)

Anyway, we can hack like this, guess it's better than nothing eh. ^^
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on June 05, 2020, 05:46:11 am
Good to know, thanks so much! I was indeed waiting for a MAME fix but somehow had the impression this would never happen, too :)
I changed the settings for Garou and SF2HF and working great now :) Are these the only 2 games that need this tuning? I guess there are more from CPS1/2/3 :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on June 09, 2020, 03:59:19 pm
@haynor666 I´ve compiled the 32bit groovymamearcade with your fixes (I've added the @giro 's Garou fix and the suppression patch too):

https://www.mediafire.com/file/5xdfncp36o40r8p/groovymamearcade_0221_x86.rar/file

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on June 14, 2020, 02:43:53 am
Maybe another interesting "hack" to add? On outrunners you always only have sound thru the left speaker, since in the arcade the right speaker is on the other players cabinet.
Destruk on another forum said to have fixed it in the sega driver. Maybe you can add this, so we have also sound thru the right speaker?

ps:love this build!!

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 01, 2020, 02:02:35 pm
Version 222 is out.

I'm sorry but I don't have too much time right now so no new additions. I'll try examine those fixes for next release.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on July 01, 2020, 02:55:38 pm
Good to know, thanks so much! I was indeed waiting for a MAME fix but somehow had the impression this would never happen, too :)
I changed the settings for Garou and SF2HF and working great now :) Are these the only 2 games that need this tuning? I guess there are more from CPS1/2/3 :)
Oh I haven't looked deep enough because I've been focusing on Cave cv1k hardware for a while, diving into the games from time to time to adjust the sliders, but yeah it seems there are a lot of little adjustments we can make on several hardwares like neogeo and Capcom indeed. OC does not replace true emulation but is still great considering some games haven't had any fixes for decades because the limits of MAME's design are the issue.
Then of course whatever findings can be turned into 'OC patches', why not, but I like Groovy's way because it's not definitive, we can readjust any game anytime.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on July 02, 2020, 10:36:53 am
Compiled 32bit 0.222 with OP's patches... Please, test.

https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 03, 2020, 05:26:28 am
Thanks josete2k. I'm personally not interested in 32 builds just like mame devs and Calamity but it's nice to see that someone can still help 32bit users :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on July 30, 2020, 12:21:14 pm
Compiled 32bit 0.222 with OP's patches... Please, test.

https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
Thanks for this. There are still 32bit users out there (like myself). I appreciate this immensely!!! Will test this afternoon :)

Sent from my Redmi Note 7 using Tapatalk

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: m.andrade1 on July 31, 2020, 07:47:06 am
Hello josete2k
Do you have a complete 32bit version of the 0222b, i mean arcade, console, computers, just like the regular one etc.

Thanks
Marcos
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: smeatr0n on August 01, 2020, 11:35:49 pm
Compiled 32bit 0.222 with OP's patches... Please, test.

https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
It's tested and working perfectly btw. Thanks again. Simpsons plays weird on this version of MAME, so going to stick with .220 until your next release sir. Cheers :)

Sent from my Redmi Note 7 using Tapatalk

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on August 04, 2020, 08:52:47 am
Compiled 32bit 0.222 with OP's patches... Please, test.

https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
It's tested and working perfectly btw. Thanks again. Simpsons plays weird on this version of MAME, so going to stick with .220 until your next release sir. Cheers :)

Sent from my Redmi Note 7 using Tapatalk

There are some changes in the simpsons.cpp driver... Try to update your rom.

http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=Simpsons&arcade_only=0&autosearch=1
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on August 07, 2020, 05:37:49 am
MAME 0.223 has this:

[simpsons]: correct refresh rate
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Moneyhead on August 07, 2020, 12:04:25 pm
Calamity used to have a patch for vertical games like Frogger/Scramble (which are based on the galaxian driver) to force 256 rows in switchres instead of 768 rows when played on a horizontal screen.

This patch was removed in the official groovymame since switchres v0.015k.

Could you reapply this patch to your version?

Best regards,

Sascha
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on August 11, 2020, 01:18:46 am
Groovy mame ARCADE 0223 XP 32bit

https://www.mediafire.com/file/zrcr9x2h3jtp4to/groovymamearcade_0223_x86.rar/file

no custom patches, only suppression and old video cards
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 20, 2020, 04:57:49 pm
Version 223 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 20, 2020, 09:41:53 pm
My hero  ;D
Thanks man, waiting for this.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 21, 2020, 07:07:03 am
Anyone having issues with Legend of hero tonma ?
Game doesn't run since 0.222 on my side, my romset is up to date.
Works fine with 0.212 build though.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: cyb on August 22, 2020, 01:32:19 am
Anyone having issues with Legend of hero tonma ?
Game doesn't run since 0.222 on my side, my romset is up to date.
Works fine with 0.212 build though.

just tested with haynor's .223 build and it's working fine for me.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 22, 2020, 04:58:13 am
Thanks, I don't know what broke it.

R-type or hammering harry run as intented, but with this one, no dice.  :badmood:
The ui says it's mlssing a file ie "tom_c-pr-b.ic1" and cannot be run but the file is in the zip.
I tried to extract the archive, recompress it to zip, 7z whatever, same issue.

Well since it's working on your side, the problem must be on my hand but I have no clue atm.
No biggie mind you, I'll just stick with gm 0.212 on this one. It's just I don't like not solving such simple matters.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: PL1 on August 22, 2020, 07:59:43 am
The ui says it's mlssing a file ie "tom_c-pr-b.ic1" and cannot be run but the file is in the zip.
Team Europe recently dumped that MCU and confirmed that the version MAME had been using is good.
https://team-europe.blogspot.com/2020/08/legend-of-hero-tonma-world.html (https://team-europe.blogspot.com/2020/08/legend-of-hero-tonma-world.html)

The M72 driver was updated 3 days ago with this commit (https://git.redump.net/mame/commit/src/mame/drivers/m72.cpp?id=1214466c42997763dcbf82f44e46d20c73fafcd2) showing that the hash for that file should still be SHA1(ca800ce7467efb877d0fff4c47d72478a991e2a9).

Check the SHA1 hash for your version of that file to see if it's an incorrect/corrupted ROM or if there's a problem with your installation of MAME.

If the ROM is incorrect/corrupted, try copying/renaming "c8751h.bin" from lohtb3.
- File contents and hash should be the same.


Scott
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 22, 2020, 09:14:02 am
Hey, thanks for pointing out directions. Sha1 and crc values are OK, I've alreading checked them.
What's driving me insane is that amongst all versions, only lohtb2 and lohtj are correctly working, all others kick me out.
Since it's a split romset, I'll try with a merged and then a non merged one.

EDIT : OK problem solved, I'm dumb as f..., mame.ini wasn't pointing to the correct rom folder  :banghead:
Thanks everyone.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 22, 2020, 03:10:10 pm
Just to remind - I never change roms definitions in my builds like like groovymame official.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 11, 2020, 04:00:15 pm
Version 224 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on September 11, 2020, 06:26:49 pm
Version 224 is out.

thanks a lot!
Haynor, did you apply the nonag patch as well? seems no longer working in 0.224 :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 12, 2020, 02:39:50 pm
I'm rebuilding this version. Perhaps I miss this patch  ::)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Sky25es on September 12, 2020, 06:46:54 pm

thanks a lot!
Haynor, did you apply the nonag patch as well? seems no longer working in 0.224 :)

Maybe it has something to do with this?:

https://git.redump.net/mame/commit/?id=ea764f2a5e3071ee5d39fb7da8cd08948af086f6
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Robbbert on September 13, 2020, 01:46:12 am
That commit is for 0.225.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 13, 2020, 08:10:34 am
Should be fixed now. Please re-download last version.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on September 13, 2020, 10:05:51 am
working perfectly now! once again, thanks for your awesome work!  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 18, 2020, 06:54:06 am
Add this code to patch Terry train stage on Garou - Mark of the Wolves:

Code: [Select]
void mvs_led_state::garou(machine_config &config)
{
mv1_fixed(config);
cartslot_fixed(config, "sma_garou");
m_screen->set_visarea(38, 342-1, NEOGEO_VBEND, NEOGEO_VBSTART-1);
+ m_maincpu->set_clock_scale(0.98);
}

This underclock the cpu to 11.76MHz


I forgot to add this fix last time. Will be in 225. For segas32 fix I have to examine carefully this because source is really old.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on September 22, 2020, 02:14:27 pm
Hi! just curious, can a similar hack be implemented to slow down the speed on sf2hf?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on September 22, 2020, 03:06:05 pm
Fort f. sake. The braindead obtuseness of the regular old nerds at the groovy subforum is why GroovyMAME's not aknowledged nor understood by the bulk of emulators users despite it being superior in so many ways to everything else in the world of arcade emulation, I want to slap people every time I visit.

@alex2005: basically there's a saving CPU% slider in Groovy since iirc v0.205, you can overclock and underclock while playing any game and your settings will be saved (in the cfg folder)

Read the previous page for more details and how to use that.

Hardcoding machineconfig patches for overclocking/underclocking games has become totally obsolete since the implementation of that obvioulsy superior feature.
The '98%' CPU fixing Garou's buggy background @ train stage is what I've found some time ago thanks to that feature, it took me only minutes to find it, and someone wasted time turning that find into a patch because they're too lazy to read Groovy's main release thread and actually realize the awesome features Calamity & Co. have been implementing.

Like, hey, something incredible they've made like days ago again, huge progress for tons of users with that new feature, and there's like only a handful of ppl - not exaggerating - who noticed.
Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE.  :dunno

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Calamity on September 23, 2020, 05:42:56 pm
Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE.  :dunno

I'm thinking of jumping directly into tik tok.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Substring on September 24, 2020, 08:06:44 am
I'm thinking of jumping directly into tik tok.

Best 2020 idea ever ! so retro, so CRT  :laugh2:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on September 24, 2020, 08:38:32 am
If he wears nekomimi that'll go smoothly. =^^=
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: josete2k on October 02, 2020, 04:06:47 pm
GroovyMame 0.225

ARCADE XP 32bit
Nonag active
HiScore active


http://www.mediafire.com/file/jgur9kk00pg7rmq/groovymamearcade0225x86.rar

Warning!!! Custom "mame.ini" included, please backup your ini before.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: ID4 on October 03, 2020, 11:15:14 am
Hi!

I have compiled my own versión for my cabs.

Quote
Mame 0.225

Patchs:

- 0225_groovymame_017s
- d3d9ex
- 224_03_various_fixes (Haynor666)
- suppression_0224u3 (No nag)

Compiled only the arcade part and only the executable is included.
Use over GroovyMAME 0.225 distribution.

You can download here:

https://drive.google.com/file/d/1GL8Tk4Jv9R7Nt2ShvdYAiQsduYdLkTlr/view?usp=sharing (https://drive.google.com/file/d/1GL8Tk4Jv9R7Nt2ShvdYAiQsduYdLkTlr/view?usp=sharing)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: 0zzy on October 05, 2020, 02:01:03 pm
-j5 is for quadcore cpu - j3 if you re using a dual core for compiling.

You can add target=ARCADE for arcade only builds (non mess).

Hi josete2k, i have compiled as suggested from antoniomauro, but when i run my compiled mame.exe on xp x32i receive this error:
The procedure entry point GetTickCount64 could not be located in the dynamic link library kernel32.dll.
why? can you help me? i need to compila mame 0.217 with no nag and highscore for my old ati 9250

this is my how-to for dummies:

Code: [Select]
C:\msys64>win32env.bat
Copying skeleton files.
These files are for the users to personalise their msys2 experience.

They will never be overwritten nor automatically updated.

'./.bashrc' -> '/home/ala//.bashrc'
'./.bash_logout' -> '/home/ala//.bash_logout'
'./.bash_profile' -> '/home/ala//.bash_profile'
'./.inputrc' -> '/home/ala//.inputrc'
'./.profile' -> '/home/ala//.profile'
'./.vimrc' -> '/home/ala//.vimrc'


[MINGW64] C:\msys64\src>C:\gnu\bin\patch.exe -p0 -E < C:\msys64\suppression_0217u2.diff
patching file src/emu/render.cpp
patching file src/frontend/mame/ui/mainmenu.cpp
patching file src/frontend/mame/ui/ui.cpp



[MINGW64] C:\msys64\src>C:\gnu\bin\patch.exe -p1 -E < C:\msys64\0217_groovymame_017p.diff
patching file scripts/src/emu.lua
patching file scripts/src/osd/sdl.lua
patching file scripts/src/osd/sdl_cfg.lua
patching file scripts/src/osd/windows.lua
...
...
...


[MINGW64] C:\msys64\src> cd ..
[MINGW64] C:\msys64\> cd win32
[MINGW64] C:\msys64\win32> config32.bat
[MINGW64] C:\msys64\win32> cd ..
[MINGW64] C:\msys64\> cd src
[MINGW64] C:\msys64\src> make SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 NOWERROR=1 -j5


EDIT: ok sorry i think i have found, i was on MINGW64, i think i din't run config32.bat  or booh
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 07, 2020, 03:38:29 pm
Fort f. sake. The braindead obtuseness of the regular old nerds at the groovy subforum is why GroovyMAME's not aknowledged nor understood by the bulk of emulators users despite it being superior in so many ways to everything else in the world of arcade emulation, I want to slap people every time I visit.

@alex2005: basically there's a saving CPU% slider in Groovy since iirc v0.205, you can overclock and underclock while playing any game and your settings will be saved (in the cfg folder)

Read the previous page for more details and how to use that.

Hardcoding machineconfig patches for overclocking/underclocking games has become totally obsolete since the implementation of that obvioulsy superior feature.
The '98%' CPU fixing Garou's buggy background @ train stage is what I've found some time ago thanks to that feature, it took me only minutes to find it, and someone wasted time turning that find into a patch because they're too lazy to read Groovy's main release thread and actually realize the awesome features Calamity & Co. have been implementing.

Like, hey, something incredible they've made like days ago again, huge progress for tons of users with that new feature, and there's like only a handful of ppl - not exaggerating - who noticed.
Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE.  :dunno

That's true but some people does not know hot to fix/change this so I think it's still good idea to put this into source. Besides some CPS2 games like Giga Wing still have  underclocked CPU speed in official source :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on October 07, 2020, 05:10:27 pm
Yes CPS2 games are undeclocked by default (74% IIRC) by mamedev's choice but that's far from always being ideal.

Anyway, no matter how you present it, it's silly to hardcode that. The slider is the best solution to search and do many fine-adjustments.
Anyone can do it.

The only reason people are not using the saving CPU slider is that they ignore it exists, or are inept enough that they don't know how to turn 'cheats' on in the mame.ini

OR because as I've said so many times here and there but it's ignored by mamedev and Calamity & Co., the problem is the CPU% slider's full granularity not appearing in the UI (no decimals) which leaves the user blind for fine-tuning and forced to check and edit the .cfg's

Cools suggested it would be even better to directly show the Hz there instead of a %, in which he's probably right but that might not be easy to do, while showing just the decimals might be a simpler and quicker modification.

As per usual, I'll basically have to be the token a-hole wrestling devs in the mud for a year or two until one hears me over the "Im a victim dev slaving for evil ungrateful users" song that blasts in his head every time a user points an issue or requests something even worth consideration, and actually fixes that absurdity (the one who originally created the UI clearly made some odd choices btw, too bad he just abandoned it there)

I think haynor666 demonstrates it well there, it's the same story as with vsync_offset and the specific.ini's overlapping bug before, or even nvidia prescaling bug waaaaay before (Ive mentioned that one to mamedevs many times in like 15 years and it just got fixed); people are either so inept when it comes to using software - or way too skilled like the real nerds who dont use the UI nor inis and therefore dont experience the same problems as the plebs - that until the matter of useability is fully attended, an emulator's (or whatever other software) features have no chances to be noticed/understood/used by them, only the more or less power-users little demographics will know and that's how things stays stuck in the niche.

RetroArch is crap, but almost everything, including the incredible shaders settings (the only good reason to use RA), is controlled through the UI and the settings actually save.
When you ask something like that to mamedevs there's an absolute psychopath that pops up telling you to hang yourself and like finish dying with your entire family in a fire. I'm not even exaggerating.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Max_FS on October 18, 2020, 02:54:08 am
Hi everyone,

I was just wondering if there will be a version 0.225 by Haynor himself or not, as josetek and ID4 already uploaded their versions.
On this occasion, many thanks for this great patch, I can't imagine running my cab without it.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 19, 2020, 11:47:59 am
It's uploaded. I've uploaded patch some time ago but I forgot to upload exe :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Max_FS on October 20, 2020, 03:04:39 pm
And now I found it :D
Many thanks!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: kamirik on October 20, 2020, 07:40:59 pm
thank you very much
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 29, 2020, 02:47:26 pm
Version 226 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 31, 2021, 07:11:31 am
Version 227 is out (yes, a bit late but it is). Last version with old groovymame code.

Version 228 will follow soon.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on February 01, 2021, 04:14:42 pm
...and version 228 is out.

Reorganised sources folder also a bit.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: yakk11 on February 05, 2021, 06:41:12 pm
My high scores disappeared when I updated from .226.  I haven't moved any files, regenerated a mame.ini.  Was something changed? 
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on February 07, 2021, 02:49:40 pm
Try to update Your plugins folder.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: yakk11 on February 07, 2021, 06:06:10 pm
Updating my plugins folder worked.  Thank you!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: peterson65 on February 08, 2021, 02:25:53 pm
so these builds are based off of the original switchres? or the new 2.0
thanks
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on February 13, 2021, 09:37:27 am
Just like original groovymame up to version 227 builds are based on old 017 code. Starting from version 228 new code will be used.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on March 12, 2021, 08:55:56 am
Version 229 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on March 13, 2021, 07:18:40 am
Thanks mate !
Always appreciated, I was waiting for it.
This is the 1st build with new switchres I’m going to test.
Hopefully everything will go smoothly.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Vantier on March 22, 2021, 03:49:31 am
Thank You haynor!  :applaud: :applaud:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: fred92 on March 22, 2021, 12:42:48 pm
Hello haynor666,

Thank you for you post.
Could you tell me on your mega.nz what is the "patches.7z" ?
is there all your mods (nonag etc.) ?
because it's confused for me because for nonag you link MKChamp web site.
And, should i patch mame source to get the nonag and patch groovymame or should i patch groovymame source ?
thank you very much
Fred.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 10, 2021, 04:14:58 pm
No nag and Calamity patches You have to grab from respective sources. Only my own patch files are there.

Starting from version 225 You have to grab groovymame source from https://github.com/antonioginer/GroovyMAME/releases and then apply non nag patch and my own patch.

For many years patches file consisted of two files - dx8 patch (fix for old graphics cards and windows XP) and second file with all games modifications. Since I abandoned x32/XP builds Dx8 patch is obsolete.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: sittingduck on April 13, 2021, 08:37:28 am
I built a cab 15 years ago that ran Mamewah and a CRT, and then real life happened. Now I'm ready to get it back up running with Groovymame. Will this version work with my old AVGA2 from Ultimarc, or will I be better off using an X1950 Pro (or alternatively a 9800GTX)? Thanks in advance.

EDIT: Been doing a lot of reading and although I'm not sure if the AVGA will work, I've decided to get a 5000-series card and do it the certain way. So never mind my question now.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on April 29, 2021, 03:50:56 am
yay, mame 231 is out. Hopefully your build will be updated (lots of cool fixes in this version).
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 01, 2021, 03:26:53 pm
I'm waiting for official GM 231 release.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: abispac on June 02, 2021, 12:40:59 pm
now we are at .232, maybe something good is coming.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 03, 2021, 05:07:57 am
Let's hope so  :)

I've fixed my U360 joystick and recently a play quite a lot but on version 229 of groovymame.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: twistedsymphony on June 10, 2021, 07:00:53 am
This is helpful, Thanks!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Sledge on June 19, 2021, 10:45:19 pm
@haynor666
ok gogogo :) haha

https://github.com/antonioginer/GroovyMAME/releases
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 23, 2021, 10:32:29 am
Thanks, I didn't notice new version until today.

Right now in Poland in about 48 degree in sun - not the best weather to code/compile etc. I'try to build new version as soon as possible - at night probably :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 23, 2021, 05:28:45 pm
Version 232 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on June 23, 2021, 05:59:19 pm
Thanks Haynor, that was fast !
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on July 03, 2021, 08:37:53 am
@haynor666, looks like groovymame 0.233 is already out, in case you feel like compiling your excellent version  ;)

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Sledge on July 03, 2021, 07:01:50 pm
@haynor666, looks like groovymame 0.233 is already out, in case you feel like compiling your excellent version  ;)
No point even asking until after official GM is out
Even then, he's pretty quick at getting his version out after that
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 04, 2021, 08:47:21 am
Version 233 is out  :)

I'm usually looking for new version at the end of month but right in summer with all the heat and storms in Poland I'm not playing too much so thanks for remind  ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: alex2005 on July 04, 2021, 01:01:34 pm
Thank you so much, haynor!! :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: 2huwman on July 13, 2021, 09:23:42 am
If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on July 13, 2021, 01:53:19 pm
If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!

Just curious why ?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 13, 2021, 03:29:46 pm
My repository have versions starting from 200 but I have there earlier patches as well. Problem is I don't have binaries anymore and exe need to be compiled with tools from 2017.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: donluca on July 13, 2021, 06:10:58 pm
If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!

Just curious why ?

99,99999999999999999% of MAME user base just sticks with a certain version because "it works".
Updating ROM sets is a pain no one wants to go through.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: 2huwman on July 14, 2021, 02:26:03 pm
If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!

Just curious why ?

yeah, just laziness really! but I've bitten the bullet and updated everything to the newest version, so 196 no longer required.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: schmerzkaufen on July 15, 2021, 08:05:22 am
Gotta admit I really need a fresh set too but I have been procrastinating.  :-[

Impressive these days how quickly a given full set gets an increasing number of obsolete roms over every new version following, because the updates even if ridiculously minor (slightly different syntax in found documentation? change all of a system's roms naming!!! info unearthed about a game's developer not actually enjoying chili sauce at the time he worked at that game company contrary to myth? : redump everything, ask users redownload period.), are plenty every month.

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Rion on July 28, 2021, 07:04:29 am
@haynor666

Have you taught of setting up a github page?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 02, 2021, 08:55:31 am
GM 0.234 is out !
Just sayin'  >:D
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 05, 2021, 01:02:40 pm
@haynor666

Have you taught of setting up a github page?

Not really. diff is fine for me.

GM 0.234 is out !
Just sayin'  >:D

Version 234 is out. ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: totozero on August 06, 2021, 06:01:35 pm
Thanks man, I only upgrade my cab with your build  ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 07, 2021, 04:30:11 pm
Version 235 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Sky25es on September 08, 2021, 08:57:18 am
Many thanks  :cheers:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: cybermat on September 22, 2021, 08:13:44 am
I have a dumb question, i always used this custom build replacing groovymame exe file.

Now i bought a VRR monitor, so i was using mame baseline but since i'm still interested to your fix (no nag, neo geo visible area etc etc) i replaced original mame.exe with yours. It all seems working fine, is it correct what i'm doing ?

thanks
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 22, 2021, 11:16:45 am
Almost. Groovymame just like my build have slightly different config file so it would be better to also regenerate config file.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 03, 2021, 06:40:01 am
Version 236 is out.

Right there is only source upload. Looks like I forgot to upload exe file for 235 so now I have to build 235 and 236 as well :/

In next 5 hours both versions should be ready.

Exe version 236 is uploaded.
Forgotten exe version 235 is uploaded as well.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: peterson65 on October 06, 2021, 09:40:23 am
anyone else have the mame game  kram  crash since the new update? the bezel comes up then the screen goes black and I cant exit and have to reboot. ran original groovymame 236 and it works. would have never noticed but my machine was on attract mode and the screen was black for 10 minutes looked at my front end log and it was kram was the last game.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 31, 2021, 06:21:47 am
Version 237 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: anchounio on November 20, 2021, 07:40:58 am
Thank you! I'm still using this compilation with my arcade cabinet  :applaud:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 31, 2021, 05:27:18 am
I have problems with no nag patch. There two options - build right now without no nag patch or wait some time for proper no nag.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Robbbert on December 31, 2021, 08:38:34 am
If this is derived from the official ARCADE64, then you don't need a nonag patch - it's got a built-in one that only needs to be turned on.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Substring on December 31, 2021, 08:59:32 am
Nonag source patch :http://mamestuff.lowtrucks.net/MKChamp/
The author has been idle 6 months, he caught back a bunch of versions at once ;)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 02, 2022, 10:14:45 am
If this is derived from the official ARCADE64, then you don't need a nonag patch - it's got a built-in one that only needs to be turned on.

It was used form MKChamp source :/

BTW. Some old problems with audio for various Konami games has been (?) fixed so probably many hacks are not nedeed now. Someone could confirm proper audio in Super Contra, Aliens, Simpsons, Crime Fighters ?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 03, 2022, 04:34:42 am
Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.

Are there other hacks that are needed to remove? I didn't look closely into mame source for long time using old version in my semicab env so feedback would be welcome as well.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 05, 2022, 10:35:08 am
Version 238 is out.

Version from 229 to 238 are renamed - removed 64 suffix just like in official mame.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 13, 2022, 02:54:14 pm
Version 239 is out
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Recapnation on January 13, 2022, 07:01:21 pm
Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.

Are there other hacks that are needed to remove?

Likely the one fixing Captain America and the Avengers' audio, in case there was one for that.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Trnzaddict on January 14, 2022, 06:03:20 am
NVM
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 15, 2022, 02:01:27 pm
Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.

Are there other hacks that are needed to remove?

Likely the one fixing Captain America and the Avengers' audio, in case there was one for that.

No ,there wasn't any fix for this game.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on February 13, 2022, 01:18:41 pm
Version 240 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: silvereagle on February 20, 2022, 02:09:30 pm
Please pardon the noob question, but would your latest versions have the killer instinct audio stutter fix by any chance? Thank you.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on March 07, 2022, 05:48:22 am
I didn't modify Killer Instinct source so if there are problems in official mame then also here.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: MK3FANATIC on March 09, 2022, 02:59:21 pm
 @haynor666  Would it be possible to compile a groovymame with the mame0139b_64bit version? With the modifications that this version allows, of course. Me and many Killer Instinct fans would be very happy.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: psakhis on March 11, 2022, 03:07:13 am
@haynor666  Would it be possible to compile a groovymame with the mame0139b_64bit version? With the modifications that this version allows, of course. Me and many Killer Instinct fans would be very happy.
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: MK3FANATIC on March 11, 2022, 11:06:48 am
Quote
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?

I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: psakhis on March 12, 2022, 11:52:20 am
Quote
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?

I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
switchres.exe -f 320x240x60 320 240 60 -s -l "mame.exe kinst" -i "switchres.ini"
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 02, 2022, 01:21:17 pm
Version 241 and 242 are out. I'm sorry for delay.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Moksi on April 05, 2022, 06:25:16 am
IS the latest version of your Groovymame best to date ? , wasnt there some probs with the latest releases of groovymame ?
whats is the best version to date ?


Quote
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?

I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
switchres.exe -f 320x240x60 320 240 60 -s -l "mame.exe kinst" -i "switchres.ini"

where do you add that line in the ini ?  i want to setup that specific version of mame for killer instinct aswell or do you have an example ini file thanks
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 03, 2022, 06:34:46 am
Version 243 is out. Added resolution fix for slapfght driver. - broken. I will soon upload fixed version.

EDIT. Re-uploaded :)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: eewoke on May 04, 2022, 02:48:46 pm
Version 243 is out. Added resolution fix for slapfght driver. - broken. I will soon upload fixed version.

EDIT. Re-uploaded :)

Thanks! Appreciate your contribution!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 29, 2022, 07:50:44 am
Version 244 is out. Removed patch for slapfght driver - not needed.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on July 01, 2022, 03:52:05 pm
Version 245 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 11, 2022, 05:59:59 pm
Version 246 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: m.andrade1 on August 17, 2022, 12:53:17 pm
Hello haynor666
How are you, hope you are fine !
Tried to download 0.246 but Chrome are complain about a virus on the file.
Can you checkout please.

Thanks
Marcos
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 19, 2022, 08:41:27 am
ESET says it's fine. No complain from latest Chrome either.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Olivcade on August 19, 2022, 10:42:09 am
Hi,

I am under XP32 SP3 and the maximum version that I can use is the Custom Groovymame32 0.211 version, from 0.212 it no longer works on my XP32, any idea?

I saw that you had compiled the 32-bit 0.215 too but ditto it does not want to work on my XP32 I get a system compatibility error.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 19, 2022, 12:42:36 pm
I stopped support DX8 cards from version 216 but starting from version 212 seems to stopped working on Windows XP sadly probably due official changes.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Olivcade on August 19, 2022, 03:22:59 pm
what is strange is that the official versions of Mame/Arcade32 all work on XP32 until the latest.
arghh it's a shame for version 0.216 because it has the "low latency" option but from what I've read it's the equivalent of Groovymame's Frame delay option. so I don't know if it's interesting.

I'm happy to be able to use version 0.211 on my XP32 thank you very much for your work
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: peterson65 on August 25, 2022, 11:35:16 am
cant download on chrome says it has a virus. download on edge also the same but if I choose download as a zip it works but trying to unzip defender blocks and says , see attached
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 01, 2022, 03:48:05 am
FireEye (very restrictive) in my work place does not see any virus either. ESET at my home also says it's ok (at least for versions 245 and 246).
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 18, 2022, 05:23:35 pm
Version 247 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Endprodukt on September 24, 2022, 09:09:29 am
Thank you so much for your work. Would it be possible to include Mk2+ and Umk3+ into the build?

https://github.com/antonioginer/GroovyMAME/pull/2/commits/f7afacd4811f3cb26930712908652f492986042e

It's an amazing update to the original Mortal Kombat games. https://mortalkombat.plus/
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: psakhis on September 24, 2022, 11:28:36 am
HBMame
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Endprodukt on September 25, 2022, 05:22:27 am
HBMame

Has nothing to do with GM though.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: psakhis on September 25, 2022, 11:16:25 am
You need a HBMame with switchres patch, aka HBGroovymame.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Endprodukt on September 25, 2022, 12:09:20 pm
Okay, that would make sense, but from what I see non of the files in HBMame are matching, completely different romset.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: PL1 on September 26, 2022, 01:16:11 am
from what I see non of the files in HBMame are matching, completely different romset.
Yes, the ROM hacks and homebrew games that are in HBMAME (or some of the other MAME spinoff builds) are not the same as the un-hacked and non-homebrew ROMs that are in mainline MAME.

Quote
HBMAME (HomeBrew MAME) is a derivative of MAME, and contains various hacks and homebrews. It is based on the latest MAME source at the time of release.

What's in it?

    - Homebrew games meant for arcade hardware, or emulators of arcade hardware
    - Hacks of arcade games
    - Test roms and similar that do not generate revenue
    - Selected bootlegs that are not in MAME
    - Games that are enhanced or improved but not suitable for MAME

https://hbmame.1emulation.com/index.html (https://hbmame.1emulation.com/index.html)


Scott
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 26, 2022, 03:44:25 am
Thank you so much for your work. Would it be possible to include Mk2+ and Umk3+ into the build?

https://github.com/antonioginer/GroovyMAME/pull/2/commits/f7afacd4811f3cb26930712908652f492986042e

It's an amazing update to the original Mortal Kombat games. https://mortalkombat.plus/

I'm sorry but my build adds only some modifications for existing games. I don't have any plans to add new games.

As was mentioned earlier HB MAME would be the best choice.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Endprodukt on September 26, 2022, 07:18:48 am
Bummer! Have been trying to make my own HBMame version with your patch and gm, no success here.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: spiderzsoft on October 22, 2022, 09:44:01 am
Version 247 is out.
i want to add KOF98AE in Arcade32. can some one do this?
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: PL1 on October 22, 2022, 10:23:24 am
i want to add KOF98AE in Arcade32. can some one do this?
AFAIK KOF98AE is a hack from 2007.
- Did a quick check on github and it looks like it's not currently in mainline MAME or HBMAME.   :dunno

You should be able to run it using the Final Burn Alpha (FBA) emulator.   :cheers:


Scott
EDIT: Found this in the HBMAME 0.175 release notes here (https://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=356062&page=&view=&sb=5&o=&vc=1).
Quote
- [kof98ae3]
- [kof98ae20160308] Kof'98 Anniversary Edition 2016

Digging further, "kof98ae" and a large number of other related titles + code (lines 33-2282  :o) were removed from the HBMAME kof98.cpp driver with this (https://github.com/Robbbert/hbmame/commit/ab88143e8da5ad27627c2770acdaa33daa95b8e4) commit on September 14th.
- No idea when/if those titles and code might be fixed and added again.
- If you use a GroovyHBMAME or HBMAME release between v0.175 and the last version released before September 14th, "kof98ae" should be supported.

If you're looking for the 2016 version hack, line 3731 of the kof98.cpp (https://github.com/Robbbert/hbmame/blob/master/src/hbmame/drivers/kof98.cpp) driver reads "ROM_START( kof98hh02 ) //kof98ae2016h" in current HBMAME source.
- I assume that means that "kof98hh02" is the current ROMname of the 2016 hack.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Robbbert on October 23, 2022, 04:50:40 am
Yes there was a lot of cleaning up recently to remove games that had issues, including all the kof98ae series. Problems included rebooting unexpectedly (with euro bios) or Address Error (with unibios), bad graphics or just not working at all.

Most neogeo hacks originate in China, where they favour using mc68000 cpus that don't have exception processing (such as FBNeo, nebula, kawaks, neorage, etc) and therefore the faulting games won't work on real hardware.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on October 30, 2022, 11:41:25 am
Version 248 is out (a bit late). Version 249 will be in next hour.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 03, 2022, 12:56:43 pm
Version 250 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on January 15, 2023, 08:44:19 am
Version 251 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: markran on February 09, 2023, 11:33:04 pm
Haynor,

Thanks for keeping on this. Much appreciated!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on March 11, 2023, 11:34:43 am
Version 252 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 03, 2023, 08:23:56 am
New version will be probably in next 2 days but this will the last version with many hacks/fixes included.

For next version I'm going to revisit those changes (just like was done in ARCADE64) due licencing issues and the fact that many are probably no longer needed and/or change little in game.

Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 06, 2023, 12:34:35 pm
Build 253 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on April 30, 2023, 12:51:01 pm
Version 254 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on May 03, 2023, 08:04:25 am
There is a new switchres with a bugfix. Could you rebuild 254 with this switchres?
https://github.com/antonioginer/GroovyMAME/releases/tag/gm0254sr002t (https://github.com/antonioginer/GroovyMAME/releases/tag/gm0254sr002t)
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on May 04, 2023, 10:42:04 am
I intent to because it fixes also rawinput mode for joysticks. Just give me an hour.

EDIT. uploaded.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: pigjes on May 05, 2023, 05:34:21 am
thanks!  :notworthy:
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 09, 2023, 11:52:33 am
Version 255 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on June 30, 2023, 01:41:19 pm
Version 256 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 12, 2023, 03:11:01 pm
Version 257 is out. I added some missing fixes for konami games since there was some changes in those drivers.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Milsancho on August 13, 2023, 04:24:05 am
Version 257 is out. I added some missing fixes for konami games since there was some changes in those drivers.

So which are those, please? I can only find fixes regarding sound in the nemesis driver:

https://www.mamedev.org/releases/whatsnew_0257.txt
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on August 13, 2023, 02:42:35 pm
Changes were about 2 months ago. I simply didn't noticed those.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: Milsancho on August 13, 2023, 04:15:16 pm
Cool, thks for your releases!
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on September 03, 2023, 12:07:44 pm
Version 258 is out.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: vector1 on September 12, 2023, 06:58:05 am
Thanks Haynor666.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 20, 2023, 03:24:06 am
I'm sorry for lack of updates. For a past two months I wasn't too interested with gaming but I'm going back. Expect new release as well missing soon :)

I've just received spinner from thunderstickstudio which is great product so I'm a bit revived to retro gaming and I expect to get (Finally !!!!) GRS Super Joystick (rotary games finally played as should be :D ) in january.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: haynor666 on December 22, 2023, 12:26:52 pm
Version 260 is out.

Version 261 will take some time because patches needs to be fixed again.
Version 261 is out as well.
Title: Re: GroovyMAME/ARCADE32/64 custom build
Post by: sean_skroht on December 26, 2023, 01:36:49 am
Thank you. Really appreciate you doing these!